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This is where all the other uniform related structs are and these were the only structs used by both the compiler and gl api that were defined in the compiler code so lets move them to where everything else is defined. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31500>
509 lines
18 KiB
C++
509 lines
18 KiB
C++
/*
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* Copyright © 2018 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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*/
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#include <ctype.h>
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#include "glsl_types.h"
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#include "linker_util.h"
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#include "util/bitscan.h"
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#include "util/set.h"
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#include "main/consts_exts.h"
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/**
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* Given a string identifying a program resource, break it into a base name
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* and an optional array index in square brackets.
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*
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* If an array index is present, \c out_base_name_end is set to point to the
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* "[" that precedes the array index, and the array index itself is returned
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* as a long.
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*
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* If no array index is present (or if the array index is negative or
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* mal-formed), \c out_base_name_end, is set to point to the null terminator
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* at the end of the input string, and -1 is returned.
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*
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* Only the final array index is parsed; if the string contains other array
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* indices (or structure field accesses), they are left in the base name.
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*
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* No attempt is made to check that the base name is properly formed;
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* typically the caller will look up the base name in a hash table, so
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* ill-formed base names simply turn into hash table lookup failures.
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*/
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long
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link_util_parse_program_resource_name(const GLchar *name, const size_t len,
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const GLchar **out_base_name_end)
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{
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/* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
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*
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* "When an integer array element or block instance number is part of
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* the name string, it will be specified in decimal form without a "+"
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* or "-" sign or any extra leading zeroes. Additionally, the name
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* string will not include white space anywhere in the string."
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*/
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*out_base_name_end = name + len;
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if (len == 0 || name[len-1] != ']')
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return -1;
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/* Walk backwards over the string looking for a non-digit character. This
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* had better be the opening bracket for an array index.
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*
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* Initially, i specifies the location of the ']'. Since the string may
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* contain only the ']' charcater, walk backwards very carefully.
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*/
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unsigned i;
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for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
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/* empty */ ;
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if ((i == 0) || name[i-1] != '[')
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return -1;
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long array_index = strtol(&name[i], NULL, 10);
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if (array_index < 0)
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return -1;
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/* Check for leading zero */
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if (name[i] == '0' && name[i+1] != ']')
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return -1;
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*out_base_name_end = name + (i - 1);
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return array_index;
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}
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/* Utility methods shared between the GLSL IR and the NIR */
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/* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
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*
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* "For an active shader storage block member declared as an array of an
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* aggregate type, an entry will be generated only for the first array
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* element, regardless of its type. Such block members are referred to as
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* top-level arrays. If the block member is an aggregate type, the
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* enumeration rules are then applied recursively."
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*/
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bool
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link_util_should_add_buffer_variable(struct gl_shader_program *prog,
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struct gl_uniform_storage *uniform,
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int top_level_array_base_offset,
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int top_level_array_size_in_bytes,
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int second_element_offset,
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int block_index)
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{
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/* If the uniform is not a shader storage buffer or is not an array return
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* true.
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*/
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if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
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return true;
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int after_top_level_array = top_level_array_base_offset +
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top_level_array_size_in_bytes;
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/* Check for a new block, or that we are not dealing with array elements of
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* a top member array other than the first element.
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*/
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if (block_index != uniform->block_index ||
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uniform->offset >= after_top_level_array ||
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uniform->offset < second_element_offset) {
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return true;
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}
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return false;
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}
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bool
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link_util_add_program_resource(struct gl_shader_program *prog,
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struct set *resource_set,
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GLenum type, const void *data, uint8_t stages)
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{
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assert(data);
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/* If resource already exists, do not add it again. */
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if (_mesa_set_search(resource_set, data))
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return true;
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prog->data->ProgramResourceList =
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reralloc(prog->data,
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prog->data->ProgramResourceList,
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gl_program_resource,
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prog->data->NumProgramResourceList + 1);
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if (!prog->data->ProgramResourceList) {
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linker_error(prog, "Out of memory during linking.\n");
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return false;
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}
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struct gl_program_resource *res =
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&prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
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res->Type = type;
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res->Data = data;
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res->StageReferences = stages;
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prog->data->NumProgramResourceList++;
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_mesa_set_add(resource_set, data);
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return true;
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}
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/**
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* Search through the list of empty blocks to find one that fits the current
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* uniform.
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*/
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int
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link_util_find_empty_block(struct gl_shader_program *prog,
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struct gl_uniform_storage *uniform)
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{
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const unsigned entries = MAX2(1, uniform->array_elements);
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foreach_list_typed(struct empty_uniform_block, block, link,
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&prog->EmptyUniformLocations) {
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/* Found a block with enough slots to fit the uniform */
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if (block->slots == entries) {
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unsigned start = block->start;
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exec_node_remove(&block->link);
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ralloc_free(block);
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return start;
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/* Found a block with more slots than needed. It can still be used. */
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} else if (block->slots > entries) {
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unsigned start = block->start;
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block->start += entries;
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block->slots -= entries;
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return start;
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}
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}
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return -1;
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}
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void
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link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
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{
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struct empty_uniform_block *current_block = NULL;
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for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
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/* We found empty space in UniformRemapTable. */
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if (prog->UniformRemapTable[i] == NULL) {
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/* We've found the beginning of a new continous block of empty slots */
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if (!current_block || current_block->start + current_block->slots != i) {
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current_block = rzalloc(prog, struct empty_uniform_block);
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current_block->start = i;
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exec_list_push_tail(&prog->EmptyUniformLocations,
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¤t_block->link);
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}
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/* The current block continues, so we simply increment its slots */
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current_block->slots++;
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}
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}
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}
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void
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link_util_check_subroutine_resources(struct gl_shader_program *prog)
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{
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unsigned mask = prog->data->linked_stages;
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while (mask) {
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const int i = u_bit_scan(&mask);
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struct gl_program *p = prog->_LinkedShaders[i]->Program;
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if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
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linker_error(prog, "Too many %s shader subroutine uniforms\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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}
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#if defined(_MSC_VER) && DETECT_ARCH_AARCH64
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// Work around https://developercommunity.visualstudio.com/t/Incorrect-ARM64-codegen-with-optimizatio/10564605
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#pragma optimize("", off)
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#endif
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/**
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* Validate uniform resources used by a program versus the implementation limits
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*/
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void
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link_util_check_uniform_resources(const struct gl_constants *consts,
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struct gl_shader_program *prog)
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{
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unsigned total_uniform_blocks = 0;
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unsigned total_shader_storage_blocks = 0;
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[i];
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if (sh == NULL)
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continue;
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if (sh->num_uniform_components >
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consts->Program[i].MaxUniformComponents) {
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if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
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linker_warning(prog, "Too many %s shader default uniform block "
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"components, but the driver will try to optimize "
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"them out; this is non-portable out-of-spec "
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"behavior\n",
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_mesa_shader_stage_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader default uniform block "
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"components\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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if (sh->num_combined_uniform_components >
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consts->Program[i].MaxCombinedUniformComponents) {
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if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
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linker_warning(prog, "Too many %s shader uniform components, "
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"but the driver will try to optimize them out; "
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"this is non-portable out-of-spec behavior\n",
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_mesa_shader_stage_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader uniform components\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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total_shader_storage_blocks += sh->Program->info.num_ssbos;
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total_uniform_blocks += sh->Program->info.num_ubos;
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}
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if (total_uniform_blocks > consts->MaxCombinedUniformBlocks) {
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linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
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total_uniform_blocks, consts->MaxCombinedUniformBlocks);
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}
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if (total_shader_storage_blocks > consts->MaxCombinedShaderStorageBlocks) {
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linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
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total_shader_storage_blocks,
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consts->MaxCombinedShaderStorageBlocks);
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}
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for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
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if (prog->data->UniformBlocks[i].UniformBufferSize >
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consts->MaxUniformBlockSize) {
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linker_error(prog, "Uniform block %s too big (%d/%d)\n",
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prog->data->UniformBlocks[i].name.string,
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prog->data->UniformBlocks[i].UniformBufferSize,
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consts->MaxUniformBlockSize);
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}
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}
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for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
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if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
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consts->MaxShaderStorageBlockSize) {
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linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
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prog->data->ShaderStorageBlocks[i].name.string,
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prog->data->ShaderStorageBlocks[i].UniformBufferSize,
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consts->MaxShaderStorageBlockSize);
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}
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}
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}
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#if defined(_MSC_VER) && DETECT_ARCH_AARCH64
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#pragma optimize("", on)
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#endif
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void
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link_util_calculate_subroutine_compat(struct gl_shader_program *prog)
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{
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unsigned mask = prog->data->linked_stages;
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while (mask) {
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const int i = u_bit_scan(&mask);
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struct gl_program *p = prog->_LinkedShaders[i]->Program;
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for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
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if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
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continue;
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struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
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if (!uni)
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continue;
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int count = 0;
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if (p->sh.NumSubroutineFunctions == 0) {
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linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", glsl_get_type_name(uni->type));
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continue;
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}
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for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
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struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
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for (int k = 0; k < fn->num_compat_types; k++) {
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if (fn->types[k] == uni->type) {
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count++;
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break;
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}
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}
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}
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uni->num_compatible_subroutines = count;
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}
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}
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}
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/**
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* Recursive part of the public mark_array_elements_referenced function.
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*
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* The recursion occurs when an entire array-of- is accessed. See the
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* implementation for more details.
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*
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* \param dr List of array_deref_range elements to be
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* processed.
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* \param count Number of array_deref_range elements to be
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* processed.
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* \param scale Current offset scale.
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* \param linearized_index Current accumulated linearized array index.
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*/
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void
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_mark_array_elements_referenced(const struct array_deref_range *dr,
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unsigned count, unsigned scale,
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unsigned linearized_index,
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BITSET_WORD *bits)
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{
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/* Walk through the list of array dereferences in least- to
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* most-significant order. Along the way, accumulate the current
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* linearized offset and the scale factor for each array-of-.
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*/
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for (unsigned i = 0; i < count; i++) {
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if (dr[i].index < dr[i].size) {
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linearized_index += dr[i].index * scale;
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scale *= dr[i].size;
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} else {
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/* For each element in the current array, update the count and
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* offset, then recurse to process the remaining arrays.
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*
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* There is some inefficency here if the last eBITSET_WORD *bitslement in the
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* array_deref_range list specifies the entire array. In that case,
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* the loop will make recursive calls with count == 0. In the call,
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* all that will happen is the bit will be set.
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*/
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for (unsigned j = 0; j < dr[i].size; j++) {
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_mark_array_elements_referenced(&dr[i + 1],
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count - (i + 1),
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scale * dr[i].size,
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linearized_index + (j * scale),
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bits);
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}
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return;
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}
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}
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BITSET_SET(bits, linearized_index);
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}
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/**
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* Mark a set of array elements as accessed.
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*
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* If every \c array_deref_range is for a single index, only a single
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* element will be marked. If any \c array_deref_range is for an entire
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* array-of-, then multiple elements will be marked.
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*
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* Items in the \c array_deref_range list appear in least- to
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* most-significant order. This is the \b opposite order the indices
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* appear in the GLSL shader text. An array access like
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*
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* x = y[1][i][3];
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*
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* would appear as
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*
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* { { 3, n }, { m, m }, { 1, p } }
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*
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* where n, m, and p are the sizes of the arrays-of-arrays.
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*
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* The set of marked array elements can later be queried by
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* \c ::is_linearized_index_referenced.
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*
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* \param dr List of array_deref_range elements to be processed.
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* \param count Number of array_deref_range elements to be processed.
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*/
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void
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link_util_mark_array_elements_referenced(const struct array_deref_range *dr,
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unsigned count, unsigned array_depth,
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BITSET_WORD *bits)
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{
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if (count != array_depth)
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return;
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_mark_array_elements_referenced(dr, count, 1, 0, bits);
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}
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const char *
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interpolation_string(unsigned interpolation)
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{
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switch (interpolation) {
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case INTERP_MODE_NONE: return "no";
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case INTERP_MODE_SMOOTH: return "smooth";
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case INTERP_MODE_FLAT: return "flat";
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case INTERP_MODE_NOPERSPECTIVE: return "noperspective";
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}
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assert(!"Should not get here.");
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return "";
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}
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bool
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_mesa_glsl_can_implicitly_convert(const glsl_type *from, const glsl_type *desired,
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bool has_implicit_conversions,
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bool has_implicit_int_to_uint_conversion)
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{
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if (from == desired)
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return true;
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/* GLSL 1.10 and ESSL do not allow implicit conversions. */
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if (!has_implicit_conversions)
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return false;
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/* There is no conversion among matrix types. */
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if (from->matrix_columns > 1 || desired->matrix_columns > 1)
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return false;
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/* Vector size must match. */
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if (from->vector_elements != desired->vector_elements)
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return false;
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/* int and uint can be converted to float. */
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if (glsl_type_is_float(desired) && (glsl_type_is_integer_32(from) ||
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glsl_type_is_float_16(from)))
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return true;
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/* With GLSL 4.0, ARB_gpu_shader5, or MESA_shader_integer_functions, int
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* can be converted to uint. Note that state may be NULL here, when
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* resolving function calls in the linker. By this time, all the
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* state-dependent checks have already happened though, so allow anything
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* that's allowed in any shader version.
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*/
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|
if (has_implicit_int_to_uint_conversion &&
|
|
desired->base_type == GLSL_TYPE_UINT && from->base_type == GLSL_TYPE_INT)
|
|
return true;
|
|
|
|
/* No implicit conversions from double. */
|
|
if (glsl_type_is_double(from))
|
|
return false;
|
|
|
|
/* Conversions from different types to double. */
|
|
if (glsl_type_is_double(desired)) {
|
|
if (glsl_type_is_float_16_32(from))
|
|
return true;
|
|
if (glsl_type_is_integer_32(from))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|