/* * Copyright © 2018 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "nir.h" #include "gl_nir_linker.h" #include "compiler/glsl/ir_uniform.h" /* for gl_uniform_storage */ #include "linker_util.h" #include "main/context.h" #include "main/mtypes.h" /* This file do the common link for GLSL uniforms, using NIR, instead of IR as * the counter-part glsl/link_uniforms.cpp * * Also note that this is tailored for ARB_gl_spirv needs and particularities * (like need to work/link without name available, explicit location for * normal uniforms as mandatory, and so on). */ #define UNMAPPED_UNIFORM_LOC ~0u static void nir_setup_uniform_remap_tables(struct gl_context *ctx, struct gl_shader_program *prog) { prog->UniformRemapTable = rzalloc_array(prog, struct gl_uniform_storage *, prog->NumUniformRemapTable); union gl_constant_value *data = rzalloc_array(prog->data, union gl_constant_value, prog->data->NumUniformDataSlots); if (!prog->UniformRemapTable || !data) { linker_error(prog, "Out of memory during linking.\n"); return; } prog->data->UniformDataSlots = data; prog->data->UniformDataDefaults = rzalloc_array(prog->data->UniformStorage, union gl_constant_value, prog->data->NumUniformDataSlots); unsigned data_pos = 0; /* Reserve all the explicit locations of the active uniforms. */ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC) continue; /* How many new entries for this uniform? */ const unsigned entries = MAX2(1, uniform->array_elements); unsigned num_slots = glsl_get_component_slots(uniform->type); uniform->storage = &data[data_pos]; /* Set remap table entries point to correct gl_uniform_storage. */ for (unsigned j = 0; j < entries; j++) { unsigned element_loc = uniform->remap_location + j; prog->UniformRemapTable[element_loc] = uniform; data_pos += num_slots; } } /* Reserve locations for rest of the uniforms. */ link_util_update_empty_uniform_locations(prog); for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; if (uniform->is_shader_storage) continue; /* Built-in uniforms should not get any location. */ if (uniform->builtin) continue; /* Explicit ones have been set already. */ if (uniform->remap_location != UNMAPPED_UNIFORM_LOC) continue; /* How many entries for this uniform? */ const unsigned entries = MAX2(1, uniform->array_elements); unsigned location = link_util_find_empty_block(prog, &prog->data->UniformStorage[i]); if (location == -1) { location = prog->NumUniformRemapTable; /* resize remap table to fit new entries */ prog->UniformRemapTable = reralloc(prog, prog->UniformRemapTable, struct gl_uniform_storage *, prog->NumUniformRemapTable + entries); prog->NumUniformRemapTable += entries; } /* set the base location in remap table for the uniform */ uniform->remap_location = location; unsigned num_slots = glsl_get_component_slots(uniform->type); uniform->storage = &data[data_pos]; /* Set remap table entries point to correct gl_uniform_storage. */ for (unsigned j = 0; j < entries; j++) { unsigned element_loc = uniform->remap_location + j; prog->UniformRemapTable[element_loc] = uniform; data_pos += num_slots; } } } static void mark_stage_as_active(struct gl_uniform_storage *uniform, unsigned stage) { uniform->active_shader_mask |= 1 << stage; } /** * Finds, returns, and updates the stage info for any uniform in UniformStorage * defined by @var. In general this is done using the explicit location, * except: * * * UBOs/SSBOs: as they lack explicit location, binding is used to locate * them. That means that more that one entry at the uniform storage can be * found. In that case all of them are updated, and the first entry is * returned, in order to update the location of the nir variable. * * * Special uniforms: like atomic counters. They lack a explicit location, * so they are skipped. They will be handled and assigned a location later. * */ static struct gl_uniform_storage * find_and_update_previous_uniform_storage(struct gl_shader_program *prog, nir_variable *var, unsigned stage) { if (nir_variable_is_in_block(var)) { struct gl_uniform_storage *uniform = NULL; unsigned num_blks = nir_variable_is_in_ubo(var) ? prog->data->NumUniformBlocks : prog->data->NumShaderStorageBlocks; struct gl_uniform_block *blks = nir_variable_is_in_ubo(var) ? prog->data->UniformBlocks : prog->data->ShaderStorageBlocks; for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { /* UniformStorage contains both variables from ubos and ssbos */ if ( prog->data->UniformStorage[i].is_shader_storage != nir_variable_is_in_ssbo(var)) continue; int block_index = prog->data->UniformStorage[i].block_index; if (block_index != -1) { assert(block_index < num_blks); if (var->data.binding == blks[block_index].Binding) { if (!uniform) uniform = &prog->data->UniformStorage[i]; mark_stage_as_active(&prog->data->UniformStorage[i], stage); } } } return uniform; } /* Beyond blocks, there are still some corner cases of uniforms without * location (ie: atomic counters) that would have a initial location equal * to -1. We just return on that case. Those uniforms will be handled * later. */ if (var->data.location == -1) return NULL; /* TODO: following search can be problematic with shaders with a lot of * uniforms. Would it be better to use some type of hash */ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { if (prog->data->UniformStorage[i].remap_location == var->data.location) { mark_stage_as_active(&prog->data->UniformStorage[i], stage); return &prog->data->UniformStorage[i]; } } return NULL; } /* Used to build a tree representing the glsl_type so that we can have a place * to store the next index for opaque types. Array types are expanded so that * they have a single child which is used for all elements of the array. * Struct types have a child for each member. The tree is walked while * processing a uniform so that we can recognise when an opaque type is * encountered a second time in order to reuse the same range of indices that * was reserved the first time. That way the sampler indices can be arranged * so that members of an array are placed sequentially even if the array is an * array of structs containing other opaque members. */ struct type_tree_entry { /* For opaque types, this will be the next index to use. If we haven’t * encountered this member yet, it will be UINT_MAX. */ unsigned next_index; unsigned array_size; struct type_tree_entry *parent; struct type_tree_entry *next_sibling; struct type_tree_entry *children; }; struct nir_link_uniforms_state { /* per-whole program */ unsigned num_hidden_uniforms; unsigned num_values; unsigned max_uniform_location; unsigned next_sampler_index; unsigned next_image_index; /* per-shader stage */ unsigned num_shader_samplers; unsigned num_shader_images; unsigned num_shader_uniform_components; unsigned shader_samplers_used; unsigned shader_shadow_samplers; struct gl_program_parameter_list *params; /* per-variable */ nir_variable *current_var; int offset; bool var_is_in_block; int top_level_array_size; int top_level_array_stride; int main_uniform_storage_index; struct type_tree_entry *current_type; }; static struct type_tree_entry * build_type_tree_for_type(const struct glsl_type *type) { struct type_tree_entry *entry = malloc(sizeof *entry); entry->array_size = 1; entry->next_index = UINT_MAX; entry->children = NULL; entry->next_sibling = NULL; entry->parent = NULL; if (glsl_type_is_array(type)) { entry->array_size = glsl_get_length(type); entry->children = build_type_tree_for_type(glsl_get_array_element(type)); entry->children->parent = entry; } else if (glsl_type_is_struct_or_ifc(type)) { struct type_tree_entry *last = NULL; for (unsigned i = 0; i < glsl_get_length(type); i++) { const struct glsl_type *field_type = glsl_get_struct_field(type, i); struct type_tree_entry *field_entry = build_type_tree_for_type(field_type); if (last == NULL) entry->children = field_entry; else last->next_sibling = field_entry; field_entry->parent = entry; last = field_entry; } } return entry; } static void free_type_tree(struct type_tree_entry *entry) { struct type_tree_entry *p, *next; for (p = entry->children; p; p = next) { next = p->next_sibling; free_type_tree(p); } free(entry); } static unsigned get_next_index(struct nir_link_uniforms_state *state, const struct gl_uniform_storage *uniform, unsigned *next_index) { /* If we’ve already calculated an index for this member then we can just * offset from there. */ if (state->current_type->next_index == UINT_MAX) { /* Otherwise we need to reserve enough indices for all of the arrays * enclosing this member. */ unsigned array_size = 1; for (const struct type_tree_entry *p = state->current_type; p; p = p->parent) { array_size *= p->array_size; } state->current_type->next_index = *next_index; *next_index += array_size; } unsigned index = state->current_type->next_index; state->current_type->next_index += MAX2(1, uniform->array_elements); return index; } static void add_parameter(struct gl_uniform_storage *uniform, struct gl_context *ctx, struct gl_shader_program *prog, const struct glsl_type *type, struct nir_link_uniforms_state *state) { if (!state->params || uniform->is_shader_storage || glsl_contains_opaque(type)) return; unsigned num_params = glsl_get_aoa_size(type); num_params = MAX2(num_params, 1); num_params *= glsl_get_matrix_columns(glsl_without_array(type)); bool is_dual_slot = glsl_type_is_dual_slot(glsl_without_array(type)); if (is_dual_slot) num_params *= 2; struct gl_program_parameter_list *params = state->params; int base_index = params->NumParameters; _mesa_reserve_parameter_storage(params, num_params); if (ctx->Const.PackedDriverUniformStorage) { for (unsigned i = 0; i < num_params; i++) { unsigned dmul = glsl_type_is_64bit(glsl_without_array(type)) ? 2 : 1; unsigned comps = glsl_get_vector_elements(glsl_without_array(type)) * dmul; if (is_dual_slot) { if (i & 0x1) comps -= 4; else comps = 4; } _mesa_add_parameter(params, PROGRAM_UNIFORM, NULL, comps, glsl_get_gl_type(type), NULL, NULL, false); } } else { for (unsigned i = 0; i < num_params; i++) { _mesa_add_parameter(params, PROGRAM_UNIFORM, NULL, 4, glsl_get_gl_type(type), NULL, NULL, true); } } /* Each Parameter will hold the index to the backing uniform storage. * This avoids relying on names to match parameters and uniform * storages. */ for (unsigned i = 0; i < num_params; i++) { struct gl_program_parameter *param = ¶ms->Parameters[base_index + i]; param->UniformStorageIndex = uniform - prog->data->UniformStorage; param->MainUniformStorageIndex = state->main_uniform_storage_index; } } /** * Creates the neccessary entries in UniformStorage for the uniform. Returns * the number of locations used or -1 on failure. */ static int nir_link_uniform(struct gl_context *ctx, struct gl_shader_program *prog, struct gl_program *stage_program, gl_shader_stage stage, const struct glsl_type *type, const struct glsl_type *parent_type, unsigned index_in_parent, int location, struct nir_link_uniforms_state *state) { struct gl_uniform_storage *uniform = NULL; if (parent_type == state->current_var->type && nir_variable_is_in_ssbo(state->current_var)) { /* Type is the top level SSBO member */ if (glsl_type_is_array(type) && (glsl_type_is_array(glsl_get_array_element(type)) || glsl_type_is_struct_or_ifc(glsl_get_array_element(type)))) { /* Type is a top-level array (array of aggregate types) */ state->top_level_array_size = glsl_get_length(type); state->top_level_array_stride = glsl_get_explicit_stride(type); } else { state->top_level_array_size = 1; state->top_level_array_stride = 0; } } /* gl_uniform_storage can cope with one level of array, so if the type is a * composite type or an array where each element occupies more than one * location than we need to recursively process it. */ if (glsl_type_is_struct_or_ifc(type) || (glsl_type_is_array(type) && (glsl_type_is_array(glsl_get_array_element(type)) || glsl_type_is_struct_or_ifc(glsl_get_array_element(type))))) { int location_count = 0; struct type_tree_entry *old_type = state->current_type; unsigned int struct_base_offset = state->offset; state->current_type = old_type->children; for (unsigned i = 0; i < glsl_get_length(type); i++) { const struct glsl_type *field_type; if (glsl_type_is_struct_or_ifc(type)) { field_type = glsl_get_struct_field(type, i); /* Use the offset inside the struct only for variables backed by * a buffer object. For variables not backed by a buffer object, * offset is -1. */ if (state->var_is_in_block) { state->offset = struct_base_offset + glsl_get_struct_field_offset(type, i); } } else { field_type = glsl_get_array_element(type); } int entries = nir_link_uniform(ctx, prog, stage_program, stage, field_type, type, i, location, state); if (entries == -1) return -1; if (location != -1) location += entries; location_count += entries; if (glsl_type_is_struct_or_ifc(type)) state->current_type = state->current_type->next_sibling; } state->current_type = old_type; return location_count; } else { /* Create a new uniform storage entry */ prog->data->UniformStorage = reralloc(prog->data, prog->data->UniformStorage, struct gl_uniform_storage, prog->data->NumUniformStorage + 1); if (!prog->data->UniformStorage) { linker_error(prog, "Out of memory during linking.\n"); return -1; } if (state->main_uniform_storage_index == -1) state->main_uniform_storage_index = prog->data->NumUniformStorage; uniform = &prog->data->UniformStorage[prog->data->NumUniformStorage]; prog->data->NumUniformStorage++; /* Initialize its members */ memset(uniform, 0x00, sizeof(struct gl_uniform_storage)); /* ARB_gl_spirv: names are considered optional debug info, so the linker * needs to work without them, and returning them is optional. For * simplicity we ignore names. */ uniform->name = NULL; const struct glsl_type *type_no_array = glsl_without_array(type); if (glsl_type_is_array(type)) { uniform->type = type_no_array; uniform->array_elements = glsl_get_length(type); } else { uniform->type = type; uniform->array_elements = 0; } uniform->top_level_array_size = state->top_level_array_size; uniform->top_level_array_stride = state->top_level_array_stride; uniform->active_shader_mask |= 1 << stage; if (location >= 0) { /* Uniform has an explicit location */ uniform->remap_location = location; } else { uniform->remap_location = UNMAPPED_UNIFORM_LOC; } uniform->hidden = state->current_var->data.how_declared == nir_var_hidden; if (uniform->hidden) state->num_hidden_uniforms++; uniform->is_shader_storage = nir_variable_is_in_ssbo(state->current_var); /* Set fields whose default value depend on the variable being inside a * block. * * From the OpenGL 4.6 spec, 7.3 Program objects: * * "For the property ARRAY_STRIDE, ... For active variables not declared * as an array of basic types, zero is written to params. For active * variables not backed by a buffer object, -1 is written to params, * regardless of the variable type." * * "For the property MATRIX_STRIDE, ... For active variables not declared * as a matrix or array of matrices, zero is written to params. For active * variables not backed by a buffer object, -1 is written to params, * regardless of the variable type." * * For the property IS_ROW_MAJOR, ... For active variables backed by a * buffer object, declared as a single matrix or array of matrices, and * stored in row-major order, one is written to params. For all other * active variables, zero is written to params. */ uniform->array_stride = -1; uniform->matrix_stride = -1; uniform->row_major = false; if (state->var_is_in_block) { uniform->array_stride = glsl_type_is_array(type) ? glsl_get_explicit_stride(type) : 0; if (glsl_type_is_matrix(type)) { assert(parent_type); uniform->matrix_stride = glsl_get_explicit_stride(type); uniform->row_major = glsl_matrix_type_is_row_major(type); } else { uniform->matrix_stride = 0; } } uniform->offset = state->var_is_in_block ? state->offset : -1; int buffer_block_index = -1; /* If the uniform is inside a uniform block determine its block index by * comparing the bindings, we can not use names. */ if (state->var_is_in_block) { struct gl_uniform_block *blocks = nir_variable_is_in_ssbo(state->current_var) ? prog->data->ShaderStorageBlocks : prog->data->UniformBlocks; int num_blocks = nir_variable_is_in_ssbo(state->current_var) ? prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks; for (unsigned i = 0; i < num_blocks; i++) { if (state->current_var->data.binding == blocks[i].Binding) { buffer_block_index = i; break; } } assert(buffer_block_index >= 0); /* Compute the next offset. */ state->offset += glsl_get_explicit_size(type, true); } uniform->block_index = buffer_block_index; /* @FIXME: the initialization of the following will be done as we * implement support for their specific features, like SSBO, atomics, * etc. */ uniform->builtin = false; uniform->atomic_buffer_index = -1; uniform->is_bindless = false; /* The following are not for features not supported by ARB_gl_spirv */ uniform->num_compatible_subroutines = 0; unsigned entries = MAX2(1, uniform->array_elements); if (glsl_type_is_sampler(type_no_array)) { int sampler_index = get_next_index(state, uniform, &state->next_sampler_index); state->num_shader_samplers++; uniform->opaque[stage].active = true; uniform->opaque[stage].index = sampler_index; const unsigned shadow = glsl_sampler_type_is_shadow(type_no_array); for (unsigned i = sampler_index; i < MIN2(state->next_sampler_index, MAX_SAMPLERS); i++) { stage_program->sh.SamplerTargets[i] = glsl_get_sampler_target(type_no_array); state->shader_samplers_used |= 1U << i; state->shader_shadow_samplers |= shadow << i; } } else if (glsl_type_is_image(type_no_array)) { /* @FIXME: image_index should match that of the same image * uniform in other shaders. This means we need to match image * uniforms by location (GLSL does it by variable name, but we * want to avoid that). */ int image_index = state->next_image_index; state->next_image_index += entries; state->num_shader_images++; uniform->opaque[stage].active = true; uniform->opaque[stage].index = image_index; /* Set image access qualifiers */ enum gl_access_qualifier image_access = state->current_var->data.image.access; const GLenum access = (image_access & ACCESS_NON_WRITEABLE) ? ((image_access & ACCESS_NON_READABLE) ? GL_NONE : GL_READ_ONLY) : ((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY : GL_READ_WRITE); for (unsigned i = image_index; i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS); i++) { stage_program->sh.ImageAccess[i] = access; } } unsigned values = glsl_get_component_slots(type); state->num_shader_uniform_components += values; state->num_values += values; if (uniform->remap_location != UNMAPPED_UNIFORM_LOC && state->max_uniform_location < uniform->remap_location + entries) state->max_uniform_location = uniform->remap_location + entries; if (!state->var_is_in_block) add_parameter(uniform, ctx, prog, type, state); return MAX2(uniform->array_elements, 1); } } bool gl_nir_link_uniforms(struct gl_context *ctx, struct gl_shader_program *prog, bool fill_parameters) { /* First free up any previous UniformStorage items */ ralloc_free(prog->data->UniformStorage); prog->data->UniformStorage = NULL; prog->data->NumUniformStorage = 0; /* Iterate through all linked shaders */ struct nir_link_uniforms_state state = {0,}; for (unsigned shader_type = 0; shader_type < MESA_SHADER_STAGES; shader_type++) { struct gl_linked_shader *sh = prog->_LinkedShaders[shader_type]; if (!sh) continue; nir_shader *nir = sh->Program->nir; assert(nir); state.num_shader_samplers = 0; state.num_shader_images = 0; state.num_shader_uniform_components = 0; state.shader_samplers_used = 0; state.shader_shadow_samplers = 0; state.params = fill_parameters ? sh->Program->Parameters : NULL; nir_foreach_variable(var, &nir->uniforms) { struct gl_uniform_storage *uniform = NULL; /* Check if the uniform has been processed already for * other stage. If so, validate they are compatible and update * the active stage mask. */ uniform = find_and_update_previous_uniform_storage(prog, var, shader_type); if (uniform) { var->data.location = uniform - prog->data->UniformStorage; if (!state.var_is_in_block) add_parameter(uniform, ctx, prog, var->type, &state); continue; } int location = var->data.location; /* From now on the variable’s location will be its uniform index */ var->data.location = prog->data->NumUniformStorage; state.current_var = var; state.offset = 0; state.var_is_in_block = nir_variable_is_in_block(var); state.top_level_array_size = 0; state.top_level_array_stride = 0; state.main_uniform_storage_index = -1; /* * From ARB_program_interface spec, issue (16): * * "RESOLVED: We will follow the default rule for enumerating block * members in the OpenGL API, which is: * * * If a variable is a member of an interface block without an * instance name, it is enumerated using just the variable name. * * * If a variable is a member of an interface block with an * instance name, it is enumerated as "BlockName.Member", where * "BlockName" is the name of the interface block (not the * instance name) and "Member" is the name of the variable. * * For example, in the following code: * * uniform Block1 { * int member1; * }; * uniform Block2 { * int member2; * } instance2; * uniform Block3 { * int member3; * } instance3[2]; // uses two separate buffer bindings * * the three uniforms (if active) are enumerated as "member1", * "Block2.member2", and "Block3.member3"." * * Note that in the last example, with an array of ubo, only one * uniform is generated. For that reason, while unrolling the * uniforms of a ubo, or the variables of a ssbo, we need to treat * arrays of instance as a single block. */ const struct glsl_type *type = var->type; if (state.var_is_in_block && glsl_type_is_array(type)) { type = glsl_without_array(type); } struct type_tree_entry *type_tree = build_type_tree_for_type(type); state.current_type = type_tree; int res = nir_link_uniform(ctx, prog, sh->Program, shader_type, type, NULL, 0, location, &state); free_type_tree(type_tree); if (res == -1) return false; } sh->Program->SamplersUsed = state.shader_samplers_used; sh->shadow_samplers = state.shader_shadow_samplers; sh->Program->info.num_textures = state.num_shader_samplers; sh->Program->info.num_images = state.num_shader_images; sh->num_uniform_components = state.num_shader_uniform_components; sh->num_combined_uniform_components = sh->num_uniform_components; } prog->data->NumHiddenUniforms = state.num_hidden_uniforms; prog->NumUniformRemapTable = state.max_uniform_location; prog->data->NumUniformDataSlots = state.num_values; nir_setup_uniform_remap_tables(ctx, prog); gl_nir_set_uniform_initializers(ctx, prog); return true; }