/* * 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; 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 struct gl_uniform_storage * find_previous_uniform_storage(struct gl_shader_program *prog, int location) { /* This would only work for uniform with explicit location, as all the * uniforms without location (ie: atomic counters) would have a initial * location equal to -1. We early return in that case. */ if (location == -1) return NULL; for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) if (prog->data->UniformStorage[i].remap_location == location) 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; nir_variable *current_var; 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; } /** * 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, int location, struct nir_link_uniforms_state *state) { struct gl_uniform_storage *uniform = NULL; /* 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; 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); else field_type = glsl_get_array_element(type); int entries = nir_link_uniform(ctx, prog, stage_program, stage, field_type, 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; } 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->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++; /* @FIXME: the initialization of the following will be done as we * implement support for their specific features, like SSBO, atomics, * etc. */ uniform->block_index = -1; uniform->offset = -1; uniform->matrix_stride = -1; uniform->array_stride = -1; uniform->row_major = false; uniform->builtin = false; uniform->is_shader_storage = false; uniform->atomic_buffer_index = -1; uniform->top_level_array_size = 0; uniform->top_level_array_stride = 0; 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 (state->max_uniform_location < uniform->remap_location + entries) state->max_uniform_location = uniform->remap_location + entries; return MAX2(uniform->array_elements, 1); } } bool gl_nir_link_uniforms(struct gl_context *ctx, struct gl_shader_program *prog) { /* 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; 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_previous_uniform_storage(prog, var->data.location); if (uniform) { uniform->active_shader_mask |= 1 << shader_type; var->data.location = uniform - prog->data->UniformStorage; 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; struct type_tree_entry *type_tree = build_type_tree_for_type(var->type); state.current_type = type_tree; int res = nir_link_uniform(ctx, prog, sh->Program, shader_type, var->type, 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; }