/* * 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.h" #include "gl_nir_linker.h" #include "linker_util.h" #include "main/mtypes.h" #include "main/shaderobj.h" #include "ir_uniform.h" /* for gl_uniform_storage */ /** * This file included general link methods, using NIR, instead of IR as * the counter-part glsl/linker.cpp */ /** * Built-in / reserved GL variables names start with "gl_" */ static inline bool is_gl_identifier(const char *s) { return s && s[0] == 'g' && s[1] == 'l' && s[2] == '_'; } static bool inout_has_same_location(const nir_variable *var, unsigned stage) { if (!var->data.patch && ((var->data.mode == nir_var_shader_out && stage == MESA_SHADER_TESS_CTRL) || (var->data.mode == nir_var_shader_in && (stage == MESA_SHADER_TESS_CTRL || stage == MESA_SHADER_TESS_EVAL || stage == MESA_SHADER_GEOMETRY)))) return true; else return false; } /** * Create gl_shader_variable from nir_variable. */ static struct gl_shader_variable * create_shader_variable(struct gl_shader_program *shProg, const nir_variable *in, const char *name, const struct glsl_type *type, const struct glsl_type *interface_type, bool use_implicit_location, int location, const struct glsl_type *outermost_struct_type) { /* Allocate zero-initialized memory to ensure that bitfield padding * is zero. */ struct gl_shader_variable *out = rzalloc(shProg, struct gl_shader_variable); if (!out) return NULL; /* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications * expect to see gl_VertexID in the program resource list. Pretend. */ if (in->data.mode == nir_var_system_value && in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) { out->name = ralloc_strdup(shProg, "gl_VertexID"); } else if ((in->data.mode == nir_var_shader_out && in->data.location == VARYING_SLOT_TESS_LEVEL_OUTER) || (in->data.mode == nir_var_system_value && in->data.location == SYSTEM_VALUE_TESS_LEVEL_OUTER)) { out->name = ralloc_strdup(shProg, "gl_TessLevelOuter"); type = glsl_array_type(glsl_float_type(), 4, 0); } else if ((in->data.mode == nir_var_shader_out && in->data.location == VARYING_SLOT_TESS_LEVEL_INNER) || (in->data.mode == nir_var_system_value && in->data.location == SYSTEM_VALUE_TESS_LEVEL_INNER)) { out->name = ralloc_strdup(shProg, "gl_TessLevelInner"); type = glsl_array_type(glsl_float_type(), 2, 0); } else { out->name = ralloc_strdup(shProg, name); } if (!out->name) return NULL; /* The ARB_program_interface_query spec says: * * "Not all active variables are assigned valid locations; the * following variables will have an effective location of -1: * * * uniforms declared as atomic counters; * * * members of a uniform block; * * * built-in inputs, outputs, and uniforms (starting with "gl_"); and * * * inputs or outputs not declared with a "location" layout * qualifier, except for vertex shader inputs and fragment shader * outputs." */ if (glsl_get_base_type(in->type) == GLSL_TYPE_ATOMIC_UINT || is_gl_identifier(in->name) || !(in->data.explicit_location || use_implicit_location)) { out->location = -1; } else { out->location = location; } out->type = type; out->outermost_struct_type = outermost_struct_type; out->interface_type = interface_type; out->component = in->data.location_frac; out->index = in->data.index; out->patch = in->data.patch; out->mode = in->data.mode; out->interpolation = in->data.interpolation; out->precision = in->data.precision; out->explicit_location = in->data.explicit_location; return out; } static bool add_shader_variable(const struct gl_context *ctx, struct gl_shader_program *shProg, struct set *resource_set, unsigned stage_mask, GLenum programInterface, nir_variable *var, const char *name, const struct glsl_type *type, bool use_implicit_location, int location, bool inouts_share_location, const struct glsl_type *outermost_struct_type) { const struct glsl_type *interface_type = var->interface_type; if (outermost_struct_type == NULL) { if (var->data.from_named_ifc_block) { const char *interface_name = glsl_get_type_name(interface_type); if (glsl_type_is_array(interface_type)) { /* Issue #16 of the ARB_program_interface_query spec says: * * "* 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." * * In particular, it indicates that it should be "BlockName", * not "BlockName[array length]". The conformance suite and * dEQP both require this behavior. * * Here, we unwrap the extra array level added by named interface * block array lowering so we have the correct variable type. We * also unwrap the interface type when constructing the name. * * We leave interface_type the same so that ES 3.x SSO pipeline * validation can enforce the rules requiring array length to * match on interface blocks. */ type = glsl_get_array_element(type); interface_name = glsl_get_type_name(glsl_get_array_element(interface_type)); } name = ralloc_asprintf(shProg, "%s.%s", interface_name, name); } } switch (glsl_get_base_type(type)) { case GLSL_TYPE_STRUCT: { /* The ARB_program_interface_query spec says: * * "For an active variable declared as a structure, a separate entry * will be generated for each active structure member. The name of * each entry is formed by concatenating the name of the structure, * the "." character, and the name of the structure member. If a * structure member to enumerate is itself a structure or array, * these enumeration rules are applied recursively." */ if (outermost_struct_type == NULL) outermost_struct_type = type; unsigned field_location = location; for (unsigned i = 0; i < glsl_get_length(type); i++) { const struct glsl_type *field_type = glsl_get_struct_field(type, i); const struct glsl_struct_field *field = glsl_get_struct_field_data(type, i); char *field_name = ralloc_asprintf(shProg, "%s.%s", name, field->name); if (!add_shader_variable(ctx, shProg, resource_set, stage_mask, programInterface, var, field_name, field_type, use_implicit_location, field_location, false, outermost_struct_type)) return false; field_location += glsl_count_attribute_slots(field_type, false); } return true; } case GLSL_TYPE_ARRAY: { /* The ARB_program_interface_query spec says: * * "For an active variable declared as an array of basic types, a * single entry will be generated, with its name string formed by * concatenating the name of the array and the string "[0]"." * * "For an active variable declared as an array of an aggregate data * type (structures or arrays), a separate entry will be generated * for each active array element, unless noted immediately below. * The name of each entry is formed by concatenating the name of * the array, the "[" character, an integer identifying the element * number, and the "]" character. These enumeration rules are * applied recursively, treating each enumerated array element as a * separate active variable." */ const struct glsl_type *array_type = glsl_get_array_element(type); if (glsl_get_base_type(array_type) == GLSL_TYPE_STRUCT || glsl_get_base_type(array_type) == GLSL_TYPE_ARRAY) { unsigned elem_location = location; unsigned stride = inouts_share_location ? 0 : glsl_count_attribute_slots(array_type, false); for (unsigned i = 0; i < glsl_get_length(type); i++) { char *elem = ralloc_asprintf(shProg, "%s[%d]", name, i); if (!add_shader_variable(ctx, shProg, resource_set, stage_mask, programInterface, var, elem, array_type, use_implicit_location, elem_location, false, outermost_struct_type)) return false; elem_location += stride; } return true; } /* fallthrough */ } default: { /* The ARB_program_interface_query spec says: * * "For an active variable declared as a single instance of a basic * type, a single entry will be generated, using the variable name * from the shader source." */ struct gl_shader_variable *sha_v = create_shader_variable(shProg, var, name, type, interface_type, use_implicit_location, location, outermost_struct_type); if (!sha_v) return false; return link_util_add_program_resource(shProg, resource_set, programInterface, sha_v, stage_mask); } } } static bool add_vars_from_list(const struct gl_context *ctx, struct gl_shader_program *prog, struct set *resource_set, const struct exec_list *var_list, unsigned stage, GLenum programInterface) { nir_foreach_variable(var, var_list) { if (var->data.how_declared == nir_var_hidden) continue; int loc_bias = 0; switch(var->data.mode) { case nir_var_system_value: case nir_var_shader_in: if (programInterface != GL_PROGRAM_INPUT) continue; loc_bias = (stage == MESA_SHADER_VERTEX) ? VERT_ATTRIB_GENERIC0 : VARYING_SLOT_VAR0; break; case nir_var_shader_out: if (programInterface != GL_PROGRAM_OUTPUT) continue; loc_bias = (stage == MESA_SHADER_FRAGMENT) ? FRAG_RESULT_DATA0 : VARYING_SLOT_VAR0; break; default: continue; } if (var->data.patch) loc_bias = VARYING_SLOT_PATCH0; if (prog->data->spirv) { struct gl_shader_variable *sh_var = rzalloc(prog, struct gl_shader_variable); /* In the ARB_gl_spirv spec, names are considered optional debug info, so * the linker needs to work without them. Returning them is optional. * For simplicity, we ignore names. */ sh_var->name = NULL; sh_var->type = var->type; sh_var->location = var->data.location - loc_bias; sh_var->index = var->data.index; if (!link_util_add_program_resource(prog, resource_set, programInterface, sh_var, 1 << stage)) { return false; } } else { /* Skip packed varyings, packed varyings are handled separately * by add_packed_varyings in the GLSL IR * build_program_resource_list() call. * TODO: handle packed varyings here instead. We likely want a NIR * based packing pass first. */ if (strncmp(var->name, "packed:", 7) == 0) continue; const bool vs_input_or_fs_output = (stage == MESA_SHADER_VERTEX && var->data.mode == nir_var_shader_in) || (stage == MESA_SHADER_FRAGMENT && var->data.mode == nir_var_shader_out); if (!add_shader_variable(ctx, prog, resource_set, 1 << stage, programInterface, var, var->name, var->type, vs_input_or_fs_output, var->data.location - loc_bias, inout_has_same_location(var, stage), NULL)) return false; } } return true; } static bool add_interface_variables(const struct gl_context *ctx, struct gl_shader_program *prog, struct set *resource_set, unsigned stage, GLenum programInterface) { struct gl_linked_shader *sh = prog->_LinkedShaders[stage]; if (!sh) return true; nir_shader *nir = sh->Program->nir; assert(nir); switch (programInterface) { case GL_PROGRAM_INPUT: { bool result = add_vars_from_list(ctx, prog, resource_set, &nir->inputs, stage, programInterface); result &= add_vars_from_list(ctx, prog, resource_set, &nir->system_values, stage, programInterface); return result; } case GL_PROGRAM_OUTPUT: return add_vars_from_list(ctx, prog, resource_set, &nir->outputs, stage, programInterface); default: assert("!Should not get here"); break; } return false; } /* TODO: as we keep adding features, this method is becoming more and more * similar to its GLSL counterpart at linker.cpp. Eventually it would be good * to check if they could be refactored, and reduce code duplication somehow */ void nir_build_program_resource_list(struct gl_context *ctx, struct gl_shader_program *prog, bool rebuild_resourse_list) { /* Rebuild resource list. */ if (prog->data->ProgramResourceList && rebuild_resourse_list) { ralloc_free(prog->data->ProgramResourceList); prog->data->ProgramResourceList = NULL; prog->data->NumProgramResourceList = 0; } int input_stage = MESA_SHADER_STAGES, output_stage = 0; /* Determine first input and final output stage. These are used to * detect which variables should be enumerated in the resource list * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT. */ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (!prog->_LinkedShaders[i]) continue; if (input_stage == MESA_SHADER_STAGES) input_stage = i; output_stage = i; } /* Empty shader, no resources. */ if (input_stage == MESA_SHADER_STAGES && output_stage == 0) return; struct set *resource_set = _mesa_pointer_set_create(NULL); /* Add inputs and outputs to the resource list. */ if (!add_interface_variables(ctx, prog, resource_set, input_stage, GL_PROGRAM_INPUT)) { return; } if (!add_interface_variables(ctx, prog, resource_set, output_stage, GL_PROGRAM_OUTPUT)) { return; } /* Add transform feedback varyings and buffers. */ if (prog->last_vert_prog) { struct gl_transform_feedback_info *linked_xfb = prog->last_vert_prog->sh.LinkedTransformFeedback; /* Add varyings. */ if (linked_xfb->NumVarying > 0) { for (int i = 0; i < linked_xfb->NumVarying; i++) { if (!link_util_add_program_resource(prog, resource_set, GL_TRANSFORM_FEEDBACK_VARYING, &linked_xfb->Varyings[i], 0)) return; } } /* Add buffers. */ for (unsigned i = 0; i < ctx->Const.MaxTransformFeedbackBuffers; i++) { if ((linked_xfb->ActiveBuffers >> i) & 1) { linked_xfb->Buffers[i].Binding = i; if (!link_util_add_program_resource(prog, resource_set, GL_TRANSFORM_FEEDBACK_BUFFER, &linked_xfb->Buffers[i], 0)) return; } } } /* Add uniforms * * Here, it is expected that nir_link_uniforms() has already been * called, so that UniformStorage table is already available. */ int top_level_array_base_offset = -1; int top_level_array_size_in_bytes = -1; int second_element_offset = -1; int block_index = -1; for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; if (uniform->hidden) { for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) { if (!uniform->opaque[j].active || glsl_get_base_type(uniform->type) != GLSL_TYPE_SUBROUTINE) continue; GLenum type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j); /* add shader subroutines */ if (!link_util_add_program_resource(prog, resource_set, type, uniform, 0)) return; } continue; } if (!link_util_should_add_buffer_variable(prog, uniform, top_level_array_base_offset, top_level_array_size_in_bytes, second_element_offset, block_index)) continue; if (prog->data->UniformStorage[i].offset >= second_element_offset) { top_level_array_base_offset = prog->data->UniformStorage[i].offset; top_level_array_size_in_bytes = prog->data->UniformStorage[i].top_level_array_size * prog->data->UniformStorage[i].top_level_array_stride; /* Set or reset the second element offset. For non arrays this * will be set to -1. */ second_element_offset = top_level_array_size_in_bytes ? top_level_array_base_offset + prog->data->UniformStorage[i].top_level_array_stride : -1; } block_index = uniform->block_index; GLenum interface = uniform->is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM; if (!link_util_add_program_resource(prog, resource_set, interface, uniform, uniform->active_shader_mask)) { return; } } for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) { if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM_BLOCK, &prog->data->UniformBlocks[i], prog->data->UniformBlocks[i].stageref)) return; } for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) { if (!link_util_add_program_resource(prog, resource_set, GL_SHADER_STORAGE_BLOCK, &prog->data->ShaderStorageBlocks[i], prog->data->ShaderStorageBlocks[i].stageref)) return; } /* Add atomic counter buffers. */ for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) { if (!link_util_add_program_resource(prog, resource_set, GL_ATOMIC_COUNTER_BUFFER, &prog->data->AtomicBuffers[i], 0)) return; } unsigned mask = prog->data->linked_stages; while (mask) { const int i = u_bit_scan(&mask); struct gl_program *p = prog->_LinkedShaders[i]->Program; GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i); for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) { if (!link_util_add_program_resource(prog, resource_set, type, &p->sh.SubroutineFunctions[j], 0)) return; } } _mesa_set_destroy(resource_set, NULL); } bool gl_nir_link_spirv(struct gl_context *ctx, struct gl_shader_program *prog, const struct gl_nir_linker_options *options) { if (!gl_nir_link_uniform_blocks(ctx, prog)) return false; if (!gl_nir_link_uniforms(ctx, prog, options->fill_parameters)) return false; gl_nir_link_assign_atomic_counter_resources(ctx, prog); gl_nir_link_assign_xfb_resources(ctx, prog); return true; } /** * Validate shader image resources. */ static void check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog) { unsigned total_image_units = 0; unsigned fragment_outputs = 0; unsigned total_shader_storage_blocks = 0; if (!ctx->Extensions.ARB_shader_image_load_store) return; for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_linked_shader *sh = prog->_LinkedShaders[i]; if (!sh) continue; total_image_units += sh->Program->info.num_images; total_shader_storage_blocks += sh->Program->info.num_ssbos; } if (total_image_units > ctx->Const.MaxCombinedImageUniforms) linker_error(prog, "Too many combined image uniforms\n"); struct gl_linked_shader *frag_sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; if (frag_sh) { uint64_t frag_outputs_written = frag_sh->Program->info.outputs_written; fragment_outputs = util_bitcount64(frag_outputs_written); } if (total_image_units + fragment_outputs + total_shader_storage_blocks > ctx->Const.MaxCombinedShaderOutputResources) linker_error(prog, "Too many combined image uniforms, shader storage " " buffers and fragment outputs\n"); } bool gl_nir_link_glsl(struct gl_context *ctx, struct gl_shader_program *prog) { link_util_calculate_subroutine_compat(prog); link_util_check_uniform_resources(ctx, prog); link_util_check_subroutine_resources(prog); check_image_resources(ctx, prog); gl_nir_link_assign_atomic_counter_resources(ctx, prog); gl_nir_link_check_atomic_counter_resources(ctx, prog); if (prog->data->LinkStatus == LINKING_FAILURE) return false; return true; }