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path: root/src/compiler/glsl/gl_nir_link_uniforms.c
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/*
 * 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).
 */

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];

      /* 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;
      }
   }
}

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(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(type) ||
       (glsl_type_is_array(type) &&
        (glsl_type_is_array(glsl_get_array_element(type)) ||
         glsl_type_is_struct(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(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(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;

      /* Uniform has an explicit location */
      uniform->remap_location = location;

      /* @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->hidden = 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 */
         const GLenum access =
            (state->current_var->data.image.read_only ? GL_READ_ONLY :
             state->current_var->data.image.write_only ? 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;
}