1/*
2 * Copyright © 2018 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 *
23 */
24#include "main/mtypes.h"
25#include "glsl_types.h"
26#include "linker_util.h"
27#include "util/bitscan.h"
28#include "util/set.h"
29#include "ir_uniform.h" /* for gl_uniform_storage */
30
31/* Utility methods shared between the GLSL IR and the NIR */
32
33/* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
34 *
35 *    "For an active shader storage block member declared as an array of an
36 *     aggregate type, an entry will be generated only for the first array
37 *     element, regardless of its type. Such block members are referred to as
38 *     top-level arrays. If the block member is an aggregate type, the
39 *     enumeration rules are then applied recursively."
40 */
41bool
42link_util_should_add_buffer_variable(struct gl_shader_program *prog,
43                                     struct gl_uniform_storage *uniform,
44                                     int top_level_array_base_offset,
45                                     int top_level_array_size_in_bytes,
46                                     int second_element_offset,
47                                     int block_index)
48{
49   /* If the uniform is not a shader storage buffer or is not an array return
50    * true.
51    */
52   if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
53      return true;
54
55   int after_top_level_array = top_level_array_base_offset +
56      top_level_array_size_in_bytes;
57
58   /* Check for a new block, or that we are not dealing with array elements of
59    * a top member array other than the first element.
60    */
61   if (block_index != uniform->block_index ||
62       uniform->offset >= after_top_level_array ||
63       uniform->offset < second_element_offset) {
64      return true;
65   }
66
67   return false;
68}
69
70bool
71link_util_add_program_resource(struct gl_shader_program *prog,
72                               struct set *resource_set,
73                               GLenum type, const void *data, uint8_t stages)
74{
75   assert(data);
76
77   /* If resource already exists, do not add it again. */
78   if (_mesa_set_search(resource_set, data))
79      return true;
80
81   prog->data->ProgramResourceList =
82      reralloc(prog->data,
83               prog->data->ProgramResourceList,
84               gl_program_resource,
85               prog->data->NumProgramResourceList + 1);
86
87   if (!prog->data->ProgramResourceList) {
88      linker_error(prog, "Out of memory during linking.\n");
89      return false;
90   }
91
92   struct gl_program_resource *res =
93      &prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
94
95   res->Type = type;
96   res->Data = data;
97   res->StageReferences = stages;
98
99   prog->data->NumProgramResourceList++;
100
101   _mesa_set_add(resource_set, data);
102
103   return true;
104}
105
106/**
107 * Search through the list of empty blocks to find one that fits the current
108 * uniform.
109 */
110int
111link_util_find_empty_block(struct gl_shader_program *prog,
112                           struct gl_uniform_storage *uniform)
113{
114   const unsigned entries = MAX2(1, uniform->array_elements);
115
116   foreach_list_typed(struct empty_uniform_block, block, link,
117                      &prog->EmptyUniformLocations) {
118      /* Found a block with enough slots to fit the uniform */
119      if (block->slots == entries) {
120         unsigned start = block->start;
121         exec_node_remove(&block->link);
122         ralloc_free(block);
123
124         return start;
125      /* Found a block with more slots than needed. It can still be used. */
126      } else if (block->slots > entries) {
127         unsigned start = block->start;
128         block->start += entries;
129         block->slots -= entries;
130
131         return start;
132      }
133   }
134
135   return -1;
136}
137
138void
139link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
140{
141   struct empty_uniform_block *current_block = NULL;
142
143   for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
144      /* We found empty space in UniformRemapTable. */
145      if (prog->UniformRemapTable[i] == NULL) {
146         /* We've found the beginning of a new continous block of empty slots */
147         if (!current_block || current_block->start + current_block->slots != i) {
148            current_block = rzalloc(prog, struct empty_uniform_block);
149            current_block->start = i;
150            exec_list_push_tail(&prog->EmptyUniformLocations,
151                                &current_block->link);
152         }
153
154         /* The current block continues, so we simply increment its slots */
155         current_block->slots++;
156      }
157   }
158}
159
160void
161link_util_check_subroutine_resources(struct gl_shader_program *prog)
162{
163   unsigned mask = prog->data->linked_stages;
164   while (mask) {
165      const int i = u_bit_scan(&mask);
166      struct gl_program *p = prog->_LinkedShaders[i]->Program;
167
168      if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
169         linker_error(prog, "Too many %s shader subroutine uniforms\n",
170                      _mesa_shader_stage_to_string(i));
171      }
172   }
173}
174
175/**
176 * Validate uniform resources used by a program versus the implementation limits
177 */
178void
179link_util_check_uniform_resources(struct gl_context *ctx,
180                                  struct gl_shader_program *prog)
181{
182   unsigned total_uniform_blocks = 0;
183   unsigned total_shader_storage_blocks = 0;
184
185   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
186      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
187
188      if (sh == NULL)
189         continue;
190
191      if (sh->num_uniform_components >
192          ctx->Const.Program[i].MaxUniformComponents) {
193         if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
194            linker_warning(prog, "Too many %s shader default uniform block "
195                           "components, but the driver will try to optimize "
196                           "them out; this is non-portable out-of-spec "
197                           "behavior\n",
198                           _mesa_shader_stage_to_string(i));
199         } else {
200            linker_error(prog, "Too many %s shader default uniform block "
201                         "components\n",
202                         _mesa_shader_stage_to_string(i));
203         }
204      }
205
206      if (sh->num_combined_uniform_components >
207          ctx->Const.Program[i].MaxCombinedUniformComponents) {
208         if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
209            linker_warning(prog, "Too many %s shader uniform components, "
210                           "but the driver will try to optimize them out; "
211                           "this is non-portable out-of-spec behavior\n",
212                           _mesa_shader_stage_to_string(i));
213         } else {
214            linker_error(prog, "Too many %s shader uniform components\n",
215                         _mesa_shader_stage_to_string(i));
216         }
217      }
218
219      total_shader_storage_blocks += sh->Program->info.num_ssbos;
220      total_uniform_blocks += sh->Program->info.num_ubos;
221   }
222
223   if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
224      linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
225                   total_uniform_blocks, ctx->Const.MaxCombinedUniformBlocks);
226   }
227
228   if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
229      linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
230                   total_shader_storage_blocks,
231                   ctx->Const.MaxCombinedShaderStorageBlocks);
232   }
233
234   for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
235      if (prog->data->UniformBlocks[i].UniformBufferSize >
236          ctx->Const.MaxUniformBlockSize) {
237         linker_error(prog, "Uniform block %s too big (%d/%d)\n",
238                      prog->data->UniformBlocks[i].Name,
239                      prog->data->UniformBlocks[i].UniformBufferSize,
240                      ctx->Const.MaxUniformBlockSize);
241      }
242   }
243
244   for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
245      if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
246          ctx->Const.MaxShaderStorageBlockSize) {
247         linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
248                      prog->data->ShaderStorageBlocks[i].Name,
249                      prog->data->ShaderStorageBlocks[i].UniformBufferSize,
250                      ctx->Const.MaxShaderStorageBlockSize);
251      }
252   }
253}
254
255void
256link_util_calculate_subroutine_compat(struct gl_shader_program *prog)
257{
258   unsigned mask = prog->data->linked_stages;
259   while (mask) {
260      const int i = u_bit_scan(&mask);
261      struct gl_program *p = prog->_LinkedShaders[i]->Program;
262
263      for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
264         if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
265            continue;
266
267         struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
268
269         if (!uni)
270            continue;
271
272         int count = 0;
273         if (p->sh.NumSubroutineFunctions == 0) {
274            linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
275            continue;
276         }
277         for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
278            struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
279            for (int k = 0; k < fn->num_compat_types; k++) {
280               if (fn->types[k] == uni->type) {
281                  count++;
282                  break;
283               }
284            }
285         }
286         uni->num_compatible_subroutines = count;
287      }
288   }
289}
290
291/**
292 * Recursive part of the public mark_array_elements_referenced function.
293 *
294 * The recursion occurs when an entire array-of- is accessed.  See the
295 * implementation for more details.
296 *
297 * \param dr                List of array_deref_range elements to be
298 *                          processed.
299 * \param count             Number of array_deref_range elements to be
300 *                          processed.
301 * \param scale             Current offset scale.
302 * \param linearized_index  Current accumulated linearized array index.
303 */
304void
305_mark_array_elements_referenced(const struct array_deref_range *dr,
306                                unsigned count, unsigned scale,
307                                unsigned linearized_index,
308                                BITSET_WORD *bits)
309{
310   /* Walk through the list of array dereferences in least- to
311    * most-significant order.  Along the way, accumulate the current
312    * linearized offset and the scale factor for each array-of-.
313    */
314   for (unsigned i = 0; i < count; i++) {
315      if (dr[i].index < dr[i].size) {
316         linearized_index += dr[i].index * scale;
317         scale *= dr[i].size;
318      } else {
319         /* For each element in the current array, update the count and
320          * offset, then recurse to process the remaining arrays.
321          *
322          * There is some inefficency here if the last eBITSET_WORD *bitslement in the
323          * array_deref_range list specifies the entire array.  In that case,
324          * the loop will make recursive calls with count == 0.  In the call,
325          * all that will happen is the bit will be set.
326          */
327         for (unsigned j = 0; j < dr[i].size; j++) {
328            _mark_array_elements_referenced(&dr[i + 1],
329                                            count - (i + 1),
330                                            scale * dr[i].size,
331                                            linearized_index + (j * scale),
332                                            bits);
333         }
334
335         return;
336      }
337   }
338
339   BITSET_SET(bits, linearized_index);
340}
341
342/**
343 * Mark a set of array elements as accessed.
344 *
345 * If every \c array_deref_range is for a single index, only a single
346 * element will be marked.  If any \c array_deref_range is for an entire
347 * array-of-, then multiple elements will be marked.
348 *
349 * Items in the \c array_deref_range list appear in least- to
350 * most-significant order.  This is the \b opposite order the indices
351 * appear in the GLSL shader text.  An array access like
352 *
353 *     x = y[1][i][3];
354 *
355 * would appear as
356 *
357 *     { { 3, n }, { m, m }, { 1, p } }
358 *
359 * where n, m, and p are the sizes of the arrays-of-arrays.
360 *
361 * The set of marked array elements can later be queried by
362 * \c ::is_linearized_index_referenced.
363 *
364 * \param dr     List of array_deref_range elements to be processed.
365 * \param count  Number of array_deref_range elements to be processed.
366 */
367void
368link_util_mark_array_elements_referenced(const struct array_deref_range *dr,
369                                         unsigned count, unsigned array_depth,
370                                         BITSET_WORD *bits)
371{
372   if (count != array_depth)
373      return;
374
375   _mark_array_elements_referenced(dr, count, 1, 0, bits);
376}
377