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 <ctype.h>
25
26#include "glsl_types.h"
27#include "linker_util.h"
28#include "util/bitscan.h"
29#include "util/set.h"
30#include "ir_uniform.h" /* for gl_uniform_storage */
31#include "main/shader_types.h"
32#include "main/consts_exts.h"
33
34/**
35 * Given a string identifying a program resource, break it into a base name
36 * and an optional array index in square brackets.
37 *
38 * If an array index is present, \c out_base_name_end is set to point to the
39 * "[" that precedes the array index, and the array index itself is returned
40 * as a long.
41 *
42 * If no array index is present (or if the array index is negative or
43 * mal-formed), \c out_base_name_end, is set to point to the null terminator
44 * at the end of the input string, and -1 is returned.
45 *
46 * Only the final array index is parsed; if the string contains other array
47 * indices (or structure field accesses), they are left in the base name.
48 *
49 * No attempt is made to check that the base name is properly formed;
50 * typically the caller will look up the base name in a hash table, so
51 * ill-formed base names simply turn into hash table lookup failures.
52 */
53long
54link_util_parse_program_resource_name(const GLchar *name, const size_t len,
55                                      const GLchar **out_base_name_end)
56{
57   /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
58    *
59    *     "When an integer array element or block instance number is part of
60    *     the name string, it will be specified in decimal form without a "+"
61    *     or "-" sign or any extra leading zeroes. Additionally, the name
62    *     string will not include white space anywhere in the string."
63    */
64
65   *out_base_name_end = name + len;
66
67   if (len == 0 || name[len-1] != ']')
68      return -1;
69
70   /* Walk backwards over the string looking for a non-digit character.  This
71    * had better be the opening bracket for an array index.
72    *
73    * Initially, i specifies the location of the ']'.  Since the string may
74    * contain only the ']' charcater, walk backwards very carefully.
75    */
76   unsigned i;
77   for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
78      /* empty */ ;
79
80   if ((i == 0) || name[i-1] != '[')
81      return -1;
82
83   long array_index = strtol(&name[i], NULL, 10);
84   if (array_index < 0)
85      return -1;
86
87   /* Check for leading zero */
88   if (name[i] == '0' && name[i+1] != ']')
89      return -1;
90
91   *out_base_name_end = name + (i - 1);
92   return array_index;
93}
94
95/* Utility methods shared between the GLSL IR and the NIR */
96
97/* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
98 *
99 *    "For an active shader storage block member declared as an array of an
100 *     aggregate type, an entry will be generated only for the first array
101 *     element, regardless of its type. Such block members are referred to as
102 *     top-level arrays. If the block member is an aggregate type, the
103 *     enumeration rules are then applied recursively."
104 */
105bool
106link_util_should_add_buffer_variable(struct gl_shader_program *prog,
107                                     struct gl_uniform_storage *uniform,
108                                     int top_level_array_base_offset,
109                                     int top_level_array_size_in_bytes,
110                                     int second_element_offset,
111                                     int block_index)
112{
113   /* If the uniform is not a shader storage buffer or is not an array return
114    * true.
115    */
116   if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
117      return true;
118
119   int after_top_level_array = top_level_array_base_offset +
120      top_level_array_size_in_bytes;
121
122   /* Check for a new block, or that we are not dealing with array elements of
123    * a top member array other than the first element.
124    */
125   if (block_index != uniform->block_index ||
126       uniform->offset >= after_top_level_array ||
127       uniform->offset < second_element_offset) {
128      return true;
129   }
130
131   return false;
132}
133
134bool
135link_util_add_program_resource(struct gl_shader_program *prog,
136                               struct set *resource_set,
137                               GLenum type, const void *data, uint8_t stages)
138{
139   assert(data);
140
141   /* If resource already exists, do not add it again. */
142   if (_mesa_set_search(resource_set, data))
143      return true;
144
145   prog->data->ProgramResourceList =
146      reralloc(prog->data,
147               prog->data->ProgramResourceList,
148               gl_program_resource,
149               prog->data->NumProgramResourceList + 1);
150
151   if (!prog->data->ProgramResourceList) {
152      linker_error(prog, "Out of memory during linking.\n");
153      return false;
154   }
155
156   struct gl_program_resource *res =
157      &prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
158
159   res->Type = type;
160   res->Data = data;
161   res->StageReferences = stages;
162
163   prog->data->NumProgramResourceList++;
164
165   _mesa_set_add(resource_set, data);
166
167   return true;
168}
169
170/**
171 * Search through the list of empty blocks to find one that fits the current
172 * uniform.
173 */
174int
175link_util_find_empty_block(struct gl_shader_program *prog,
176                           struct gl_uniform_storage *uniform)
177{
178   const unsigned entries = MAX2(1, uniform->array_elements);
179
180   foreach_list_typed(struct empty_uniform_block, block, link,
181                      &prog->EmptyUniformLocations) {
182      /* Found a block with enough slots to fit the uniform */
183      if (block->slots == entries) {
184         unsigned start = block->start;
185         exec_node_remove(&block->link);
186         ralloc_free(block);
187
188         return start;
189      /* Found a block with more slots than needed. It can still be used. */
190      } else if (block->slots > entries) {
191         unsigned start = block->start;
192         block->start += entries;
193         block->slots -= entries;
194
195         return start;
196      }
197   }
198
199   return -1;
200}
201
202void
203link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
204{
205   struct empty_uniform_block *current_block = NULL;
206
207   for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
208      /* We found empty space in UniformRemapTable. */
209      if (prog->UniformRemapTable[i] == NULL) {
210         /* We've found the beginning of a new continous block of empty slots */
211         if (!current_block || current_block->start + current_block->slots != i) {
212            current_block = rzalloc(prog, struct empty_uniform_block);
213            current_block->start = i;
214            exec_list_push_tail(&prog->EmptyUniformLocations,
215                                &current_block->link);
216         }
217
218         /* The current block continues, so we simply increment its slots */
219         current_block->slots++;
220      }
221   }
222}
223
224void
225link_util_check_subroutine_resources(struct gl_shader_program *prog)
226{
227   unsigned mask = prog->data->linked_stages;
228   while (mask) {
229      const int i = u_bit_scan(&mask);
230      struct gl_program *p = prog->_LinkedShaders[i]->Program;
231
232      if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
233         linker_error(prog, "Too many %s shader subroutine uniforms\n",
234                      _mesa_shader_stage_to_string(i));
235      }
236   }
237}
238
239/**
240 * Validate uniform resources used by a program versus the implementation limits
241 */
242void
243link_util_check_uniform_resources(const struct gl_constants *consts,
244                                  struct gl_shader_program *prog)
245{
246   unsigned total_uniform_blocks = 0;
247   unsigned total_shader_storage_blocks = 0;
248
249   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
250      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
251
252      if (sh == NULL)
253         continue;
254
255      if (sh->num_uniform_components >
256          consts->Program[i].MaxUniformComponents) {
257         if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
258            linker_warning(prog, "Too many %s shader default uniform block "
259                           "components, but the driver will try to optimize "
260                           "them out; this is non-portable out-of-spec "
261                           "behavior\n",
262                           _mesa_shader_stage_to_string(i));
263         } else {
264            linker_error(prog, "Too many %s shader default uniform block "
265                         "components\n",
266                         _mesa_shader_stage_to_string(i));
267         }
268      }
269
270      if (sh->num_combined_uniform_components >
271          consts->Program[i].MaxCombinedUniformComponents) {
272         if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
273            linker_warning(prog, "Too many %s shader uniform components, "
274                           "but the driver will try to optimize them out; "
275                           "this is non-portable out-of-spec behavior\n",
276                           _mesa_shader_stage_to_string(i));
277         } else {
278            linker_error(prog, "Too many %s shader uniform components\n",
279                         _mesa_shader_stage_to_string(i));
280         }
281      }
282
283      total_shader_storage_blocks += sh->Program->info.num_ssbos;
284      total_uniform_blocks += sh->Program->info.num_ubos;
285   }
286
287   if (total_uniform_blocks > consts->MaxCombinedUniformBlocks) {
288      linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
289                   total_uniform_blocks, consts->MaxCombinedUniformBlocks);
290   }
291
292   if (total_shader_storage_blocks > consts->MaxCombinedShaderStorageBlocks) {
293      linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
294                   total_shader_storage_blocks,
295                   consts->MaxCombinedShaderStorageBlocks);
296   }
297
298   for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
299      if (prog->data->UniformBlocks[i].UniformBufferSize >
300          consts->MaxUniformBlockSize) {
301         linker_error(prog, "Uniform block %s too big (%d/%d)\n",
302                      prog->data->UniformBlocks[i].name.string,
303                      prog->data->UniformBlocks[i].UniformBufferSize,
304                      consts->MaxUniformBlockSize);
305      }
306   }
307
308   for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
309      if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
310          consts->MaxShaderStorageBlockSize) {
311         linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
312                      prog->data->ShaderStorageBlocks[i].name.string,
313                      prog->data->ShaderStorageBlocks[i].UniformBufferSize,
314                      consts->MaxShaderStorageBlockSize);
315      }
316   }
317}
318
319void
320link_util_calculate_subroutine_compat(struct gl_shader_program *prog)
321{
322   unsigned mask = prog->data->linked_stages;
323   while (mask) {
324      const int i = u_bit_scan(&mask);
325      struct gl_program *p = prog->_LinkedShaders[i]->Program;
326
327      for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
328         if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
329            continue;
330
331         struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
332
333         if (!uni)
334            continue;
335
336         int count = 0;
337         if (p->sh.NumSubroutineFunctions == 0) {
338            linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
339            continue;
340         }
341         for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
342            struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
343            for (int k = 0; k < fn->num_compat_types; k++) {
344               if (fn->types[k] == uni->type) {
345                  count++;
346                  break;
347               }
348            }
349         }
350         uni->num_compatible_subroutines = count;
351      }
352   }
353}
354
355/**
356 * Recursive part of the public mark_array_elements_referenced function.
357 *
358 * The recursion occurs when an entire array-of- is accessed.  See the
359 * implementation for more details.
360 *
361 * \param dr                List of array_deref_range elements to be
362 *                          processed.
363 * \param count             Number of array_deref_range elements to be
364 *                          processed.
365 * \param scale             Current offset scale.
366 * \param linearized_index  Current accumulated linearized array index.
367 */
368void
369_mark_array_elements_referenced(const struct array_deref_range *dr,
370                                unsigned count, unsigned scale,
371                                unsigned linearized_index,
372                                BITSET_WORD *bits)
373{
374   /* Walk through the list of array dereferences in least- to
375    * most-significant order.  Along the way, accumulate the current
376    * linearized offset and the scale factor for each array-of-.
377    */
378   for (unsigned i = 0; i < count; i++) {
379      if (dr[i].index < dr[i].size) {
380         linearized_index += dr[i].index * scale;
381         scale *= dr[i].size;
382      } else {
383         /* For each element in the current array, update the count and
384          * offset, then recurse to process the remaining arrays.
385          *
386          * There is some inefficency here if the last eBITSET_WORD *bitslement in the
387          * array_deref_range list specifies the entire array.  In that case,
388          * the loop will make recursive calls with count == 0.  In the call,
389          * all that will happen is the bit will be set.
390          */
391         for (unsigned j = 0; j < dr[i].size; j++) {
392            _mark_array_elements_referenced(&dr[i + 1],
393                                            count - (i + 1),
394                                            scale * dr[i].size,
395                                            linearized_index + (j * scale),
396                                            bits);
397         }
398
399         return;
400      }
401   }
402
403   BITSET_SET(bits, linearized_index);
404}
405
406/**
407 * Mark a set of array elements as accessed.
408 *
409 * If every \c array_deref_range is for a single index, only a single
410 * element will be marked.  If any \c array_deref_range is for an entire
411 * array-of-, then multiple elements will be marked.
412 *
413 * Items in the \c array_deref_range list appear in least- to
414 * most-significant order.  This is the \b opposite order the indices
415 * appear in the GLSL shader text.  An array access like
416 *
417 *     x = y[1][i][3];
418 *
419 * would appear as
420 *
421 *     { { 3, n }, { m, m }, { 1, p } }
422 *
423 * where n, m, and p are the sizes of the arrays-of-arrays.
424 *
425 * The set of marked array elements can later be queried by
426 * \c ::is_linearized_index_referenced.
427 *
428 * \param dr     List of array_deref_range elements to be processed.
429 * \param count  Number of array_deref_range elements to be processed.
430 */
431void
432link_util_mark_array_elements_referenced(const struct array_deref_range *dr,
433                                         unsigned count, unsigned array_depth,
434                                         BITSET_WORD *bits)
435{
436   if (count != array_depth)
437      return;
438
439   _mark_array_elements_referenced(dr, count, 1, 0, bits);
440}
441