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      1 /*
      2  * Copyright  2010 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
     21  * DEALINGS IN THE SOFTWARE.
     22  */
     23 
     24 #include <cstdlib>
     25 #include <cstdio>
     26 #include <cstdarg>
     27 
     28 #include "main/core.h"
     29 #include "glsl_symbol_table.h"
     30 #include "glsl_parser_extras.h"
     31 #include "ir.h"
     32 #include "program.h"
     33 #include "program/hash_table.h"
     34 #include "linker.h"
     35 
     36 static ir_function_signature *
     37 find_matching_signature(const char *name, const exec_list *actual_parameters,
     38 			gl_shader **shader_list, unsigned num_shaders);
     39 
     40 class call_link_visitor : public ir_hierarchical_visitor {
     41 public:
     42    call_link_visitor(gl_shader_program *prog, gl_shader *linked,
     43 		     gl_shader **shader_list, unsigned num_shaders)
     44    {
     45       this->prog = prog;
     46       this->shader_list = shader_list;
     47       this->num_shaders = num_shaders;
     48       this->success = true;
     49       this->linked = linked;
     50 
     51       this->locals = hash_table_ctor(0, hash_table_pointer_hash,
     52 				     hash_table_pointer_compare);
     53    }
     54 
     55    ~call_link_visitor()
     56    {
     57       hash_table_dtor(this->locals);
     58    }
     59 
     60    virtual ir_visitor_status visit(ir_variable *ir)
     61    {
     62       hash_table_insert(locals, ir, ir);
     63       return visit_continue;
     64    }
     65 
     66    virtual ir_visitor_status visit_enter(ir_call *ir)
     67    {
     68       /* If ir is an ir_call from a function that was imported from another
     69        * shader callee will point to an ir_function_signature in the original
     70        * shader.  In this case the function signature MUST NOT BE MODIFIED.
     71        * Doing so will modify the original shader.  This may prevent that
     72        * shader from being linkable in other programs.
     73        */
     74       const ir_function_signature *const callee = ir->get_callee();
     75       assert(callee != NULL);
     76       const char *const name = callee->function_name();
     77 
     78       /* Determine if the requested function signature already exists in the
     79        * final linked shader.  If it does, use it as the target of the call.
     80        */
     81       ir_function_signature *sig =
     82 	 find_matching_signature(name, &callee->parameters, &linked, 1);
     83       if (sig != NULL) {
     84 	 ir->set_callee(sig);
     85 	 return visit_continue;
     86       }
     87 
     88       /* Try to find the signature in one of the other shaders that is being
     89        * linked.  If it's not found there, return an error.
     90        */
     91       sig = find_matching_signature(name, &ir->actual_parameters, shader_list,
     92 				    num_shaders);
     93       if (sig == NULL) {
     94 	 /* FINISHME: Log the full signature of unresolved function.
     95 	  */
     96 	 linker_error_printf(this->prog, "unresolved reference to function "
     97 			     "`%s'\n", name);
     98 	 this->success = false;
     99 	 return visit_stop;
    100       }
    101 
    102       /* Find the prototype information in the linked shader.  Generate any
    103        * details that may be missing.
    104        */
    105       ir_function *f = linked->symbols->get_function(name);
    106       if (f == NULL)
    107 	 f = new(linked) ir_function(name);
    108 
    109       ir_function_signature *linked_sig =
    110 	 f->exact_matching_signature(&callee->parameters);
    111       if (linked_sig == NULL) {
    112 	 linked_sig = new(linked) ir_function_signature(callee->return_type);
    113 	 f->add_signature(linked_sig);
    114       }
    115 
    116       /* At this point linked_sig and called may be the same.  If ir is an
    117        * ir_call from linked then linked_sig and callee will be
    118        * ir_function_signatures that have no definitions (is_defined is false).
    119        */
    120       assert(!linked_sig->is_defined);
    121       assert(linked_sig->body.is_empty());
    122 
    123       /* Create an in-place clone of the function definition.  This multistep
    124        * process introduces some complexity here, but it has some advantages.
    125        * The parameter list and the and function body are cloned separately.
    126        * The clone of the parameter list is used to prime the hashtable used
    127        * to replace variable references in the cloned body.
    128        *
    129        * The big advantage is that the ir_function_signature does not change.
    130        * This means that we don't have to process the rest of the IR tree to
    131        * patch ir_call nodes.  In addition, there is no way to remove or
    132        * replace signature stored in a function.  One could easily be added,
    133        * but this avoids the need.
    134        */
    135       struct hash_table *ht = hash_table_ctor(0, hash_table_pointer_hash,
    136 					      hash_table_pointer_compare);
    137       exec_list formal_parameters;
    138       foreach_list_const(node, &sig->parameters) {
    139 	 const ir_instruction *const original = (ir_instruction *) node;
    140 	 assert(const_cast<ir_instruction *>(original)->as_variable());
    141 
    142 	 ir_instruction *copy = original->clone(linked, ht);
    143 	 formal_parameters.push_tail(copy);
    144       }
    145 
    146       linked_sig->replace_parameters(&formal_parameters);
    147 
    148       foreach_list_const(node, &sig->body) {
    149 	 const ir_instruction *const original = (ir_instruction *) node;
    150 
    151 	 ir_instruction *copy = original->clone(linked, ht);
    152 	 linked_sig->body.push_tail(copy);
    153       }
    154 
    155       linked_sig->is_defined = true;
    156       hash_table_dtor(ht);
    157 
    158       /* Patch references inside the function to things outside the function
    159        * (i.e., function calls and global variables).
    160        */
    161       linked_sig->accept(this);
    162 
    163       ir->set_callee(linked_sig);
    164 
    165       return visit_continue;
    166    }
    167 
    168    virtual ir_visitor_status visit(ir_dereference_variable *ir)
    169    {
    170       if (hash_table_find(locals, ir->var) == NULL) {
    171 	 /* The non-function variable must be a global, so try to find the
    172 	  * variable in the shader's symbol table.  If the variable is not
    173 	  * found, then it's a global that *MUST* be defined in the original
    174 	  * shader.
    175 	  */
    176 	 ir_variable *var = linked->symbols->get_variable(ir->var->name);
    177 	 if (var == NULL) {
    178 	    /* Clone the ir_variable that the dereference already has and add
    179 	     * it to the linked shader.
    180 	     */
    181 	    var = ir->var->clone(linked, NULL);
    182 	    linked->symbols->add_variable(var);
    183 	    linked->ir->push_head(var);
    184 	 }
    185 
    186 	 ir->var = var;
    187       }
    188 
    189       return visit_continue;
    190    }
    191 
    192    /** Was function linking successful? */
    193    bool success;
    194 
    195 private:
    196    /**
    197     * Shader program being linked
    198     *
    199     * This is only used for logging error messages.
    200     */
    201    gl_shader_program *prog;
    202 
    203    /** List of shaders available for linking. */
    204    gl_shader **shader_list;
    205 
    206    /** Number of shaders available for linking. */
    207    unsigned num_shaders;
    208 
    209    /**
    210     * Final linked shader
    211     *
    212     * This is used two ways.  It is used to find global variables in the
    213     * linked shader that are accessed by the function.  It is also used to add
    214     * global variables from the shader where the function originated.
    215     */
    216    gl_shader *linked;
    217 
    218    /**
    219     * Table of variables local to the function.
    220     */
    221    hash_table *locals;
    222 };
    223 
    224 
    225 /**
    226  * Searches a list of shaders for a particular function definition
    227  */
    228 ir_function_signature *
    229 find_matching_signature(const char *name, const exec_list *actual_parameters,
    230 			gl_shader **shader_list, unsigned num_shaders)
    231 {
    232    for (unsigned i = 0; i < num_shaders; i++) {
    233       ir_function *const f = shader_list[i]->symbols->get_function(name);
    234 
    235       if (f == NULL)
    236 	 continue;
    237 
    238       ir_function_signature *sig = f->matching_signature(actual_parameters);
    239 
    240       if ((sig == NULL) || !sig->is_defined)
    241 	 continue;
    242 
    243       return sig;
    244    }
    245 
    246    return NULL;
    247 }
    248 
    249 
    250 bool
    251 link_function_calls(gl_shader_program *prog, gl_shader *main,
    252 		    gl_shader **shader_list, unsigned num_shaders)
    253 {
    254    call_link_visitor v(prog, main, shader_list, num_shaders);
    255 
    256    v.run(main->ir);
    257    return v.success;
    258 }
    259