Home | History | Annotate | Download | only in glsl
      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 "main/core.h"
     25 #include "glsl_symbol_table.h"
     26 #include "glsl_parser_extras.h"
     27 #include "ir.h"
     28 #include "program.h"
     29 #include "program/hash_table.h"
     30 #include "linker.h"
     31 
     32 static ir_function_signature *
     33 find_matching_signature(const char *name, const exec_list *actual_parameters,
     34 			gl_shader **shader_list, unsigned num_shaders,
     35 			bool use_builtin);
     36 
     37 class call_link_visitor : public ir_hierarchical_visitor {
     38 public:
     39    call_link_visitor(gl_shader_program *prog, gl_shader *linked,
     40 		     gl_shader **shader_list, unsigned num_shaders)
     41    {
     42       this->prog = prog;
     43       this->shader_list = shader_list;
     44       this->num_shaders = num_shaders;
     45       this->success = true;
     46       this->linked = linked;
     47 
     48       this->locals = hash_table_ctor(0, hash_table_pointer_hash,
     49 				     hash_table_pointer_compare);
     50    }
     51 
     52    ~call_link_visitor()
     53    {
     54       hash_table_dtor(this->locals);
     55    }
     56 
     57    virtual ir_visitor_status visit(ir_variable *ir)
     58    {
     59       hash_table_insert(locals, ir, ir);
     60       return visit_continue;
     61    }
     62 
     63    virtual ir_visitor_status visit_enter(ir_call *ir)
     64    {
     65       /* If ir is an ir_call from a function that was imported from another
     66        * shader callee will point to an ir_function_signature in the original
     67        * shader.  In this case the function signature MUST NOT BE MODIFIED.
     68        * Doing so will modify the original shader.  This may prevent that
     69        * shader from being linkable in other programs.
     70        */
     71       const ir_function_signature *const callee = ir->callee;
     72       assert(callee != NULL);
     73       const char *const name = callee->function_name();
     74 
     75       /* Determine if the requested function signature already exists in the
     76        * final linked shader.  If it does, use it as the target of the call.
     77        */
     78       ir_function_signature *sig =
     79 	 find_matching_signature(name, &callee->parameters, &linked, 1,
     80 				 ir->use_builtin);
     81       if (sig != NULL) {
     82 	 ir->callee = sig;
     83 	 return visit_continue;
     84       }
     85 
     86       /* Try to find the signature in one of the other shaders that is being
     87        * linked.  If it's not found there, return an error.
     88        */
     89       sig = find_matching_signature(name, &ir->actual_parameters, shader_list,
     90 				    num_shaders, ir->use_builtin);
     91       if (sig == NULL) {
     92 	 /* FINISHME: Log the full signature of unresolved function.
     93 	  */
     94 	 linker_error(this->prog, "unresolved reference to function `%s'\n",
     95 		      name);
     96 	 this->success = false;
     97 	 return visit_stop;
     98       }
     99 
    100       /* Find the prototype information in the linked shader.  Generate any
    101        * details that may be missing.
    102        */
    103       ir_function *f = linked->symbols->get_function(name);
    104       if (f == NULL) {
    105 	 f = new(linked) ir_function(name);
    106 
    107 	 /* Add the new function to the linked IR.  Put it at the end
    108           * so that it comes after any global variable declarations
    109           * that it refers to.
    110 	  */
    111 	 linked->symbols->add_function(f);
    112 	 linked->ir->push_tail(f);
    113       }
    114 
    115       ir_function_signature *linked_sig =
    116 	 f->exact_matching_signature(&callee->parameters);
    117       if ((linked_sig == NULL)
    118 	  || ((linked_sig != NULL)
    119 	      && (linked_sig->is_builtin != ir->use_builtin))) {
    120 	 linked_sig = new(linked) ir_function_signature(callee->return_type);
    121 	 f->add_signature(linked_sig);
    122       }
    123 
    124       /* At this point linked_sig and called may be the same.  If ir is an
    125        * ir_call from linked then linked_sig and callee will be
    126        * ir_function_signatures that have no definitions (is_defined is false).
    127        */
    128       assert(!linked_sig->is_defined);
    129       assert(linked_sig->body.is_empty());
    130 
    131       /* Create an in-place clone of the function definition.  This multistep
    132        * process introduces some complexity here, but it has some advantages.
    133        * The parameter list and the and function body are cloned separately.
    134        * The clone of the parameter list is used to prime the hashtable used
    135        * to replace variable references in the cloned body.
    136        *
    137        * The big advantage is that the ir_function_signature does not change.
    138        * This means that we don't have to process the rest of the IR tree to
    139        * patch ir_call nodes.  In addition, there is no way to remove or
    140        * replace signature stored in a function.  One could easily be added,
    141        * but this avoids the need.
    142        */
    143       struct hash_table *ht = hash_table_ctor(0, hash_table_pointer_hash,
    144 					      hash_table_pointer_compare);
    145       exec_list formal_parameters;
    146       foreach_list_const(node, &sig->parameters) {
    147 	 const ir_instruction *const original = (ir_instruction *) node;
    148 	 assert(const_cast<ir_instruction *>(original)->as_variable());
    149 
    150 	 ir_instruction *copy = original->clone(linked, ht);
    151 	 formal_parameters.push_tail(copy);
    152       }
    153 
    154       linked_sig->replace_parameters(&formal_parameters);
    155 
    156       foreach_list_const(node, &sig->body) {
    157 	 const ir_instruction *const original = (ir_instruction *) node;
    158 
    159 	 ir_instruction *copy = original->clone(linked, ht);
    160 	 linked_sig->body.push_tail(copy);
    161       }
    162 
    163       linked_sig->is_defined = true;
    164       hash_table_dtor(ht);
    165 
    166       /* Patch references inside the function to things outside the function
    167        * (i.e., function calls and global variables).
    168        */
    169       linked_sig->accept(this);
    170 
    171       ir->callee = linked_sig;
    172 
    173       return visit_continue;
    174    }
    175 
    176    virtual ir_visitor_status visit(ir_dereference_variable *ir)
    177    {
    178       if (hash_table_find(locals, ir->var) == NULL) {
    179 	 /* The non-function variable must be a global, so try to find the
    180 	  * variable in the shader's symbol table.  If the variable is not
    181 	  * found, then it's a global that *MUST* be defined in the original
    182 	  * shader.
    183 	  */
    184 	 ir_variable *var = linked->symbols->get_variable(ir->var->name);
    185 	 if (var == NULL) {
    186 	    /* Clone the ir_variable that the dereference already has and add
    187 	     * it to the linked shader.
    188 	     */
    189 	    var = ir->var->clone(linked, NULL);
    190 	    linked->symbols->add_variable(var);
    191 	    linked->ir->push_head(var);
    192 	 } else if (var->type->is_array()) {
    193 	    /* It is possible to have a global array declared in multiple
    194 	     * shaders without a size.  The array is implicitly sized by the
    195 	     * maximal access to it in *any* shader.  Because of this, we
    196 	     * need to track the maximal access to the array as linking pulls
    197 	     * more functions in that access the array.
    198 	     */
    199 	    var->max_array_access =
    200 	       MAX2(var->max_array_access, ir->var->max_array_access);
    201 
    202 	    if (var->type->length == 0 && ir->var->type->length != 0)
    203 	       var->type = ir->var->type;
    204 	 }
    205 
    206 	 ir->var = var;
    207       }
    208 
    209       return visit_continue;
    210    }
    211 
    212    /** Was function linking successful? */
    213    bool success;
    214 
    215 private:
    216    /**
    217     * Shader program being linked
    218     *
    219     * This is only used for logging error messages.
    220     */
    221    gl_shader_program *prog;
    222 
    223    /** List of shaders available for linking. */
    224    gl_shader **shader_list;
    225 
    226    /** Number of shaders available for linking. */
    227    unsigned num_shaders;
    228 
    229    /**
    230     * Final linked shader
    231     *
    232     * This is used two ways.  It is used to find global variables in the
    233     * linked shader that are accessed by the function.  It is also used to add
    234     * global variables from the shader where the function originated.
    235     */
    236    gl_shader *linked;
    237 
    238    /**
    239     * Table of variables local to the function.
    240     */
    241    hash_table *locals;
    242 };
    243 
    244 
    245 /**
    246  * Searches a list of shaders for a particular function definition
    247  */
    248 ir_function_signature *
    249 find_matching_signature(const char *name, const exec_list *actual_parameters,
    250 			gl_shader **shader_list, unsigned num_shaders,
    251 			bool use_builtin)
    252 {
    253    for (unsigned i = 0; i < num_shaders; i++) {
    254       ir_function *const f = shader_list[i]->symbols->get_function(name);
    255 
    256       if (f == NULL)
    257 	 continue;
    258 
    259       ir_function_signature *sig = f->matching_signature(actual_parameters);
    260 
    261       if ((sig == NULL) || !sig->is_defined)
    262 	 continue;
    263 
    264       /* If this function expects to bind to a built-in function and the
    265        * signature that we found isn't a built-in, keep looking.  Also keep
    266        * looking if we expect a non-built-in but found a built-in.
    267        */
    268       if (use_builtin != sig->is_builtin)
    269 	    continue;
    270 
    271       return sig;
    272    }
    273 
    274    return NULL;
    275 }
    276 
    277 
    278 bool
    279 link_function_calls(gl_shader_program *prog, gl_shader *main,
    280 		    gl_shader **shader_list, unsigned num_shaders)
    281 {
    282    call_link_visitor v(prog, main, shader_list, num_shaders);
    283 
    284    v.run(main->ir);
    285    return v.success;
    286 }
    287