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      1 /*
      2  * Copyright  2013 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 "glsl_parser_extras.h"
     25 #include "ir.h"
     26 #include "ir_uniform.h"
     27 #include "linker.h"
     28 #include "main/macros.h"
     29 
     30 namespace {
     31    /*
     32     * Atomic counter uniform as seen by the program.
     33     */
     34    struct active_atomic_counter_uniform {
     35       unsigned uniform_loc;
     36       ir_variable *var;
     37    };
     38 
     39    /*
     40     * Atomic counter buffer referenced by the program.  There is a one
     41     * to one correspondence between these and the objects that can be
     42     * queried using glGetActiveAtomicCounterBufferiv().
     43     */
     44    struct active_atomic_buffer {
     45       active_atomic_buffer()
     46          : uniforms(0), num_uniforms(0), stage_counter_references(), size(0)
     47       {}
     48 
     49       ~active_atomic_buffer()
     50       {
     51          free(uniforms);
     52       }
     53 
     54       void push_back(unsigned uniform_loc, ir_variable *var)
     55       {
     56          active_atomic_counter_uniform *new_uniforms;
     57 
     58          new_uniforms = (active_atomic_counter_uniform *)
     59             realloc(uniforms, sizeof(active_atomic_counter_uniform) *
     60                     (num_uniforms + 1));
     61 
     62          if (new_uniforms == NULL) {
     63             _mesa_error_no_memory(__func__);
     64             return;
     65          }
     66 
     67          uniforms = new_uniforms;
     68          uniforms[num_uniforms].uniform_loc = uniform_loc;
     69          uniforms[num_uniforms].var = var;
     70          num_uniforms++;
     71       }
     72 
     73       active_atomic_counter_uniform *uniforms;
     74       unsigned num_uniforms;
     75       unsigned stage_counter_references[MESA_SHADER_STAGES];
     76       unsigned size;
     77    };
     78 
     79    int
     80    cmp_actives(const void *a, const void *b)
     81    {
     82       const active_atomic_counter_uniform *const first = (active_atomic_counter_uniform *) a;
     83       const active_atomic_counter_uniform *const second = (active_atomic_counter_uniform *) b;
     84 
     85       return int(first->var->data.offset) - int(second->var->data.offset);
     86    }
     87 
     88    bool
     89    check_atomic_counters_overlap(const ir_variable *x, const ir_variable *y)
     90    {
     91       return ((x->data.offset >= y->data.offset &&
     92                x->data.offset < y->data.offset + y->type->atomic_size()) ||
     93               (y->data.offset >= x->data.offset &&
     94                y->data.offset < x->data.offset + x->type->atomic_size()));
     95    }
     96 
     97    void
     98    process_atomic_variable(const glsl_type *t, struct gl_shader_program *prog,
     99                            unsigned *uniform_loc, ir_variable *var,
    100                            active_atomic_buffer *const buffers,
    101                            unsigned *num_buffers, int *offset,
    102                            const unsigned shader_stage)
    103    {
    104       /* FIXME: Arrays of arrays get counted separately. For example:
    105        * x1[3][3][2] = 9 uniforms, 18 atomic counters
    106        * x2[3][2]    = 3 uniforms, 6 atomic counters
    107        * x3[2]       = 1 uniform, 2 atomic counters
    108        *
    109        * However this code marks all the counters as active even when they
    110        * might not be used.
    111        */
    112       if (t->is_array() && t->fields.array->is_array()) {
    113          for (unsigned i = 0; i < t->length; i++) {
    114             process_atomic_variable(t->fields.array, prog, uniform_loc,
    115                                     var, buffers, num_buffers, offset,
    116                                     shader_stage);
    117          }
    118       } else {
    119          active_atomic_buffer *buf = &buffers[var->data.binding];
    120          gl_uniform_storage *const storage =
    121             &prog->data->UniformStorage[*uniform_loc];
    122 
    123          /* If this is the first time the buffer is used, increment
    124           * the counter of buffers used.
    125           */
    126          if (buf->size == 0)
    127             (*num_buffers)++;
    128 
    129          buf->push_back(*uniform_loc, var);
    130 
    131          /* When checking for atomic counters we should count every member in
    132           * an array as an atomic counter reference.
    133           */
    134          if (t->is_array())
    135             buf->stage_counter_references[shader_stage] += t->length;
    136          else
    137             buf->stage_counter_references[shader_stage]++;
    138          buf->size = MAX2(buf->size, *offset + t->atomic_size());
    139 
    140          storage->offset = *offset;
    141          *offset += t->atomic_size();
    142 
    143          (*uniform_loc)++;
    144       }
    145    }
    146 
    147    active_atomic_buffer *
    148    find_active_atomic_counters(struct gl_context *ctx,
    149                                struct gl_shader_program *prog,
    150                                unsigned *num_buffers)
    151    {
    152       active_atomic_buffer *const buffers =
    153          new active_atomic_buffer[ctx->Const.MaxAtomicBufferBindings];
    154 
    155       *num_buffers = 0;
    156 
    157       for (unsigned i = 0; i < MESA_SHADER_STAGES; ++i) {
    158          struct gl_linked_shader *sh = prog->_LinkedShaders[i];
    159          if (sh == NULL)
    160             continue;
    161 
    162          foreach_in_list(ir_instruction, node, sh->ir) {
    163             ir_variable *var = node->as_variable();
    164 
    165             if (var && var->type->contains_atomic()) {
    166                int offset = var->data.offset;
    167                unsigned uniform_loc = var->data.location;
    168                process_atomic_variable(var->type, prog, &uniform_loc,
    169                                        var, buffers, num_buffers, &offset, i);
    170             }
    171          }
    172       }
    173 
    174       for (unsigned i = 0; i < ctx->Const.MaxAtomicBufferBindings; i++) {
    175          if (buffers[i].size == 0)
    176             continue;
    177 
    178          qsort(buffers[i].uniforms, buffers[i].num_uniforms,
    179                sizeof(active_atomic_counter_uniform),
    180                cmp_actives);
    181 
    182          for (unsigned j = 1; j < buffers[i].num_uniforms; j++) {
    183             /* If an overlapping counter found, it must be a reference to the
    184              * same counter from a different shader stage.
    185              */
    186             if (check_atomic_counters_overlap(buffers[i].uniforms[j-1].var,
    187                                               buffers[i].uniforms[j].var)
    188                 && strcmp(buffers[i].uniforms[j-1].var->name,
    189                           buffers[i].uniforms[j].var->name) != 0) {
    190                linker_error(prog, "Atomic counter %s declared at offset %d "
    191                             "which is already in use.",
    192                             buffers[i].uniforms[j].var->name,
    193                             buffers[i].uniforms[j].var->data.offset);
    194             }
    195          }
    196       }
    197       return buffers;
    198    }
    199 }
    200 
    201 void
    202 link_assign_atomic_counter_resources(struct gl_context *ctx,
    203                                      struct gl_shader_program *prog)
    204 {
    205    unsigned num_buffers;
    206    unsigned num_atomic_buffers[MESA_SHADER_STAGES] = {};
    207    active_atomic_buffer *abs =
    208       find_active_atomic_counters(ctx, prog, &num_buffers);
    209 
    210    prog->data->AtomicBuffers = rzalloc_array(prog, gl_active_atomic_buffer,
    211                                              num_buffers);
    212    prog->data->NumAtomicBuffers = num_buffers;
    213 
    214    unsigned i = 0;
    215    for (unsigned binding = 0;
    216         binding < ctx->Const.MaxAtomicBufferBindings;
    217         binding++) {
    218 
    219       /* If the binding was not used, skip.
    220        */
    221       if (abs[binding].size == 0)
    222          continue;
    223 
    224       active_atomic_buffer &ab = abs[binding];
    225       gl_active_atomic_buffer &mab = prog->data->AtomicBuffers[i];
    226 
    227       /* Assign buffer-specific fields. */
    228       mab.Binding = binding;
    229       mab.MinimumSize = ab.size;
    230       mab.Uniforms = rzalloc_array(prog->data->AtomicBuffers, GLuint,
    231                                    ab.num_uniforms);
    232       mab.NumUniforms = ab.num_uniforms;
    233 
    234       /* Assign counter-specific fields. */
    235       for (unsigned j = 0; j < ab.num_uniforms; j++) {
    236          ir_variable *const var = ab.uniforms[j].var;
    237          gl_uniform_storage *const storage =
    238             &prog->data->UniformStorage[ab.uniforms[j].uniform_loc];
    239 
    240          mab.Uniforms[j] = ab.uniforms[j].uniform_loc;
    241          if (!var->data.explicit_binding)
    242             var->data.binding = i;
    243 
    244          storage->atomic_buffer_index = i;
    245          storage->offset = var->data.offset;
    246          storage->array_stride = (var->type->is_array() ?
    247                                   var->type->without_array()->atomic_size() : 0);
    248          if (!var->type->is_matrix())
    249             storage->matrix_stride = 0;
    250       }
    251 
    252       /* Assign stage-specific fields. */
    253       for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
    254          if (ab.stage_counter_references[j]) {
    255             mab.StageReferences[j] = GL_TRUE;
    256             num_atomic_buffers[j]++;
    257          } else {
    258             mab.StageReferences[j] = GL_FALSE;
    259          }
    260       }
    261 
    262       i++;
    263    }
    264 
    265    /* Store a list pointers to atomic buffers per stage and store the index
    266     * to the intra-stage buffer list in uniform storage.
    267     */
    268    for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
    269       if (prog->_LinkedShaders[j] && num_atomic_buffers[j] > 0) {
    270          struct gl_program *gl_prog = prog->_LinkedShaders[j]->Program;
    271          gl_prog->info.num_abos = num_atomic_buffers[j];
    272          gl_prog->sh.AtomicBuffers =
    273             rzalloc_array(prog, gl_active_atomic_buffer *,
    274                           num_atomic_buffers[j]);
    275 
    276          unsigned intra_stage_idx = 0;
    277          for (unsigned i = 0; i < num_buffers; i++) {
    278             struct gl_active_atomic_buffer *atomic_buffer =
    279                &prog->data->AtomicBuffers[i];
    280             if (atomic_buffer->StageReferences[j]) {
    281                gl_prog->sh.AtomicBuffers[intra_stage_idx] = atomic_buffer;
    282 
    283                for (unsigned u = 0; u < atomic_buffer->NumUniforms; u++) {
    284                   prog->data->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].index =
    285                      intra_stage_idx;
    286                   prog->data->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].active =
    287                      true;
    288                }
    289 
    290                intra_stage_idx++;
    291             }
    292          }
    293       }
    294    }
    295 
    296    delete [] abs;
    297    assert(i == num_buffers);
    298 }
    299 
    300 void
    301 link_check_atomic_counter_resources(struct gl_context *ctx,
    302                                     struct gl_shader_program *prog)
    303 {
    304    unsigned num_buffers;
    305    active_atomic_buffer *const abs =
    306       find_active_atomic_counters(ctx, prog, &num_buffers);
    307    unsigned atomic_counters[MESA_SHADER_STAGES] = {};
    308    unsigned atomic_buffers[MESA_SHADER_STAGES] = {};
    309    unsigned total_atomic_counters = 0;
    310    unsigned total_atomic_buffers = 0;
    311 
    312    /* Sum the required resources.  Note that this counts buffers and
    313     * counters referenced by several shader stages multiple times
    314     * against the combined limit -- That's the behavior the spec
    315     * requires.
    316     */
    317    for (unsigned i = 0; i < ctx->Const.MaxAtomicBufferBindings; i++) {
    318       if (abs[i].size == 0)
    319          continue;
    320 
    321       for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
    322          const unsigned n = abs[i].stage_counter_references[j];
    323 
    324          if (n) {
    325             atomic_counters[j] += n;
    326             total_atomic_counters += n;
    327             atomic_buffers[j]++;
    328             total_atomic_buffers++;
    329          }
    330       }
    331    }
    332 
    333    /* Check that they are within the supported limits. */
    334    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
    335       if (atomic_counters[i] > ctx->Const.Program[i].MaxAtomicCounters)
    336          linker_error(prog, "Too many %s shader atomic counters",
    337                       _mesa_shader_stage_to_string(i));
    338 
    339       if (atomic_buffers[i] > ctx->Const.Program[i].MaxAtomicBuffers)
    340          linker_error(prog, "Too many %s shader atomic counter buffers",
    341                       _mesa_shader_stage_to_string(i));
    342    }
    343 
    344    if (total_atomic_counters > ctx->Const.MaxCombinedAtomicCounters)
    345       linker_error(prog, "Too many combined atomic counters");
    346 
    347    if (total_atomic_buffers > ctx->Const.MaxCombinedAtomicBuffers)
    348       linker_error(prog, "Too many combined atomic buffers");
    349 
    350    delete [] abs;
    351 }
    352