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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 "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 "util/set.h"
     30 #include "util/hash_table.h"
     31 #include "linker.h"
     32 
     33 static ir_function_signature *
     34 find_matching_signature(const char *name, const exec_list *actual_parameters,
     35                         glsl_symbol_table *symbols);
     36 
     37 namespace {
     38 
     39 class call_link_visitor : public ir_hierarchical_visitor {
     40 public:
     41    call_link_visitor(gl_shader_program *prog, gl_linked_shader *linked,
     42 		     gl_shader **shader_list, unsigned num_shaders)
     43    {
     44       this->prog = prog;
     45       this->shader_list = shader_list;
     46       this->num_shaders = num_shaders;
     47       this->success = true;
     48       this->linked = linked;
     49 
     50       this->locals = _mesa_set_create(NULL, _mesa_hash_pointer,
     51                                       _mesa_key_pointer_equal);
     52    }
     53 
     54    ~call_link_visitor()
     55    {
     56       _mesa_set_destroy(this->locals, NULL);
     57    }
     58 
     59    virtual ir_visitor_status visit(ir_variable *ir)
     60    {
     61       _mesa_set_add(locals, ir);
     62       return visit_continue;
     63    }
     64 
     65    virtual ir_visitor_status visit_enter(ir_call *ir)
     66    {
     67       /* If ir is an ir_call from a function that was imported from another
     68        * shader callee will point to an ir_function_signature in the original
     69        * shader.  In this case the function signature MUST NOT BE MODIFIED.
     70        * Doing so will modify the original shader.  This may prevent that
     71        * shader from being linkable in other programs.
     72        */
     73       const ir_function_signature *const callee = ir->callee;
     74       assert(callee != NULL);
     75       const char *const name = callee->function_name();
     76 
     77       /* We don't actually need to find intrinsics; they're not real */
     78       if (callee->is_intrinsic())
     79          return visit_continue;
     80 
     81       /* Determine if the requested function signature already exists in the
     82        * final linked shader.  If it does, use it as the target of the call.
     83        */
     84       ir_function_signature *sig =
     85          find_matching_signature(name, &callee->parameters, linked->symbols);
     86       if (sig != NULL) {
     87 	 ir->callee = sig;
     88 	 return visit_continue;
     89       }
     90 
     91       /* Try to find the signature in one of the other shaders that is being
     92        * linked.  If it's not found there, return an error.
     93        */
     94       for (unsigned i = 0; i < num_shaders; i++) {
     95          sig = find_matching_signature(name, &ir->actual_parameters,
     96                                        shader_list[i]->symbols);
     97          if (sig)
     98             break;
     99       }
    100 
    101       if (sig == NULL) {
    102 	 /* FINISHME: Log the full signature of unresolved function.
    103 	  */
    104 	 linker_error(this->prog, "unresolved reference to function `%s'\n",
    105 		      name);
    106 	 this->success = false;
    107 	 return visit_stop;
    108       }
    109 
    110       /* Find the prototype information in the linked shader.  Generate any
    111        * details that may be missing.
    112        */
    113       ir_function *f = linked->symbols->get_function(name);
    114       if (f == NULL) {
    115 	 f = new(linked) ir_function(name);
    116 
    117 	 /* Add the new function to the linked IR.  Put it at the end
    118           * so that it comes after any global variable declarations
    119           * that it refers to.
    120 	  */
    121 	 linked->symbols->add_function(f);
    122 	 linked->ir->push_tail(f);
    123       }
    124 
    125       ir_function_signature *linked_sig =
    126 	 f->exact_matching_signature(NULL, &callee->parameters);
    127       if (linked_sig == NULL) {
    128 	 linked_sig = new(linked) ir_function_signature(callee->return_type);
    129 	 f->add_signature(linked_sig);
    130       }
    131 
    132       /* At this point linked_sig and called may be the same.  If ir is an
    133        * ir_call from linked then linked_sig and callee will be
    134        * ir_function_signatures that have no definitions (is_defined is false).
    135        */
    136       assert(!linked_sig->is_defined);
    137       assert(linked_sig->body.is_empty());
    138 
    139       /* Create an in-place clone of the function definition.  This multistep
    140        * process introduces some complexity here, but it has some advantages.
    141        * The parameter list and the and function body are cloned separately.
    142        * The clone of the parameter list is used to prime the hashtable used
    143        * to replace variable references in the cloned body.
    144        *
    145        * The big advantage is that the ir_function_signature does not change.
    146        * This means that we don't have to process the rest of the IR tree to
    147        * patch ir_call nodes.  In addition, there is no way to remove or
    148        * replace signature stored in a function.  One could easily be added,
    149        * but this avoids the need.
    150        */
    151       struct hash_table *ht = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
    152                                                       _mesa_key_pointer_equal);
    153 
    154       exec_list formal_parameters;
    155       foreach_in_list(const ir_instruction, original, &sig->parameters) {
    156          assert(const_cast<ir_instruction *>(original)->as_variable());
    157 
    158          ir_instruction *copy = original->clone(linked, ht);
    159          formal_parameters.push_tail(copy);
    160       }
    161 
    162       linked_sig->replace_parameters(&formal_parameters);
    163 
    164       linked_sig->intrinsic_id = sig->intrinsic_id;
    165 
    166       if (sig->is_defined) {
    167          foreach_in_list(const ir_instruction, original, &sig->body) {
    168             ir_instruction *copy = original->clone(linked, ht);
    169             linked_sig->body.push_tail(copy);
    170          }
    171 
    172          linked_sig->is_defined = true;
    173       }
    174 
    175       _mesa_hash_table_destroy(ht, NULL);
    176 
    177       /* Patch references inside the function to things outside the function
    178        * (i.e., function calls and global variables).
    179        */
    180       linked_sig->accept(this);
    181 
    182       ir->callee = linked_sig;
    183 
    184       return visit_continue;
    185    }
    186 
    187    virtual ir_visitor_status visit_leave(ir_call *ir)
    188    {
    189       /* Traverse list of function parameters, and for array parameters
    190        * propagate max_array_access. Otherwise arrays that are only referenced
    191        * from inside functions via function parameters will be incorrectly
    192        * optimized. This will lead to incorrect code being generated (or worse).
    193        * Do it when leaving the node so the children would propagate their
    194        * array accesses first.
    195        */
    196 
    197       const exec_node *formal_param_node = ir->callee->parameters.get_head();
    198       if (formal_param_node) {
    199          const exec_node *actual_param_node = ir->actual_parameters.get_head();
    200          while (!actual_param_node->is_tail_sentinel()) {
    201             ir_variable *formal_param = (ir_variable *) formal_param_node;
    202             ir_rvalue *actual_param = (ir_rvalue *) actual_param_node;
    203 
    204             formal_param_node = formal_param_node->get_next();
    205             actual_param_node = actual_param_node->get_next();
    206 
    207             if (formal_param->type->is_array()) {
    208                ir_dereference_variable *deref = actual_param->as_dereference_variable();
    209                if (deref && deref->var && deref->var->type->is_array()) {
    210                   deref->var->data.max_array_access =
    211                      MAX2(formal_param->data.max_array_access,
    212                          deref->var->data.max_array_access);
    213                }
    214             }
    215          }
    216       }
    217       return visit_continue;
    218    }
    219 
    220    virtual ir_visitor_status visit(ir_dereference_variable *ir)
    221    {
    222       if (_mesa_set_search(locals, ir->var) == NULL) {
    223 	 /* The non-function variable must be a global, so try to find the
    224 	  * variable in the shader's symbol table.  If the variable is not
    225 	  * found, then it's a global that *MUST* be defined in the original
    226 	  * shader.
    227 	  */
    228 	 ir_variable *var = linked->symbols->get_variable(ir->var->name);
    229 	 if (var == NULL) {
    230 	    /* Clone the ir_variable that the dereference already has and add
    231 	     * it to the linked shader.
    232 	     */
    233 	    var = ir->var->clone(linked, NULL);
    234 	    linked->symbols->add_variable(var);
    235 	    linked->ir->push_head(var);
    236 	 } else {
    237             if (var->type->is_array()) {
    238                /* It is possible to have a global array declared in multiple
    239                 * shaders without a size.  The array is implicitly sized by
    240                 * the maximal access to it in *any* shader.  Because of this,
    241                 * we need to track the maximal access to the array as linking
    242                 * pulls more functions in that access the array.
    243                 */
    244                var->data.max_array_access =
    245                   MAX2(var->data.max_array_access,
    246                        ir->var->data.max_array_access);
    247 
    248                if (var->type->length == 0 && ir->var->type->length != 0)
    249                   var->type = ir->var->type;
    250             }
    251             if (var->is_interface_instance()) {
    252                /* Similarly, we need implicit sizes of arrays within interface
    253                 * blocks to be sized by the maximal access in *any* shader.
    254                 */
    255                int *const linked_max_ifc_array_access =
    256                   var->get_max_ifc_array_access();
    257                int *const ir_max_ifc_array_access =
    258                   ir->var->get_max_ifc_array_access();
    259 
    260                assert(linked_max_ifc_array_access != NULL);
    261                assert(ir_max_ifc_array_access != NULL);
    262 
    263                for (unsigned i = 0; i < var->get_interface_type()->length;
    264                     i++) {
    265                   linked_max_ifc_array_access[i] =
    266                      MAX2(linked_max_ifc_array_access[i],
    267                           ir_max_ifc_array_access[i]);
    268                }
    269             }
    270 	 }
    271 
    272 	 ir->var = var;
    273       }
    274 
    275       return visit_continue;
    276    }
    277 
    278    /** Was function linking successful? */
    279    bool success;
    280 
    281 private:
    282    /**
    283     * Shader program being linked
    284     *
    285     * This is only used for logging error messages.
    286     */
    287    gl_shader_program *prog;
    288 
    289    /** List of shaders available for linking. */
    290    gl_shader **shader_list;
    291 
    292    /** Number of shaders available for linking. */
    293    unsigned num_shaders;
    294 
    295    /**
    296     * Final linked shader
    297     *
    298     * This is used two ways.  It is used to find global variables in the
    299     * linked shader that are accessed by the function.  It is also used to add
    300     * global variables from the shader where the function originated.
    301     */
    302    gl_linked_shader *linked;
    303 
    304    /**
    305     * Table of variables local to the function.
    306     */
    307    set *locals;
    308 };
    309 
    310 } /* anonymous namespace */
    311 
    312 /**
    313  * Searches a list of shaders for a particular function definition
    314  */
    315 ir_function_signature *
    316 find_matching_signature(const char *name, const exec_list *actual_parameters,
    317                         glsl_symbol_table *symbols)
    318 {
    319    ir_function *const f = symbols->get_function(name);
    320 
    321    if (f) {
    322       ir_function_signature *sig =
    323          f->matching_signature(NULL, actual_parameters, false);
    324 
    325       if (sig && (sig->is_defined || sig->is_intrinsic()))
    326          return sig;
    327    }
    328 
    329    return NULL;
    330 }
    331 
    332 
    333 bool
    334 link_function_calls(gl_shader_program *prog, gl_linked_shader *main,
    335 		    gl_shader **shader_list, unsigned num_shaders)
    336 {
    337    call_link_visitor v(prog, main, shader_list, num_shaders);
    338 
    339    v.run(main->ir);
    340    return v.success;
    341 }
    342