glsl: move to compiler/
[mesa.git] / src / compiler / glsl / link_functions.cpp
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 namespace {
38
39 class call_link_visitor : public ir_hierarchical_visitor {
40 public:
41 call_link_visitor(gl_shader_program *prog, gl_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 = hash_table_ctor(0, hash_table_pointer_hash,
51 hash_table_pointer_compare);
52 }
53
54 ~call_link_visitor()
55 {
56 hash_table_dtor(this->locals);
57 }
58
59 virtual ir_visitor_status visit(ir_variable *ir)
60 {
61 hash_table_insert(locals, ir, 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 /* Determine if the requested function signature already exists in the
78 * final linked shader. If it does, use it as the target of the call.
79 */
80 ir_function_signature *sig =
81 find_matching_signature(name, &callee->parameters, &linked, 1,
82 ir->use_builtin);
83 if (sig != NULL) {
84 ir->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, ir->use_builtin);
93 if (sig == NULL) {
94 /* FINISHME: Log the full signature of unresolved function.
95 */
96 linker_error(this->prog, "unresolved reference to function `%s'\n",
97 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 /* Add the new function to the linked IR. Put it at the end
110 * so that it comes after any global variable declarations
111 * that it refers to.
112 */
113 linked->symbols->add_function(f);
114 linked->ir->push_tail(f);
115 }
116
117 ir_function_signature *linked_sig =
118 f->exact_matching_signature(NULL, &callee->parameters);
119 if ((linked_sig == NULL)
120 || ((linked_sig != NULL)
121 && (linked_sig->is_builtin() != ir->use_builtin))) {
122 linked_sig = new(linked) ir_function_signature(callee->return_type);
123 f->add_signature(linked_sig);
124 }
125
126 /* At this point linked_sig and called may be the same. If ir is an
127 * ir_call from linked then linked_sig and callee will be
128 * ir_function_signatures that have no definitions (is_defined is false).
129 */
130 assert(!linked_sig->is_defined);
131 assert(linked_sig->body.is_empty());
132
133 /* Create an in-place clone of the function definition. This multistep
134 * process introduces some complexity here, but it has some advantages.
135 * The parameter list and the and function body are cloned separately.
136 * The clone of the parameter list is used to prime the hashtable used
137 * to replace variable references in the cloned body.
138 *
139 * The big advantage is that the ir_function_signature does not change.
140 * This means that we don't have to process the rest of the IR tree to
141 * patch ir_call nodes. In addition, there is no way to remove or
142 * replace signature stored in a function. One could easily be added,
143 * but this avoids the need.
144 */
145 struct hash_table *ht = hash_table_ctor(0, hash_table_pointer_hash,
146 hash_table_pointer_compare);
147 exec_list formal_parameters;
148 foreach_in_list(const ir_instruction, original, &sig->parameters) {
149 assert(const_cast<ir_instruction *>(original)->as_variable());
150
151 ir_instruction *copy = original->clone(linked, ht);
152 formal_parameters.push_tail(copy);
153 }
154
155 linked_sig->replace_parameters(&formal_parameters);
156
157 linked_sig->is_intrinsic = sig->is_intrinsic;
158
159 if (sig->is_defined) {
160 foreach_in_list(const ir_instruction, original, &sig->body) {
161 ir_instruction *copy = original->clone(linked, ht);
162 linked_sig->body.push_tail(copy);
163 }
164
165 linked_sig->is_defined = true;
166 }
167
168 hash_table_dtor(ht);
169
170 /* Patch references inside the function to things outside the function
171 * (i.e., function calls and global variables).
172 */
173 linked_sig->accept(this);
174
175 ir->callee = linked_sig;
176
177 return visit_continue;
178 }
179
180 virtual ir_visitor_status visit_leave(ir_call *ir)
181 {
182 /* Traverse list of function parameters, and for array parameters
183 * propagate max_array_access. Otherwise arrays that are only referenced
184 * from inside functions via function parameters will be incorrectly
185 * optimized. This will lead to incorrect code being generated (or worse).
186 * Do it when leaving the node so the children would propagate their
187 * array accesses first.
188 */
189
190 const exec_node *formal_param_node = ir->callee->parameters.get_head();
191 if (formal_param_node) {
192 const exec_node *actual_param_node = ir->actual_parameters.get_head();
193 while (!actual_param_node->is_tail_sentinel()) {
194 ir_variable *formal_param = (ir_variable *) formal_param_node;
195 ir_rvalue *actual_param = (ir_rvalue *) actual_param_node;
196
197 formal_param_node = formal_param_node->get_next();
198 actual_param_node = actual_param_node->get_next();
199
200 if (formal_param->type->is_array()) {
201 ir_dereference_variable *deref = actual_param->as_dereference_variable();
202 if (deref && deref->var && deref->var->type->is_array()) {
203 deref->var->data.max_array_access =
204 MAX2(formal_param->data.max_array_access,
205 deref->var->data.max_array_access);
206 }
207 }
208 }
209 }
210 return visit_continue;
211 }
212
213 virtual ir_visitor_status visit(ir_dereference_variable *ir)
214 {
215 if (hash_table_find(locals, ir->var) == NULL) {
216 /* The non-function variable must be a global, so try to find the
217 * variable in the shader's symbol table. If the variable is not
218 * found, then it's a global that *MUST* be defined in the original
219 * shader.
220 */
221 ir_variable *var = linked->symbols->get_variable(ir->var->name);
222 if (var == NULL) {
223 /* Clone the ir_variable that the dereference already has and add
224 * it to the linked shader.
225 */
226 var = ir->var->clone(linked, NULL);
227 linked->symbols->add_variable(var);
228 linked->ir->push_head(var);
229 } else {
230 if (var->type->is_array()) {
231 /* It is possible to have a global array declared in multiple
232 * shaders without a size. The array is implicitly sized by
233 * the maximal access to it in *any* shader. Because of this,
234 * we need to track the maximal access to the array as linking
235 * pulls more functions in that access the array.
236 */
237 var->data.max_array_access =
238 MAX2(var->data.max_array_access,
239 ir->var->data.max_array_access);
240
241 if (var->type->length == 0 && ir->var->type->length != 0)
242 var->type = ir->var->type;
243 }
244 if (var->is_interface_instance()) {
245 /* Similarly, we need implicit sizes of arrays within interface
246 * blocks to be sized by the maximal access in *any* shader.
247 */
248 unsigned *const linked_max_ifc_array_access =
249 var->get_max_ifc_array_access();
250 unsigned *const ir_max_ifc_array_access =
251 ir->var->get_max_ifc_array_access();
252
253 assert(linked_max_ifc_array_access != NULL);
254 assert(ir_max_ifc_array_access != NULL);
255
256 for (unsigned i = 0; i < var->get_interface_type()->length;
257 i++) {
258 linked_max_ifc_array_access[i] =
259 MAX2(linked_max_ifc_array_access[i],
260 ir_max_ifc_array_access[i]);
261 }
262 }
263 }
264
265 ir->var = var;
266 }
267
268 return visit_continue;
269 }
270
271 /** Was function linking successful? */
272 bool success;
273
274 private:
275 /**
276 * Shader program being linked
277 *
278 * This is only used for logging error messages.
279 */
280 gl_shader_program *prog;
281
282 /** List of shaders available for linking. */
283 gl_shader **shader_list;
284
285 /** Number of shaders available for linking. */
286 unsigned num_shaders;
287
288 /**
289 * Final linked shader
290 *
291 * This is used two ways. It is used to find global variables in the
292 * linked shader that are accessed by the function. It is also used to add
293 * global variables from the shader where the function originated.
294 */
295 gl_shader *linked;
296
297 /**
298 * Table of variables local to the function.
299 */
300 hash_table *locals;
301 };
302
303 } /* anonymous namespace */
304
305 /**
306 * Searches a list of shaders for a particular function definition
307 */
308 ir_function_signature *
309 find_matching_signature(const char *name, const exec_list *actual_parameters,
310 gl_shader **shader_list, unsigned num_shaders,
311 bool use_builtin)
312 {
313 for (unsigned i = 0; i < num_shaders; i++) {
314 ir_function *const f = shader_list[i]->symbols->get_function(name);
315
316 if (f == NULL)
317 continue;
318
319 ir_function_signature *sig =
320 f->matching_signature(NULL, actual_parameters, use_builtin);
321
322 if ((sig == NULL) ||
323 (!sig->is_defined && !sig->is_intrinsic))
324 continue;
325
326 /* If this function expects to bind to a built-in function and the
327 * signature that we found isn't a built-in, keep looking. Also keep
328 * looking if we expect a non-built-in but found a built-in.
329 */
330 if (use_builtin != sig->is_builtin())
331 continue;
332
333 return sig;
334 }
335
336 return NULL;
337 }
338
339
340 bool
341 link_function_calls(gl_shader_program *prog, gl_shader *main,
342 gl_shader **shader_list, unsigned num_shaders)
343 {
344 call_link_visitor v(prog, main, shader_list, num_shaders);
345
346 v.run(main->ir);
347 return v.success;
348 }