llvmpipe: implement 64 bit mul opcodes in llvmpipe
[mesa.git] / src / 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_list_const(node, &sig->parameters) {
149 const ir_instruction *const original = (ir_instruction *) node;
150 assert(const_cast<ir_instruction *>(original)->as_variable());
151
152 ir_instruction *copy = original->clone(linked, ht);
153 formal_parameters.push_tail(copy);
154 }
155
156 linked_sig->replace_parameters(&formal_parameters);
157
158 foreach_list_const(node, &sig->body) {
159 const ir_instruction *const original = (ir_instruction *) node;
160
161 ir_instruction *copy = original->clone(linked, ht);
162 linked_sig->body.push_tail(copy);
163 }
164
165 linked_sig->is_defined = true;
166 hash_table_dtor(ht);
167
168 /* Patch references inside the function to things outside the function
169 * (i.e., function calls and global variables).
170 */
171 linked_sig->accept(this);
172
173 ir->callee = linked_sig;
174
175 return visit_continue;
176 }
177
178 virtual ir_visitor_status visit_leave(ir_call *ir)
179 {
180 /* Traverse list of function parameters, and for array parameters
181 * propagate max_array_access. Otherwise arrays that are only referenced
182 * from inside functions via function parameters will be incorrectly
183 * optimized. This will lead to incorrect code being generated (or worse).
184 * Do it when leaving the node so the children would propagate their
185 * array accesses first.
186 */
187
188 const exec_node *formal_param_node = ir->callee->parameters.get_head();
189 if (formal_param_node) {
190 const exec_node *actual_param_node = ir->actual_parameters.get_head();
191 while (!actual_param_node->is_tail_sentinel()) {
192 ir_variable *formal_param = (ir_variable *) formal_param_node;
193 ir_rvalue *actual_param = (ir_rvalue *) actual_param_node;
194
195 formal_param_node = formal_param_node->get_next();
196 actual_param_node = actual_param_node->get_next();
197
198 if (formal_param->type->is_array()) {
199 ir_dereference_variable *deref = actual_param->as_dereference_variable();
200 if (deref && deref->var && deref->var->type->is_array()) {
201 deref->var->max_array_access =
202 MAX2(formal_param->max_array_access, deref->var->max_array_access);
203 }
204 }
205 }
206 }
207 return visit_continue;
208 }
209
210 virtual ir_visitor_status visit(ir_dereference_variable *ir)
211 {
212 if (hash_table_find(locals, ir->var) == NULL) {
213 /* The non-function variable must be a global, so try to find the
214 * variable in the shader's symbol table. If the variable is not
215 * found, then it's a global that *MUST* be defined in the original
216 * shader.
217 */
218 ir_variable *var = linked->symbols->get_variable(ir->var->name);
219 if (var == NULL) {
220 /* Clone the ir_variable that the dereference already has and add
221 * it to the linked shader.
222 */
223 var = ir->var->clone(linked, NULL);
224 linked->symbols->add_variable(var);
225 linked->ir->push_head(var);
226 } else if (var->type->is_array()) {
227 /* It is possible to have a global array declared in multiple
228 * shaders without a size. The array is implicitly sized by the
229 * maximal access to it in *any* shader. Because of this, we
230 * need to track the maximal access to the array as linking pulls
231 * more functions in that access the array.
232 */
233 var->max_array_access =
234 MAX2(var->max_array_access, ir->var->max_array_access);
235
236 if (var->type->length == 0 && ir->var->type->length != 0)
237 var->type = ir->var->type;
238 }
239
240 ir->var = var;
241 }
242
243 return visit_continue;
244 }
245
246 /** Was function linking successful? */
247 bool success;
248
249 private:
250 /**
251 * Shader program being linked
252 *
253 * This is only used for logging error messages.
254 */
255 gl_shader_program *prog;
256
257 /** List of shaders available for linking. */
258 gl_shader **shader_list;
259
260 /** Number of shaders available for linking. */
261 unsigned num_shaders;
262
263 /**
264 * Final linked shader
265 *
266 * This is used two ways. It is used to find global variables in the
267 * linked shader that are accessed by the function. It is also used to add
268 * global variables from the shader where the function originated.
269 */
270 gl_shader *linked;
271
272 /**
273 * Table of variables local to the function.
274 */
275 hash_table *locals;
276 };
277
278 } /* anonymous namespace */
279
280 /**
281 * Searches a list of shaders for a particular function definition
282 */
283 ir_function_signature *
284 find_matching_signature(const char *name, const exec_list *actual_parameters,
285 gl_shader **shader_list, unsigned num_shaders,
286 bool use_builtin)
287 {
288 for (unsigned i = 0; i < num_shaders; i++) {
289 ir_function *const f = shader_list[i]->symbols->get_function(name);
290
291 if (f == NULL)
292 continue;
293
294 ir_function_signature *sig =
295 f->matching_signature(NULL, actual_parameters);
296
297 if ((sig == NULL) || !sig->is_defined)
298 continue;
299
300 /* If this function expects to bind to a built-in function and the
301 * signature that we found isn't a built-in, keep looking. Also keep
302 * looking if we expect a non-built-in but found a built-in.
303 */
304 if (use_builtin != sig->is_builtin())
305 continue;
306
307 return sig;
308 }
309
310 return NULL;
311 }
312
313
314 bool
315 link_function_calls(gl_shader_program *prog, gl_shader *main,
316 gl_shader **shader_list, unsigned num_shaders)
317 {
318 call_link_visitor v(prog, main, shader_list, num_shaders);
319
320 v.run(main->ir);
321 return v.success;
322 }