*
*/
#include "main/mtypes.h"
+#include "glsl_types.h"
#include "linker_util.h"
+#include "util/bitscan.h"
#include "util/set.h"
+#include "ir_uniform.h" /* for gl_uniform_storage */
/* Utility methods shared between the GLSL IR and the NIR */
+/* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
+ *
+ * "For an active shader storage block member declared as an array of an
+ * aggregate type, an entry will be generated only for the first array
+ * element, regardless of its type. Such block members are referred to as
+ * top-level arrays. If the block member is an aggregate type, the
+ * enumeration rules are then applied recursively."
+ */
+bool
+link_util_should_add_buffer_variable(struct gl_shader_program *prog,
+ struct gl_uniform_storage *uniform,
+ int top_level_array_base_offset,
+ int top_level_array_size_in_bytes,
+ int second_element_offset,
+ int block_index)
+{
+ /* If the uniform is not a shader storage buffer or is not an array return
+ * true.
+ */
+ if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
+ return true;
+
+ int after_top_level_array = top_level_array_base_offset +
+ top_level_array_size_in_bytes;
+
+ /* Check for a new block, or that we are not dealing with array elements of
+ * a top member array other than the first element.
+ */
+ if (block_index != uniform->block_index ||
+ uniform->offset >= after_top_level_array ||
+ uniform->offset < second_element_offset) {
+ return true;
+ }
+
+ return false;
+}
+
bool
link_util_add_program_resource(struct gl_shader_program *prog,
struct set *resource_set,
return true;
}
+
+/**
+ * Search through the list of empty blocks to find one that fits the current
+ * uniform.
+ */
+int
+link_util_find_empty_block(struct gl_shader_program *prog,
+ struct gl_uniform_storage *uniform)
+{
+ const unsigned entries = MAX2(1, uniform->array_elements);
+
+ foreach_list_typed(struct empty_uniform_block, block, link,
+ &prog->EmptyUniformLocations) {
+ /* Found a block with enough slots to fit the uniform */
+ if (block->slots == entries) {
+ unsigned start = block->start;
+ exec_node_remove(&block->link);
+ ralloc_free(block);
+
+ return start;
+ /* Found a block with more slots than needed. It can still be used. */
+ } else if (block->slots > entries) {
+ unsigned start = block->start;
+ block->start += entries;
+ block->slots -= entries;
+
+ return start;
+ }
+ }
+
+ return -1;
+}
+
+void
+link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
+{
+ struct empty_uniform_block *current_block = NULL;
+
+ for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
+ /* We found empty space in UniformRemapTable. */
+ if (prog->UniformRemapTable[i] == NULL) {
+ /* We've found the beginning of a new continous block of empty slots */
+ if (!current_block || current_block->start + current_block->slots != i) {
+ current_block = rzalloc(prog, struct empty_uniform_block);
+ current_block->start = i;
+ exec_list_push_tail(&prog->EmptyUniformLocations,
+ ¤t_block->link);
+ }
+
+ /* The current block continues, so we simply increment its slots */
+ current_block->slots++;
+ }
+ }
+}
+
+void
+link_util_check_subroutine_resources(struct gl_shader_program *prog)
+{
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
+
+ if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
+ linker_error(prog, "Too many %s shader subroutine uniforms\n",
+ _mesa_shader_stage_to_string(i));
+ }
+ }
+}
+
+/**
+ * Validate uniform resources used by a program versus the implementation limits
+ */
+void
+link_util_check_uniform_resources(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ unsigned total_uniform_blocks = 0;
+ unsigned total_shader_storage_blocks = 0;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
+ continue;
+
+ if (sh->num_uniform_components >
+ ctx->Const.Program[i].MaxUniformComponents) {
+ if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
+ linker_warning(prog, "Too many %s shader default uniform block "
+ "components, but the driver will try to optimize "
+ "them out; this is non-portable out-of-spec "
+ "behavior\n",
+ _mesa_shader_stage_to_string(i));
+ } else {
+ linker_error(prog, "Too many %s shader default uniform block "
+ "components\n",
+ _mesa_shader_stage_to_string(i));
+ }
+ }
+
+ if (sh->num_combined_uniform_components >
+ ctx->Const.Program[i].MaxCombinedUniformComponents) {
+ if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
+ linker_warning(prog, "Too many %s shader uniform components, "
+ "but the driver will try to optimize them out; "
+ "this is non-portable out-of-spec behavior\n",
+ _mesa_shader_stage_to_string(i));
+ } else {
+ linker_error(prog, "Too many %s shader uniform components\n",
+ _mesa_shader_stage_to_string(i));
+ }
+ }
+
+ total_shader_storage_blocks += sh->Program->info.num_ssbos;
+ total_uniform_blocks += sh->Program->info.num_ubos;
+ }
+
+ if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
+ linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
+ total_uniform_blocks, ctx->Const.MaxCombinedUniformBlocks);
+ }
+
+ if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
+ linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
+ total_shader_storage_blocks,
+ ctx->Const.MaxCombinedShaderStorageBlocks);
+ }
+
+ for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
+ if (prog->data->UniformBlocks[i].UniformBufferSize >
+ ctx->Const.MaxUniformBlockSize) {
+ linker_error(prog, "Uniform block %s too big (%d/%d)\n",
+ prog->data->UniformBlocks[i].Name,
+ prog->data->UniformBlocks[i].UniformBufferSize,
+ ctx->Const.MaxUniformBlockSize);
+ }
+ }
+
+ for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
+ if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
+ ctx->Const.MaxShaderStorageBlockSize) {
+ linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
+ prog->data->ShaderStorageBlocks[i].Name,
+ prog->data->ShaderStorageBlocks[i].UniformBufferSize,
+ ctx->Const.MaxShaderStorageBlockSize);
+ }
+ }
+}
+
+void
+link_util_calculate_subroutine_compat(struct gl_shader_program *prog)
+{
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
+
+ for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
+ if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
+ continue;
+
+ struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
+
+ if (!uni)
+ continue;
+
+ int count = 0;
+ if (p->sh.NumSubroutineFunctions == 0) {
+ linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
+ continue;
+ }
+ for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
+ struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
+ for (int k = 0; k < fn->num_compat_types; k++) {
+ if (fn->types[k] == uni->type) {
+ count++;
+ break;
+ }
+ }
+ }
+ uni->num_compatible_subroutines = count;
+ }
+ }
+}
+
+/**
+ * Recursive part of the public mark_array_elements_referenced function.
+ *
+ * The recursion occurs when an entire array-of- is accessed. See the
+ * implementation for more details.
+ *
+ * \param dr List of array_deref_range elements to be
+ * processed.
+ * \param count Number of array_deref_range elements to be
+ * processed.
+ * \param scale Current offset scale.
+ * \param linearized_index Current accumulated linearized array index.
+ */
+void
+_mark_array_elements_referenced(const struct array_deref_range *dr,
+ unsigned count, unsigned scale,
+ unsigned linearized_index,
+ BITSET_WORD *bits)
+{
+ /* Walk through the list of array dereferences in least- to
+ * most-significant order. Along the way, accumulate the current
+ * linearized offset and the scale factor for each array-of-.
+ */
+ for (unsigned i = 0; i < count; i++) {
+ if (dr[i].index < dr[i].size) {
+ linearized_index += dr[i].index * scale;
+ scale *= dr[i].size;
+ } else {
+ /* For each element in the current array, update the count and
+ * offset, then recurse to process the remaining arrays.
+ *
+ * There is some inefficency here if the last eBITSET_WORD *bitslement in the
+ * array_deref_range list specifies the entire array. In that case,
+ * the loop will make recursive calls with count == 0. In the call,
+ * all that will happen is the bit will be set.
+ */
+ for (unsigned j = 0; j < dr[i].size; j++) {
+ _mark_array_elements_referenced(&dr[i + 1],
+ count - (i + 1),
+ scale * dr[i].size,
+ linearized_index + (j * scale),
+ bits);
+ }
+
+ return;
+ }
+ }
+
+ BITSET_SET(bits, linearized_index);
+}
+
+/**
+ * Mark a set of array elements as accessed.
+ *
+ * If every \c array_deref_range is for a single index, only a single
+ * element will be marked. If any \c array_deref_range is for an entire
+ * array-of-, then multiple elements will be marked.
+ *
+ * Items in the \c array_deref_range list appear in least- to
+ * most-significant order. This is the \b opposite order the indices
+ * appear in the GLSL shader text. An array access like
+ *
+ * x = y[1][i][3];
+ *
+ * would appear as
+ *
+ * { { 3, n }, { m, m }, { 1, p } }
+ *
+ * where n, m, and p are the sizes of the arrays-of-arrays.
+ *
+ * The set of marked array elements can later be queried by
+ * \c ::is_linearized_index_referenced.
+ *
+ * \param dr List of array_deref_range elements to be processed.
+ * \param count Number of array_deref_range elements to be processed.
+ */
+void
+link_util_mark_array_elements_referenced(const struct array_deref_range *dr,
+ unsigned count, unsigned array_depth,
+ BITSET_WORD *bits)
+{
+ if (count != array_depth)
+ return;
+
+ _mark_array_elements_referenced(dr, count, 1, 0, bits);
+}