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/*
* Copyright © 2018 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "nir.h"
#include "linker_util.h"
#include "gl_nir_linker.h"
#include "compiler/glsl/ir_uniform.h" /* for gl_uniform_storage */
#include "main/context.h"
/**
* This file do the common link for GLSL atomic counter uniforms, using NIR,
* instead of IR as the counter-part glsl/link_uniforms.cpp
*/
struct active_atomic_counter_uniform {
unsigned loc;
nir_variable *var;
};
struct active_atomic_buffer {
struct active_atomic_counter_uniform *uniforms;
unsigned num_uniforms;
unsigned uniform_buffer_size;
unsigned stage_counter_references[MESA_SHADER_STAGES];
unsigned size;
};
static void
add_atomic_counter(const void *ctx,
struct active_atomic_buffer *buffer,
unsigned uniform_loc,
nir_variable *var)
{
if (buffer->num_uniforms >= buffer->uniform_buffer_size) {
if (buffer->uniform_buffer_size == 0)
buffer->uniform_buffer_size = 1;
else
buffer->uniform_buffer_size *= 2;
buffer->uniforms = reralloc(ctx,
buffer->uniforms,
struct active_atomic_counter_uniform,
buffer->uniform_buffer_size);
}
struct active_atomic_counter_uniform *uniform =
buffer->uniforms + buffer->num_uniforms;
uniform->loc = uniform_loc;
uniform->var = var;
buffer->num_uniforms++;
}
static void
process_atomic_variable(const struct glsl_type *t,
struct gl_shader_program *prog,
unsigned *uniform_loc,
nir_variable *var,
struct active_atomic_buffer *buffers,
unsigned *num_buffers,
int *offset,
unsigned shader_stage)
{
/* FIXME: Arrays of arrays get counted separately. For example:
* x1[3][3][2] = 9 uniforms, 18 atomic counters
* x2[3][2] = 3 uniforms, 6 atomic counters
* x3[2] = 1 uniform, 2 atomic counters
*
* However this code marks all the counters as active even when they
* might not be used.
*/
if (glsl_type_is_array(t) &&
glsl_type_is_array(glsl_get_array_element(t))) {
for (unsigned i = 0; i < glsl_get_length(t); i++) {
process_atomic_variable(glsl_get_array_element(t),
prog,
uniform_loc,
var,
buffers, num_buffers,
offset,
shader_stage);
}
} else {
struct active_atomic_buffer *buf = buffers + var->data.binding;
struct gl_uniform_storage *const storage =
&prog->data->UniformStorage[*uniform_loc];
/* If this is the first time the buffer is used, increment
* the counter of buffers used.
*/
if (buf->size == 0)
(*num_buffers)++;
add_atomic_counter(buffers, /* ctx */
buf,
*uniform_loc,
var);
/* When checking for atomic counters we should count every member in
* an array as an atomic counter reference.
*/
if (glsl_type_is_array(t))
buf->stage_counter_references[shader_stage] += glsl_get_length(t);
else
buf->stage_counter_references[shader_stage]++;
buf->size = MAX2(buf->size, *offset + glsl_atomic_size(t));
storage->offset = *offset;
*offset += glsl_atomic_size(t);
(*uniform_loc)++;
}
}
static struct active_atomic_buffer *
find_active_atomic_counters(struct gl_context *ctx,
struct gl_shader_program *prog,
unsigned *num_buffers)
{
struct active_atomic_buffer *buffers =
rzalloc_array(NULL, /* ctx */
struct active_atomic_buffer,
ctx->Const.MaxAtomicBufferBindings);
*num_buffers = 0;
for (unsigned i = 0; i < MESA_SHADER_STAGES; ++i) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
continue;
nir_shader *nir = sh->Program->nir;
nir_foreach_uniform_variable(var, nir) {
if (!glsl_contains_atomic(var->type))
continue;
int offset = var->data.offset;
unsigned uniform_loc = var->data.location;
process_atomic_variable(var->type,
prog,
&uniform_loc,
var,
buffers,
num_buffers,
&offset,
i);
}
}
return buffers;
}
static bool
check_atomic_counters_overlap(const nir_variable *x, const nir_variable *y)
{
return ((x->data.offset >= y->data.offset &&
x->data.offset < y->data.offset + glsl_atomic_size(y->type)) ||
(y->data.offset >= x->data.offset &&
y->data.offset < x->data.offset + glsl_atomic_size(x->type)));
}
static int
cmp_active_counter_offsets(const void *a, const void *b)
{
const struct active_atomic_counter_uniform *const first =
(struct active_atomic_counter_uniform *) a;
const struct active_atomic_counter_uniform *const second =
(struct active_atomic_counter_uniform *) b;
return first->var->data.offset - second->var->data.offset;
}
void
gl_nir_link_assign_atomic_counter_resources(struct gl_context *ctx,
struct gl_shader_program *prog)
{
unsigned num_buffers;
unsigned num_atomic_buffers[MESA_SHADER_STAGES] = {0};
struct active_atomic_buffer *abs =
find_active_atomic_counters(ctx, prog, &num_buffers);
prog->data->AtomicBuffers =
rzalloc_array(prog->data, struct gl_active_atomic_buffer, num_buffers);
prog->data->NumAtomicBuffers = num_buffers;
unsigned buffer_idx = 0;
for (unsigned binding = 0;
binding < ctx->Const.MaxAtomicBufferBindings;
binding++) {
/* If the binding was not used, skip.
*/
if (abs[binding].size == 0)
continue;
struct active_atomic_buffer *ab = abs + binding;
struct gl_active_atomic_buffer *mab =
prog->data->AtomicBuffers + buffer_idx;
/* Assign buffer-specific fields. */
mab->Binding = binding;
mab->MinimumSize = ab->size;
mab->Uniforms = rzalloc_array(prog->data->AtomicBuffers, GLuint,
ab->num_uniforms);
mab->NumUniforms = ab->num_uniforms;
/* Assign counter-specific fields. */
for (unsigned j = 0; j < ab->num_uniforms; j++) {
nir_variable *var = ab->uniforms[j].var;
struct gl_uniform_storage *storage =
&prog->data->UniformStorage[ab->uniforms[j].loc];
mab->Uniforms[j] = ab->uniforms[j].loc;
storage->atomic_buffer_index = buffer_idx;
storage->offset = var->data.offset;
if (glsl_type_is_array(var->type)) {
const struct glsl_type *without_array =
glsl_without_array(var->type);
storage->array_stride = glsl_atomic_size(without_array);
} else {
storage->array_stride = 0;
}
if (!glsl_type_is_matrix(var->type))
storage->matrix_stride = 0;
}
/* Assign stage-specific fields. */
for (unsigned stage = 0; stage < MESA_SHADER_STAGES; ++stage) {
if (ab->stage_counter_references[stage]) {
mab->StageReferences[stage] = GL_TRUE;
num_atomic_buffers[stage]++;
} else {
mab->StageReferences[stage] = GL_FALSE;
}
}
buffer_idx++;
}
/* Store a list pointers to atomic buffers per stage and store the index
* to the intra-stage buffer list in uniform storage.
*/
for (unsigned stage = 0; stage < MESA_SHADER_STAGES; ++stage) {
if (prog->_LinkedShaders[stage] == NULL ||
num_atomic_buffers[stage] <= 0)
continue;
struct gl_program *gl_prog = prog->_LinkedShaders[stage]->Program;
gl_prog->info.num_abos = num_atomic_buffers[stage];
gl_prog->sh.AtomicBuffers =
rzalloc_array(gl_prog,
struct gl_active_atomic_buffer *,
num_atomic_buffers[stage]);
gl_prog->nir->info.num_abos = num_atomic_buffers[stage];
unsigned intra_stage_idx = 0;
for (unsigned i = 0; i < num_buffers; i++) {
struct gl_active_atomic_buffer *atomic_buffer =
&prog->data->AtomicBuffers[i];
if (!atomic_buffer->StageReferences[stage])
continue;
gl_prog->sh.AtomicBuffers[intra_stage_idx] = atomic_buffer;
for (unsigned u = 0; u < atomic_buffer->NumUniforms; u++) {
GLuint uniform_loc = atomic_buffer->Uniforms[u];
struct gl_opaque_uniform_index *opaque =
prog->data->UniformStorage[uniform_loc].opaque + stage;
opaque->index = intra_stage_idx;
opaque->active = true;
}
intra_stage_idx++;
}
}
assert(buffer_idx == num_buffers);
ralloc_free(abs);
}
void
gl_nir_link_check_atomic_counter_resources(struct gl_context *ctx,
struct gl_shader_program *prog)
{
unsigned num_buffers;
struct active_atomic_buffer *abs =
find_active_atomic_counters(ctx, prog, &num_buffers);
unsigned atomic_counters[MESA_SHADER_STAGES] = {0};
unsigned atomic_buffers[MESA_SHADER_STAGES] = {0};
unsigned total_atomic_counters = 0;
unsigned total_atomic_buffers = 0;
/* Sum the required resources. Note that this counts buffers and
* counters referenced by several shader stages multiple times
* against the combined limit -- That's the behavior the spec
* requires.
*/
for (unsigned i = 0; i < ctx->Const.MaxAtomicBufferBindings; i++) {
if (abs[i].size == 0)
continue;
qsort(abs[i].uniforms, abs[i].num_uniforms,
sizeof(struct active_atomic_counter_uniform),
cmp_active_counter_offsets);
for (unsigned j = 1; j < abs[i].num_uniforms; j++) {
/* If an overlapping counter found, it must be a reference to the
* same counter from a different shader stage.
*/
if (check_atomic_counters_overlap(abs[i].uniforms[j-1].var,
abs[i].uniforms[j].var)
&& strcmp(abs[i].uniforms[j-1].var->name,
abs[i].uniforms[j].var->name) != 0) {
linker_error(prog, "Atomic counter %s declared at offset %d "
"which is already in use.",
abs[i].uniforms[j].var->name,
abs[i].uniforms[j].var->data.offset);
}
}
for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
const unsigned n = abs[i].stage_counter_references[j];
if (n) {
atomic_counters[j] += n;
total_atomic_counters += n;
atomic_buffers[j]++;
total_atomic_buffers++;
}
}
}
/* Check that they are within the supported limits. */
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (atomic_counters[i] > ctx->Const.Program[i].MaxAtomicCounters)
linker_error(prog, "Too many %s shader atomic counters",
_mesa_shader_stage_to_string(i));
if (atomic_buffers[i] > ctx->Const.Program[i].MaxAtomicBuffers)
linker_error(prog, "Too many %s shader atomic counter buffers",
_mesa_shader_stage_to_string(i));
}
if (total_atomic_counters > ctx->Const.MaxCombinedAtomicCounters)
linker_error(prog, "Too many combined atomic counters");
if (total_atomic_buffers > ctx->Const.MaxCombinedAtomicBuffers)
linker_error(prog, "Too many combined atomic buffers");
ralloc_free(abs);
}