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