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authorTimothy Arceri <tarceri@itsqueeze.com>2023-07-07 15:45:04 +1000
committerTimothy Arceri <tarceri@itsqueeze.com>2023-07-10 12:48:01 +1000
commit80c001013ce83c679a3b9a59e27f9a72b70a45ea (patch)
tree7ae7fefa63c36d3c90b99ba49e13282aeec22bcd
parent9cbdf5c9e5a0e940810217e9c0c10245fa1d9aae (diff)
glsl: do vs attribute validation in NIR linker
This allows us to tidy up the code and call the attribute location code a single time rather than doing a "dry run". Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24035>
-rw-r--r--src/compiler/glsl/gl_nir_linker.c23
-rw-r--r--src/compiler/glsl/linker.cpp519
2 files changed, 22 insertions, 520 deletions
diff --git a/src/compiler/glsl/gl_nir_linker.c b/src/compiler/glsl/gl_nir_linker.c
index deb251f66b5..871feea5a76 100644
--- a/src/compiler/glsl/gl_nir_linker.c
+++ b/src/compiler/glsl/gl_nir_linker.c
@@ -1082,6 +1082,12 @@ prelink_lowering(const struct gl_constants *consts,
consts->ShaderCompilerOptions[shader->Stage].NirOptions;
struct gl_program *prog = shader->Program;
+ /* ES vertex shaders still have dead varyings but its now safe to remove
+ * them as validation is now done according to the spec.
+ */
+ if (shader_program->IsES && i == MESA_SHADER_VERTEX)
+ remove_dead_varyings_pre_linking(prog->nir);
+
preprocess_shader(consts, exts, prog, shader_program, shader->Stage);
if (prog->nir->info.shared_size > consts->MaxComputeSharedMemorySize) {
@@ -1328,7 +1334,22 @@ gl_nir_link_glsl(const struct gl_constants *consts,
if (prog->_LinkedShaders[i]) {
linked_shader[num_shaders++] = prog->_LinkedShaders[i];
- remove_dead_varyings_pre_linking(prog->_LinkedShaders[i]->Program->nir);
+ /* Section 13.46 (Vertex Attribute Aliasing) of the OpenGL ES 3.2
+ * specification says:
+ *
+ * "In general, the behavior of GLSL ES should not depend on
+ * compiler optimizations which might be implementation-dependent.
+ * Name matching rules in most languages, including C++ from which
+ * GLSL ES is derived, are based on declarations rather than use.
+ *
+ * RESOLUTION: The existence of aliasing is determined by
+ * declarations present after preprocessing."
+ *
+ * Because of this rule, we don't remove dead attributes before
+ * attribute assignment for vertex shader inputs here.
+ */
+ if (!(prog->IsES && i == MESA_SHADER_VERTEX))
+ remove_dead_varyings_pre_linking(prog->_LinkedShaders[i]->Program->nir);
}
}
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 55baaf3ddd2..e9eea5b9765 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2590,504 +2590,6 @@ resize_tes_inputs(const struct gl_constants *consts,
}
}
-/**
- * Find a contiguous set of available bits in a bitmask.
- *
- * \param used_mask Bits representing used (1) and unused (0) locations
- * \param needed_count Number of contiguous bits needed.
- *
- * \return
- * Base location of the available bits on success or -1 on failure.
- */
-static int
-find_available_slots(unsigned used_mask, unsigned needed_count)
-{
- unsigned needed_mask = (1 << needed_count) - 1;
- const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
-
- /* The comparison to 32 is redundant, but without it GCC emits "warning:
- * cannot optimize possibly infinite loops" for the loop below.
- */
- if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
- return -1;
-
- for (int i = 0; i <= max_bit_to_test; i++) {
- if ((needed_mask & ~used_mask) == needed_mask)
- return i;
-
- needed_mask <<= 1;
- }
-
- return -1;
-}
-
-
-#define SAFE_MASK_FROM_INDEX(i) (((i) >= 32) ? ~0 : ((1 << (i)) - 1))
-
-/**
- * Assign locations for either VS inputs or FS outputs.
- *
- * \param mem_ctx Temporary ralloc context used for linking.
- * \param prog Shader program whose variables need locations
- * assigned.
- * \param constants Driver specific constant values for the program.
- * \param target_index Selector for the program target to receive location
- * assignmnets. Must be either \c MESA_SHADER_VERTEX or
- * \c MESA_SHADER_FRAGMENT.
- * \param do_assignment Whether we are actually marking the assignment or we
- * are just doing a dry-run checking.
- *
- * \return
- * If locations are (or can be, in case of dry-running) successfully assigned,
- * true is returned. Otherwise an error is emitted to the shader link log and
- * false is returned.
- */
-static bool
-assign_attribute_or_color_locations(void *mem_ctx,
- gl_shader_program *prog,
- const struct gl_constants *constants,
- unsigned target_index,
- bool do_assignment)
-{
- /* Maximum number of generic locations. This corresponds to either the
- * maximum number of draw buffers or the maximum number of generic
- * attributes.
- */
- unsigned max_index = (target_index == MESA_SHADER_VERTEX) ?
- constants->Program[target_index].MaxAttribs :
- MAX2(constants->MaxDrawBuffers, constants->MaxDualSourceDrawBuffers);
-
- /* Mark invalid locations as being used.
- */
- unsigned used_locations = ~SAFE_MASK_FROM_INDEX(max_index);
- unsigned double_storage_locations = 0;
-
- assert((target_index == MESA_SHADER_VERTEX)
- || (target_index == MESA_SHADER_FRAGMENT));
-
- gl_linked_shader *const sh = prog->_LinkedShaders[target_index];
- if (sh == NULL)
- return true;
-
- /* Operate in a total of four passes.
- *
- * 1. Invalidate the location assignments for all vertex shader inputs.
- *
- * 2. Assign locations for inputs that have user-defined (via
- * glBindVertexAttribLocation) locations and outputs that have
- * user-defined locations (via glBindFragDataLocation).
- *
- * 3. Sort the attributes without assigned locations by number of slots
- * required in decreasing order. Fragmentation caused by attribute
- * locations assigned by the application may prevent large attributes
- * from having enough contiguous space.
- *
- * 4. Assign locations to any inputs without assigned locations.
- */
-
- const int generic_base = (target_index == MESA_SHADER_VERTEX)
- ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
-
- const enum ir_variable_mode direction =
- (target_index == MESA_SHADER_VERTEX)
- ? ir_var_shader_in : ir_var_shader_out;
-
-
- /* Temporary storage for the set of attributes that need locations assigned.
- */
- struct temp_attr {
- unsigned slots;
- ir_variable *var;
-
- /* Used below in the call to qsort. */
- static int compare(const void *a, const void *b)
- {
- const temp_attr *const l = (const temp_attr *) a;
- const temp_attr *const r = (const temp_attr *) b;
-
- /* Reversed because we want a descending order sort below. */
- return r->slots - l->slots;
- }
- } to_assign[32];
- assert(max_index <= 32);
-
- /* Temporary array for the set of attributes that have locations assigned,
- * for the purpose of checking overlapping slots/components of (non-ES)
- * fragment shader outputs.
- */
- ir_variable *assigned[12 * 4]; /* (max # of FS outputs) * # components */
- unsigned assigned_attr = 0;
-
- unsigned num_attr = 0;
-
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *const var = node->as_variable();
-
- if ((var == NULL) || (var->data.mode != (unsigned) direction))
- continue;
-
- if (var->data.explicit_location) {
- if ((var->data.location >= (int)(max_index + generic_base))
- || (var->data.location < 0)) {
- linker_error(prog,
- "invalid explicit location %d specified for `%s'\n",
- (var->data.location < 0)
- ? var->data.location
- : var->data.location - generic_base,
- var->name);
- return false;
- }
- } else if (target_index == MESA_SHADER_VERTEX) {
- unsigned binding;
-
- if (prog->AttributeBindings->get(binding, var->name)) {
- assert(binding >= VERT_ATTRIB_GENERIC0);
- var->data.location = binding;
- }
- } else if (target_index == MESA_SHADER_FRAGMENT) {
- unsigned binding;
- unsigned index;
- const char *name = var->name;
- const glsl_type *type = var->type;
-
- while (type) {
- /* Check if there's a binding for the variable name */
- if (prog->FragDataBindings->get(binding, name)) {
- assert(binding >= FRAG_RESULT_DATA0);
- var->data.location = binding;
-
- if (prog->FragDataIndexBindings->get(index, name)) {
- var->data.index = index;
- }
- break;
- }
-
- /* If not, but it's an array type, look for name[0] */
- if (type->is_array()) {
- name = ralloc_asprintf(mem_ctx, "%s[0]", name);
- type = type->fields.array;
- continue;
- }
-
- break;
- }
- }
-
- if (strcmp(var->name, "gl_LastFragData") == 0)
- continue;
-
- /* From GL4.5 core spec, section 15.2 (Shader Execution):
- *
- * "Output binding assignments will cause LinkProgram to fail:
- * ...
- * If the program has an active output assigned to a location greater
- * than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
- * an active output assigned an index greater than or equal to one;"
- */
- if (target_index == MESA_SHADER_FRAGMENT && var->data.index >= 1 &&
- var->data.location - generic_base >=
- (int) constants->MaxDualSourceDrawBuffers) {
- linker_error(prog,
- "output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
- "with index %u for %s\n",
- var->data.location - generic_base, var->data.index,
- var->name);
- return false;
- }
-
- const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
-
- /* If the variable is not a built-in and has a location statically
- * assigned in the shader (presumably via a layout qualifier), make sure
- * that it doesn't collide with other assigned locations. Otherwise,
- * add it to the list of variables that need linker-assigned locations.
- */
- if (var->data.location != -1) {
- if (var->data.location >= generic_base && var->data.index < 1) {
- /* From page 61 of the OpenGL 4.0 spec:
- *
- * "LinkProgram will fail if the attribute bindings assigned
- * by BindAttribLocation do not leave not enough space to
- * assign a location for an active matrix attribute or an
- * active attribute array, both of which require multiple
- * contiguous generic attributes."
- *
- * I think above text prohibits the aliasing of explicit and
- * automatic assignments. But, aliasing is allowed in manual
- * assignments of attribute locations. See below comments for
- * the details.
- *
- * From OpenGL 4.0 spec, page 61:
- *
- * "It is possible for an application to bind more than one
- * attribute name to the same location. This is referred to as
- * aliasing. This will only work if only one of the aliased
- * attributes is active in the executable program, or if no
- * path through the shader consumes more than one attribute of
- * a set of attributes aliased to the same location. A link
- * error can occur if the linker determines that every path
- * through the shader consumes multiple aliased attributes,
- * but implementations are not required to generate an error
- * in this case."
- *
- * From GLSL 4.30 spec, page 54:
- *
- * "A program will fail to link if any two non-vertex shader
- * input variables are assigned to the same location. For
- * vertex shaders, multiple input variables may be assigned
- * to the same location using either layout qualifiers or via
- * the OpenGL API. However, such aliasing is intended only to
- * support vertex shaders where each execution path accesses
- * at most one input per each location. Implementations are
- * permitted, but not required, to generate link-time errors
- * if they detect that every path through the vertex shader
- * executable accesses multiple inputs assigned to any single
- * location. For all shader types, a program will fail to link
- * if explicit location assignments leave the linker unable
- * to find space for other variables without explicit
- * assignments."
- *
- * From OpenGL ES 3.0 spec, page 56:
- *
- * "Binding more than one attribute name to the same location
- * is referred to as aliasing, and is not permitted in OpenGL
- * ES Shading Language 3.00 vertex shaders. LinkProgram will
- * fail when this condition exists. However, aliasing is
- * possible in OpenGL ES Shading Language 1.00 vertex shaders.
- * This will only work if only one of the aliased attributes
- * is active in the executable program, or if no path through
- * the shader consumes more than one attribute of a set of
- * attributes aliased to the same location. A link error can
- * occur if the linker determines that every path through the
- * shader consumes multiple aliased attributes, but implemen-
- * tations are not required to generate an error in this case."
- *
- * After looking at above references from OpenGL, OpenGL ES and
- * GLSL specifications, we allow aliasing of vertex input variables
- * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
- *
- * NOTE: This is not required by the spec but its worth mentioning
- * here that we're not doing anything to make sure that no path
- * through the vertex shader executable accesses multiple inputs
- * assigned to any single location.
- */
-
- /* Mask representing the contiguous slots that will be used by
- * this attribute.
- */
- const unsigned attr = var->data.location - generic_base;
- const unsigned use_mask = (1 << slots) - 1;
- const char *const string = (target_index == MESA_SHADER_VERTEX)
- ? "vertex shader input" : "fragment shader output";
-
- /* Generate a link error if the requested locations for this
- * attribute exceed the maximum allowed attribute location.
- */
- if (attr + slots > max_index) {
- linker_error(prog,
- "insufficient contiguous locations "
- "available for %s `%s' %d %d %d\n", string,
- var->name, used_locations, use_mask, attr);
- return false;
- }
-
- /* Generate a link error if the set of bits requested for this
- * attribute overlaps any previously allocated bits.
- */
- if ((~(use_mask << attr) & used_locations) != used_locations) {
- if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
- /* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
- * 4.40 spec:
- *
- * "Additionally, for fragment shader outputs, if two
- * variables are placed within the same location, they
- * must have the same underlying type (floating-point or
- * integer). No component aliasing of output variables or
- * members is allowed.
- */
- for (unsigned i = 0; i < assigned_attr; i++) {
- unsigned assigned_slots =
- assigned[i]->type->count_attribute_slots(false);
- unsigned assig_attr =
- assigned[i]->data.location - generic_base;
- unsigned assigned_use_mask = (1 << assigned_slots) - 1;
-
- if ((assigned_use_mask << assig_attr) &
- (use_mask << attr)) {
-
- const glsl_type *assigned_type =
- assigned[i]->type->without_array();
- const glsl_type *type = var->type->without_array();
- if (assigned_type->base_type != type->base_type) {
- linker_error(prog, "types do not match for aliased"
- " %ss %s and %s\n", string,
- assigned[i]->name, var->name);
- return false;
- }
-
- unsigned assigned_component_mask =
- ((1 << assigned_type->vector_elements) - 1) <<
- assigned[i]->data.location_frac;
- unsigned component_mask =
- ((1 << type->vector_elements) - 1) <<
- var->data.location_frac;
- if (assigned_component_mask & component_mask) {
- linker_error(prog, "overlapping component is "
- "assigned to %ss %s and %s "
- "(component=%d)\n",
- string, assigned[i]->name, var->name,
- var->data.location_frac);
- return false;
- }
- }
- }
- } else if (target_index == MESA_SHADER_FRAGMENT ||
- (prog->IsES && prog->GLSL_Version >= 300)) {
- linker_error(prog, "overlapping location is assigned "
- "to %s `%s' %d %d %d\n", string, var->name,
- used_locations, use_mask, attr);
- return false;
- } else {
- linker_warning(prog, "overlapping location is assigned "
- "to %s `%s' %d %d %d\n", string, var->name,
- used_locations, use_mask, attr);
- }
- }
-
- if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
- /* Only track assigned variables for non-ES fragment shaders
- * to avoid overflowing the array.
- *
- * At most one variable per fragment output component should
- * reach this.
- */
- assert(assigned_attr < ARRAY_SIZE(assigned));
- assigned[assigned_attr] = var;
- assigned_attr++;
- }
-
- used_locations |= (use_mask << attr);
-
- /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
- *
- * "A program with more than the value of MAX_VERTEX_ATTRIBS
- * active attribute variables may fail to link, unless
- * device-dependent optimizations are able to make the program
- * fit within available hardware resources. For the purposes
- * of this test, attribute variables of the type dvec3, dvec4,
- * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
- * count as consuming twice as many attributes as equivalent
- * single-precision types. While these types use the same number
- * of generic attributes as their single-precision equivalents,
- * implementations are permitted to consume two single-precision
- * vectors of internal storage for each three- or four-component
- * double-precision vector."
- *
- * Mark this attribute slot as taking up twice as much space
- * so we can count it properly against limits. According to
- * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
- * is optional behavior, but it seems preferable.
- */
- if (var->type->without_array()->is_dual_slot())
- double_storage_locations |= (use_mask << attr);
- }
-
- continue;
- }
-
- if (num_attr >= max_index) {
- linker_error(prog, "too many %s (max %u)",
- target_index == MESA_SHADER_VERTEX ?
- "vertex shader inputs" : "fragment shader outputs",
- max_index);
- return false;
- }
- to_assign[num_attr].slots = slots;
- to_assign[num_attr].var = var;
- num_attr++;
- }
-
- if (!do_assignment)
- return true;
-
- if (target_index == MESA_SHADER_VERTEX) {
- unsigned total_attribs_size =
- util_bitcount(used_locations & SAFE_MASK_FROM_INDEX(max_index)) +
- util_bitcount(double_storage_locations);
- if (total_attribs_size > max_index) {
- linker_error(prog,
- "attempt to use %d vertex attribute slots only %d available ",
- total_attribs_size, max_index);
- return false;
- }
- }
-
- /* If all of the attributes were assigned locations by the application (or
- * are built-in attributes with fixed locations), return early. This should
- * be the common case.
- */
- if (num_attr == 0)
- return true;
-
- qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
-
- if (target_index == MESA_SHADER_VERTEX) {
- /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
- * only be explicitly assigned by via glBindAttribLocation. Mark it as
- * reserved to prevent it from being automatically allocated below.
- */
- find_deref_visitor find("gl_Vertex");
- find.run(sh->ir);
- if (find.variable_found())
- used_locations |= (1 << 0);
- }
-
- for (unsigned i = 0; i < num_attr; i++) {
- /* Mask representing the contiguous slots that will be used by this
- * attribute.
- */
- const unsigned use_mask = (1 << to_assign[i].slots) - 1;
-
- int location = find_available_slots(used_locations, to_assign[i].slots);
-
- if (location < 0) {
- const char *const string = (target_index == MESA_SHADER_VERTEX)
- ? "vertex shader input" : "fragment shader output";
-
- linker_error(prog,
- "insufficient contiguous locations "
- "available for %s `%s'\n",
- string, to_assign[i].var->name);
- return false;
- }
-
- to_assign[i].var->data.location = generic_base + location;
- used_locations |= (use_mask << location);
-
- if (to_assign[i].var->type->without_array()->is_dual_slot())
- double_storage_locations |= (use_mask << location);
- }
-
- /* Now that we have all the locations, from the GL 4.5 core spec, section
- * 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
- * dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
- * as equivalent single-precision types.
- */
- if (target_index == MESA_SHADER_VERTEX) {
- unsigned total_attribs_size =
- util_bitcount(used_locations & SAFE_MASK_FROM_INDEX(max_index)) +
- util_bitcount(double_storage_locations);
- if (total_attribs_size > max_index) {
- linker_error(prog,
- "attempt to use %d vertex attribute slots only %d available ",
- total_attribs_size, max_index);
- return false;
- }
- }
-
- return true;
-}
-
/**
* Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
@@ -3678,27 +3180,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (consts->ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
}
-
- /* Section 13.46 (Vertex Attribute Aliasing) of the OpenGL ES 3.2
- * specification says:
- *
- * "In general, the behavior of GLSL ES should not depend on compiler
- * optimizations which might be implementation-dependent. Name matching
- * rules in most languages, including C++ from which GLSL ES is derived,
- * are based on declarations rather than use.
- *
- * RESOLUTION: The existence of aliasing is determined by declarations
- * present after preprocessing."
- *
- * Because of this rule, we do a 'dry-run' of attribute assignment for
- * vertex shader inputs here.
- */
- if (prog->IsES && i == MESA_SHADER_VERTEX) {
- if (!assign_attribute_or_color_locations(mem_ctx, prog, consts,
- MESA_SHADER_VERTEX, false)) {
- goto done;
- }
- }
}
/* Check and validate stream emissions in geometry shaders */