mesa/src/compiler/glsl/gl_nir_link_uniform_blocks.c

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/*
* Copyright © 2019 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 "gl_nir_linker.h"
#include "ir_uniform.h" /* for gl_uniform_storage */
#include "linker_util.h"
#include "main/shader_types.h"
/**
* This file contains code to do a nir-based linking for uniform blocks. This
* includes ubos and ssbos.
*
* For the case of ARB_gl_spirv there are some differences compared with GLSL:
*
* 1. Linking doesn't use names: GLSL linking use names as core concept. But
* on SPIR-V, uniform block name, fields names, and other names are
* considered optional debug infor so could not be present. So the linking
* should work without it, and it is optional to not handle them at
* all. From ARB_gl_spirv spec.
*
* "19. How should the program interface query operations behave for program
* objects created from SPIR-V shaders?
*
* DISCUSSION: we previously said we didn't need reflection to work for
* SPIR-V shaders (at least for the first version), however we are left
* with specifying how it should "not work". The primary issue is that
* SPIR-V binaries are not required to have names associated with
* variables. They can be associated in debug information, but there is no
* requirement for that to be present, and it should not be relied upon.
*
* Options:
*
* <skip>
*
* C) Allow as much as possible to work "naturally". You can query for the
* number of active resources, and for details about them. Anything that
* doesn't query by name will work as expected. Queries for maximum length
* of names return one. Queries for anything "by name" return INVALID_INDEX
* (or -1). Querying the name property of a resource returns an empty
* string. This may allow many queries to work, but it's not clear how
* useful it would be if you can't actually know which specific variable
* you are retrieving information on. If everything is specified a-priori
* by location/binding/offset/index/component in the shader, this may be
* sufficient.
*
* RESOLVED. Pick (c), but also allow debug names to be returned if an
* implementation wants to."
*
* When linking SPIR-V shaders this implemention doesn't care for the names,
* as the main objective is functional, and not support optional debug
* features.
*
* 2. Terminology: this file handles both UBO and SSBO, including both as
* "uniform blocks" analogously to what is done in the GLSL (IR) path.
*
* From ARB_gl_spirv spec:
* "Mapping of Storage Classes:
* <skip>
* uniform blockN { ... } ...; -> Uniform, with Block decoration
* <skip>
* buffer blockN { ... } ...; -> Uniform, with BufferBlock decoration"
*
* 3. Explicit data: for the SPIR-V path the code assumes that all structure
* members have an Offset decoration, all arrays have an ArrayStride and
* all matrices have a MatrixStride, even for nested structures. That way
* we dont have to worry about the different layout modes. This is
* explicitly required in the SPIR-V spec:
*
* "Composite objects in the UniformConstant, Uniform, and PushConstant
* Storage Classes must be explicitly laid out. The following apply to all
* the aggregate and matrix types describing such an object, recursively
* through their nested types:
*
* Each structure-type member must have an Offset Decoration.
* Each array type must have an ArrayStride Decoration.
* Each structure-type member that is a matrix or array-of-matrices must
* have be decorated with a MatrixStride Decoration, and one of the
* RowMajor or ColMajor Decorations."
*
* Additionally, the structure members are expected to be presented in
* increasing offset order:
*
* "a structure has lower-numbered members appearing at smaller offsets than
* higher-numbered members"
*/
enum block_type {
BLOCK_UBO,
BLOCK_SSBO
};
/*
* It is worth to note that ARB_gl_spirv spec doesn't require us to do this
* validation, but at the same time, it allow us to do it. The following
* validation is easy and a nice-to-have.
*/
static bool
link_blocks_are_compatible(const struct gl_uniform_block *a,
const struct gl_uniform_block *b)
{
/*
* Names on ARB_gl_spirv are optional, so we are ignoring them. So
* meanwhile on the equivalent GLSL method the matching is done using the
* name, here we use the binding, that for SPIR-V binaries is explicit, and
* mandatory, from OpenGL 4.6 spec, section "7.4.2. SPIR-V Shader Interface
* Matching":
* "Uniform and shader storage block variables must also be decorated
* with a Binding"
*/
if (a->Binding != b->Binding)
return false;
/* We are explicitly ignoring the names, so it would be good to check that
* this is happening.
*/
assert(a->name.string == NULL);
assert(b->name.string == NULL);
if (a->NumUniforms != b->NumUniforms)
return false;
if (a->_Packing != b->_Packing)
return false;
if (a->_RowMajor != b->_RowMajor)
return false;
for (unsigned i = 0; i < a->NumUniforms; i++) {
if (a->Uniforms[i].Type != b->Uniforms[i].Type)
return false;
if (a->Uniforms[i].RowMajor != b->Uniforms[i].RowMajor)
return false;
if (a->Uniforms[i].Offset != b->Uniforms[i].Offset)
return false;
/* See comment on previous assert */
assert(a->Uniforms[i].Name == NULL);
assert(b->Uniforms[i].Name == NULL);
}
return true;
}
/**
* Merges a buffer block into an array of buffer blocks that may or may not
* already contain a copy of it.
*
* Returns the index of the block in the array (new if it was needed, or the
* index of the copy of it). -1 if there are two incompatible block
* definitions with the same binding.
*
*/
static int
link_cross_validate_uniform_block(void *mem_ctx,
struct gl_uniform_block **linked_blocks,
unsigned int *num_linked_blocks,
struct gl_uniform_block *new_block)
{
/* We first check if new_block was already linked */
for (unsigned int i = 0; i < *num_linked_blocks; i++) {
struct gl_uniform_block *old_block = &(*linked_blocks)[i];
if (old_block->Binding == new_block->Binding)
return link_blocks_are_compatible(old_block, new_block) ? i : -1;
}
*linked_blocks = reralloc(mem_ctx, *linked_blocks,
struct gl_uniform_block,
*num_linked_blocks + 1);
int linked_block_index = (*num_linked_blocks)++;
struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
memcpy(linked_block, new_block, sizeof(*new_block));
linked_block->Uniforms = ralloc_array(*linked_blocks,
struct gl_uniform_buffer_variable,
linked_block->NumUniforms);
memcpy(linked_block->Uniforms,
new_block->Uniforms,
sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
return linked_block_index;
}
/**
* Accumulates the array of buffer blocks and checks that all definitions of
* blocks agree on their contents.
*/
static bool
nir_interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
enum block_type block_type)
{
int *interfaceBlockStageIndex[MESA_SHADER_STAGES];
struct gl_uniform_block *blks = NULL;
unsigned *num_blks = block_type == BLOCK_SSBO ? &prog->data->NumShaderStorageBlocks :
&prog->data->NumUniformBlocks;
unsigned max_num_buffer_blocks = 0;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i]) {
if (block_type == BLOCK_SSBO) {
max_num_buffer_blocks +=
prog->_LinkedShaders[i]->Program->info.num_ssbos;
} else {
max_num_buffer_blocks +=
prog->_LinkedShaders[i]->Program->info.num_ubos;
}
}
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
interfaceBlockStageIndex[i] = malloc(max_num_buffer_blocks * sizeof(int));
for (unsigned int j = 0; j < max_num_buffer_blocks; j++)
interfaceBlockStageIndex[i][j] = -1;
if (sh == NULL)
continue;
unsigned sh_num_blocks;
struct gl_uniform_block **sh_blks;
if (block_type == BLOCK_SSBO) {
sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ssbos;
sh_blks = sh->Program->sh.ShaderStorageBlocks;
} else {
sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ubos;
sh_blks = sh->Program->sh.UniformBlocks;
}
for (unsigned int j = 0; j < sh_num_blocks; j++) {
int index = link_cross_validate_uniform_block(prog->data, &blks,
num_blks, sh_blks[j]);
if (index == -1) {
/* We use the binding as we are ignoring the names */
linker_error(prog, "buffer block with binding `%i' has mismatching "
"definitions\n", sh_blks[j]->Binding);
for (unsigned k = 0; k <= i; k++) {
free(interfaceBlockStageIndex[k]);
}
/* Reset the block count. This will help avoid various segfaults
* from api calls that assume the array exists due to the count
* being non-zero.
*/
*num_blks = 0;
return false;
}
interfaceBlockStageIndex[i][index] = j;
}
}
/* Update per stage block pointers to point to the program list.
*/
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
for (unsigned j = 0; j < *num_blks; j++) {
int stage_index = interfaceBlockStageIndex[i][j];
if (stage_index != -1) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
struct gl_uniform_block **sh_blks = block_type == BLOCK_SSBO ?
sh->Program->sh.ShaderStorageBlocks :
sh->Program->sh.UniformBlocks;
blks[j].stageref |= sh_blks[stage_index]->stageref;
sh_blks[stage_index] = &blks[j];
}
}
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
free(interfaceBlockStageIndex[i]);
}
if (block_type == BLOCK_SSBO)
prog->data->ShaderStorageBlocks = blks;
else {
prog->data->NumUniformBlocks = *num_blks;
prog->data->UniformBlocks = blks;
}
return true;
}
/*
* Iterates @type in order to compute how many individual leaf variables
* contains.
*/
static void
iterate_type_count_variables(const struct glsl_type *type,
unsigned int *num_variables)
{
for (unsigned i = 0; i < glsl_get_length(type); i++) {
const struct glsl_type *field_type;
if (glsl_type_is_struct_or_ifc(type))
field_type = glsl_get_struct_field(type, i);
else
field_type = glsl_get_array_element(type);
if (glsl_type_is_leaf(field_type))
(*num_variables)++;
else
iterate_type_count_variables(field_type, num_variables);
}
}
static void
fill_individual_variable(const struct glsl_type *type,
struct gl_uniform_buffer_variable *variables,
unsigned int *variable_index,
unsigned int *offset,
struct gl_shader_program *prog,
struct gl_uniform_block *block)
{
/* ARB_gl_spirv: allowed to ignore names. Thus, we don't need to initialize
* the variable's Name or IndexName.
*/
variables[*variable_index].Type = type;
if (glsl_type_is_matrix(type)) {
variables[*variable_index].RowMajor = glsl_matrix_type_is_row_major(type);
} else {
/* default value, better that potential meaningless garbage */
variables[*variable_index].RowMajor = false;
}
/**
* Although ARB_gl_spirv points that the offsets need to be included (see
* "Mappings of layouts"), in the end those are only valid for
* root-variables, and we would need to recompute offsets when we iterate
* over non-trivial types, like aoa. So we compute the offset always.
*/
variables[*variable_index].Offset = *offset;
(*offset) += glsl_get_explicit_size(type, true);
(*variable_index)++;
}
static void
iterate_type_fill_variables(const struct glsl_type *type,
struct gl_uniform_buffer_variable *variables,
unsigned int *variable_index,
unsigned int *offset,
struct gl_shader_program *prog,
struct gl_uniform_block *block)
{
unsigned length = glsl_get_length(type);
if (length == 0)
return;
unsigned struct_base_offset;
bool struct_or_ifc = glsl_type_is_struct_or_ifc(type);
if (struct_or_ifc)
struct_base_offset = *offset;
for (unsigned i = 0; i < length; i++) {
const struct glsl_type *field_type;
if (struct_or_ifc) {
field_type = glsl_get_struct_field(type, i);
*offset = struct_base_offset + glsl_get_struct_field_offset(type, i);
} else {
field_type = glsl_get_array_element(type);
}
if (glsl_type_is_leaf(field_type)) {
fill_individual_variable(field_type, variables, variable_index,
offset, prog, block);
} else {
iterate_type_fill_variables(field_type, variables, variable_index,
offset, prog, block);
}
}
}
/*
* In opposite to the equivalent glsl one, this one only allocates the needed
* space. We do a initial count here, just to avoid re-allocating for each one
* we find.
*/
static void
allocate_uniform_blocks(void *mem_ctx,
struct gl_linked_shader *shader,
struct gl_uniform_block **out_blks, unsigned *num_blocks,
struct gl_uniform_buffer_variable **out_variables,
unsigned *num_variables,
enum block_type block_type)
{
*num_variables = 0;
*num_blocks = 0;
nir_foreach_variable_in_shader(var, shader->Program->nir) {
if (block_type == BLOCK_UBO && !nir_variable_is_in_ubo(var))
continue;
if (block_type == BLOCK_SSBO && !nir_variable_is_in_ssbo(var))
continue;
const struct glsl_type *type = glsl_without_array(var->type);
unsigned aoa_size = glsl_get_aoa_size(var->type);
unsigned buffer_count = aoa_size == 0 ? 1 : aoa_size;
*num_blocks += buffer_count;
unsigned int block_variables = 0;
iterate_type_count_variables(type, &block_variables);
*num_variables += block_variables * buffer_count;
}
if (*num_blocks == 0) {
assert(*num_variables == 0);
return;
}
assert(*num_variables != 0);
struct gl_uniform_block *blocks =
rzalloc_array(mem_ctx, struct gl_uniform_block, *num_blocks);
struct gl_uniform_buffer_variable *variables =
rzalloc_array(blocks, struct gl_uniform_buffer_variable, *num_variables);
*out_blks = blocks;
*out_variables = variables;
}
static void
fill_block(struct gl_uniform_block *block,
nir_variable *var,
struct gl_uniform_buffer_variable *variables,
unsigned *variable_index,
unsigned array_index,
struct gl_shader_program *prog,
const gl_shader_stage stage)
{
const struct glsl_type *type = glsl_without_array(var->type);
block->name.string = NULL; /* ARB_gl_spirv: allowed to ignore names */
resource_name_updated(&block->name);
/* From ARB_gl_spirv spec:
* "Vulkan uses only one binding point for a resource array,
* while OpenGL still uses multiple binding points, so binding
* numbers are counted differently for SPIR-V used in Vulkan
* and OpenGL
*/
block->Binding = var->data.binding + array_index;
block->Uniforms = &variables[*variable_index];
block->stageref = 1U << stage;
/* From SPIR-V 1.0 spec, 3.20, Decoration:
* "RowMajor
* Applies only to a member of a structure type.
* Only valid on a matrix or array whose most basic
* element is a matrix. Indicates that components
* within a row are contiguous in memory."
*
* So the SPIR-V binary doesn't report if the block was defined as RowMajor
* or not. In any case, for the components it is mandatory to set it, so it
* is not needed a default RowMajor value to know it.
*
* Setting to the default, but it should be ignored.
*/
block->_RowMajor = false;
/* From ARB_gl_spirv spec:
* "Mapping of layouts
*
* std140/std430 -> explicit *Offset*, *ArrayStride*, and
* *MatrixStride* Decoration on struct members
* shared/packed -> not allowed"
*
* So we would not have a value for _Packing, and in fact it would be
* useless so far. Using a default value. It should be ignored.
*/
block->_Packing = 0;
block->linearized_array_index = array_index;
unsigned old_variable_index = *variable_index;
unsigned offset = 0;
iterate_type_fill_variables(type, variables, variable_index, &offset, prog, block);
block->NumUniforms = *variable_index - old_variable_index;
block->UniformBufferSize = glsl_get_explicit_size(type, false);
/* From OpenGL 4.6 spec, section 7.6.2.3, "SPIR-V Uniform Offsets and
* strides"
*
* "If the variable is decorated as a BufferBlock , its offsets and
* strides must not contradict std430 alignment and minimum offset
* requirements. Otherwise, its offsets and strides must not contradict
* std140 alignment and minimum offset requirements."
*
* So although we are computing the size based on the offsets and
* array/matrix strides, at the end we need to ensure that the alignment is
* the same that with std140. From ARB_uniform_buffer_object spec:
*
* "For uniform blocks laid out according to [std140] rules, the minimum
* buffer object size returned by the UNIFORM_BLOCK_DATA_SIZE query is
* derived by taking the offset of the last basic machine unit consumed
* by the last uniform of the uniform block (including any end-of-array
* or end-of-structure padding), adding one, and rounding up to the next
* multiple of the base alignment required for a vec4."
*/
block->UniformBufferSize = glsl_align(block->UniformBufferSize, 16);
}
/*
* Link ubos/ssbos for a given linked_shader/stage.
*/
static void
link_linked_shader_uniform_blocks(void *mem_ctx,
struct gl_shader_program *prog,
struct gl_linked_shader *shader,
struct gl_uniform_block **blocks,
unsigned *num_blocks,
enum block_type block_type)
{
struct gl_uniform_buffer_variable *variables = NULL;
unsigned num_variables = 0;
allocate_uniform_blocks(mem_ctx, shader,
blocks, num_blocks,
&variables, &num_variables,
block_type);
/* Fill the content of uniforms and variables */
unsigned block_index = 0;
unsigned variable_index = 0;
struct gl_uniform_block *blks = *blocks;
nir_foreach_variable_in_shader(var, shader->Program->nir) {
if (block_type == BLOCK_UBO && !nir_variable_is_in_ubo(var))
continue;
if (block_type == BLOCK_SSBO && !nir_variable_is_in_ssbo(var))
continue;
unsigned aoa_size = glsl_get_aoa_size(var->type);
unsigned buffer_count = aoa_size == 0 ? 1 : aoa_size;
for (unsigned array_index = 0; array_index < buffer_count; array_index++) {
fill_block(&blks[block_index], var, variables, &variable_index,
array_index, prog, shader->Stage);
block_index++;
}
}
assert(block_index == *num_blocks);
assert(variable_index == num_variables);
}
bool
gl_nir_link_uniform_blocks(struct gl_shader_program *prog)
{
void *mem_ctx = ralloc_context(NULL);
bool ret = false;
for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
struct gl_linked_shader *const linked = prog->_LinkedShaders[stage];
struct gl_uniform_block *ubo_blocks = NULL;
unsigned num_ubo_blocks = 0;
struct gl_uniform_block *ssbo_blocks = NULL;
unsigned num_ssbo_blocks = 0;
if (!linked)
continue;
link_linked_shader_uniform_blocks(mem_ctx, prog, linked,
&ubo_blocks, &num_ubo_blocks,
BLOCK_UBO);
link_linked_shader_uniform_blocks(mem_ctx, prog, linked,
&ssbo_blocks, &num_ssbo_blocks,
BLOCK_SSBO);
if (!prog->data->LinkStatus) {
goto out;
}
prog->data->linked_stages |= 1 << stage;
/* Copy ubo blocks to linked shader list */
linked->Program->sh.UniformBlocks =
ralloc_array(linked, struct gl_uniform_block *, num_ubo_blocks);
ralloc_steal(linked, ubo_blocks);
linked->Program->sh.NumUniformBlocks = num_ubo_blocks;
for (unsigned i = 0; i < num_ubo_blocks; i++) {
linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
}
/* We need to set it twice to avoid the value being overwritten by the
* one from nir in brw_shader_gather_info. TODO: get a way to set the
* info once, and being able to gather properly the info.
*/
linked->Program->nir->info.num_ubos = num_ubo_blocks;
linked->Program->info.num_ubos = num_ubo_blocks;
/* Copy ssbo blocks to linked shader list */
linked->Program->sh.ShaderStorageBlocks =
ralloc_array(linked, struct gl_uniform_block *, num_ssbo_blocks);
ralloc_steal(linked, ssbo_blocks);
for (unsigned i = 0; i < num_ssbo_blocks; i++) {
linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
}
/* See previous comment on num_ubo_blocks */
linked->Program->nir->info.num_ssbos = num_ssbo_blocks;
linked->Program->info.num_ssbos = num_ssbo_blocks;
}
if (!nir_interstage_cross_validate_uniform_blocks(prog, BLOCK_UBO))
goto out;
if (!nir_interstage_cross_validate_uniform_blocks(prog, BLOCK_SSBO))
goto out;
ret = true;
out:
ralloc_free(mem_ctx);
return ret;
}