forked from KolibriOS/kolibrios
e155f7ce5a
git-svn-id: svn://kolibrios.org@5563 a494cfbc-eb01-0410-851d-a64ba20cac60
319 lines
11 KiB
C++
319 lines
11 KiB
C++
/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "main/core.h"
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#include "glsl_symbol_table.h"
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#include "glsl_parser_extras.h"
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#include "ir.h"
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#include "program.h"
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#include "program/hash_table.h"
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#include "linker.h"
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static ir_function_signature *
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find_matching_signature(const char *name, const exec_list *actual_parameters,
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gl_shader **shader_list, unsigned num_shaders,
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bool use_builtin);
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class call_link_visitor : public ir_hierarchical_visitor {
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public:
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call_link_visitor(gl_shader_program *prog, gl_shader *linked,
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gl_shader **shader_list, unsigned num_shaders)
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{
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this->prog = prog;
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this->shader_list = shader_list;
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this->num_shaders = num_shaders;
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this->success = true;
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this->linked = linked;
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this->locals = hash_table_ctor(0, hash_table_pointer_hash,
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hash_table_pointer_compare);
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}
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~call_link_visitor()
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{
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hash_table_dtor(this->locals);
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}
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virtual ir_visitor_status visit(ir_variable *ir)
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{
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hash_table_insert(locals, ir, ir);
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return visit_continue;
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}
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virtual ir_visitor_status visit_enter(ir_call *ir)
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{
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/* If ir is an ir_call from a function that was imported from another
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* shader callee will point to an ir_function_signature in the original
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* shader. In this case the function signature MUST NOT BE MODIFIED.
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* Doing so will modify the original shader. This may prevent that
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* shader from being linkable in other programs.
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*/
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const ir_function_signature *const callee = ir->callee;
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assert(callee != NULL);
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const char *const name = callee->function_name();
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/* Determine if the requested function signature already exists in the
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* final linked shader. If it does, use it as the target of the call.
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*/
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ir_function_signature *sig =
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find_matching_signature(name, &callee->parameters, &linked, 1,
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ir->use_builtin);
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if (sig != NULL) {
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ir->callee = sig;
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return visit_continue;
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}
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/* Try to find the signature in one of the other shaders that is being
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* linked. If it's not found there, return an error.
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*/
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sig = find_matching_signature(name, &ir->actual_parameters, shader_list,
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num_shaders, ir->use_builtin);
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if (sig == NULL) {
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/* FINISHME: Log the full signature of unresolved function.
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*/
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linker_error(this->prog, "unresolved reference to function `%s'\n",
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name);
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this->success = false;
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return visit_stop;
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}
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/* Find the prototype information in the linked shader. Generate any
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* details that may be missing.
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*/
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ir_function *f = linked->symbols->get_function(name);
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if (f == NULL) {
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f = new(linked) ir_function(name);
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/* Add the new function to the linked IR. Put it at the end
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* so that it comes after any global variable declarations
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* that it refers to.
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*/
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linked->symbols->add_function(f);
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linked->ir->push_tail(f);
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}
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ir_function_signature *linked_sig =
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f->exact_matching_signature(&callee->parameters);
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if ((linked_sig == NULL)
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|| ((linked_sig != NULL)
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&& (linked_sig->is_builtin != ir->use_builtin))) {
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linked_sig = new(linked) ir_function_signature(callee->return_type);
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f->add_signature(linked_sig);
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}
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/* At this point linked_sig and called may be the same. If ir is an
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* ir_call from linked then linked_sig and callee will be
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* ir_function_signatures that have no definitions (is_defined is false).
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*/
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assert(!linked_sig->is_defined);
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assert(linked_sig->body.is_empty());
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/* Create an in-place clone of the function definition. This multistep
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* process introduces some complexity here, but it has some advantages.
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* The parameter list and the and function body are cloned separately.
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* The clone of the parameter list is used to prime the hashtable used
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* to replace variable references in the cloned body.
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*
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* The big advantage is that the ir_function_signature does not change.
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* This means that we don't have to process the rest of the IR tree to
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* patch ir_call nodes. In addition, there is no way to remove or
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* replace signature stored in a function. One could easily be added,
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* but this avoids the need.
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*/
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struct hash_table *ht = hash_table_ctor(0, hash_table_pointer_hash,
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hash_table_pointer_compare);
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exec_list formal_parameters;
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foreach_list_const(node, &sig->parameters) {
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const ir_instruction *const original = (ir_instruction *) node;
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assert(const_cast<ir_instruction *>(original)->as_variable());
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ir_instruction *copy = original->clone(linked, ht);
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formal_parameters.push_tail(copy);
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}
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linked_sig->replace_parameters(&formal_parameters);
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foreach_list_const(node, &sig->body) {
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const ir_instruction *const original = (ir_instruction *) node;
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ir_instruction *copy = original->clone(linked, ht);
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linked_sig->body.push_tail(copy);
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}
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linked_sig->is_defined = true;
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hash_table_dtor(ht);
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/* Patch references inside the function to things outside the function
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* (i.e., function calls and global variables).
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*/
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linked_sig->accept(this);
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ir->callee = linked_sig;
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return visit_continue;
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}
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virtual ir_visitor_status visit_leave(ir_call *ir)
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{
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/* Traverse list of function parameters, and for array parameters
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* propagate max_array_access. Otherwise arrays that are only referenced
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* from inside functions via function parameters will be incorrectly
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* optimized. This will lead to incorrect code being generated (or worse).
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* Do it when leaving the node so the children would propagate their
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* array accesses first.
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*/
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const exec_node *formal_param_node = ir->callee->parameters.get_head();
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if (formal_param_node) {
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const exec_node *actual_param_node = ir->actual_parameters.get_head();
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while (!actual_param_node->is_tail_sentinel()) {
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ir_variable *formal_param = (ir_variable *) formal_param_node;
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ir_rvalue *actual_param = (ir_rvalue *) actual_param_node;
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formal_param_node = formal_param_node->get_next();
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actual_param_node = actual_param_node->get_next();
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if (formal_param->type->is_array()) {
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ir_dereference_variable *deref = actual_param->as_dereference_variable();
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if (deref && deref->var && deref->var->type->is_array()) {
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deref->var->max_array_access =
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MAX2(formal_param->max_array_access, deref->var->max_array_access);
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}
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}
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}
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}
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return visit_continue;
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}
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virtual ir_visitor_status visit(ir_dereference_variable *ir)
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{
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if (hash_table_find(locals, ir->var) == NULL) {
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/* The non-function variable must be a global, so try to find the
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* variable in the shader's symbol table. If the variable is not
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* found, then it's a global that *MUST* be defined in the original
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* shader.
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*/
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ir_variable *var = linked->symbols->get_variable(ir->var->name);
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if (var == NULL) {
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/* Clone the ir_variable that the dereference already has and add
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* it to the linked shader.
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*/
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var = ir->var->clone(linked, NULL);
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linked->symbols->add_variable(var);
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linked->ir->push_head(var);
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} else if (var->type->is_array()) {
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/* It is possible to have a global array declared in multiple
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* shaders without a size. The array is implicitly sized by the
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* maximal access to it in *any* shader. Because of this, we
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* need to track the maximal access to the array as linking pulls
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* more functions in that access the array.
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*/
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var->max_array_access =
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MAX2(var->max_array_access, ir->var->max_array_access);
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if (var->type->length == 0 && ir->var->type->length != 0)
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var->type = ir->var->type;
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}
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ir->var = var;
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}
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return visit_continue;
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}
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/** Was function linking successful? */
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bool success;
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private:
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/**
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* Shader program being linked
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*
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* This is only used for logging error messages.
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*/
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gl_shader_program *prog;
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/** List of shaders available for linking. */
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gl_shader **shader_list;
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/** Number of shaders available for linking. */
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unsigned num_shaders;
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/**
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* Final linked shader
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*
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* This is used two ways. It is used to find global variables in the
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* linked shader that are accessed by the function. It is also used to add
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* global variables from the shader where the function originated.
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*/
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gl_shader *linked;
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/**
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* Table of variables local to the function.
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*/
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hash_table *locals;
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};
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/**
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* Searches a list of shaders for a particular function definition
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*/
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ir_function_signature *
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find_matching_signature(const char *name, const exec_list *actual_parameters,
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gl_shader **shader_list, unsigned num_shaders,
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bool use_builtin)
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{
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for (unsigned i = 0; i < num_shaders; i++) {
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ir_function *const f = shader_list[i]->symbols->get_function(name);
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if (f == NULL)
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continue;
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ir_function_signature *sig = f->matching_signature(actual_parameters);
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if ((sig == NULL) || !sig->is_defined)
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continue;
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/* If this function expects to bind to a built-in function and the
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* signature that we found isn't a built-in, keep looking. Also keep
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* looking if we expect a non-built-in but found a built-in.
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*/
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if (use_builtin != sig->is_builtin)
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continue;
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return sig;
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}
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return NULL;
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}
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bool
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link_function_calls(gl_shader_program *prog, gl_shader *main,
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gl_shader **shader_list, unsigned num_shaders)
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{
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call_link_visitor v(prog, main, shader_list, num_shaders);
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v.run(main->ir);
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return v.success;
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}
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