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/*
* Copyright © 2011 Intel Corporation
* Copyright © 2024 Valve 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.
*/
/**
* Determine whether a shader contains static recursion.
*
* Consider the (possibly disjoint) graph of function calls in a shader. If a
* program contains recursion, this graph will contain a cycle. If a function
* is part of a cycle, it will have a caller and it will have a callee (it
* calls another function).
*
* To detect recursion, the function call graph is constructed. The graph is
* repeatedly reduced by removing any function that either has no callees
* (leaf functions) or has no caller. Eventually the only functions that
* remain will be the functions in the cycles.
*
* The GLSL spec is a bit wishy-washy about recursion.
*
* From page 39 (page 45 of the PDF) of the GLSL 1.10 spec:
*
* "Behavior is undefined if recursion is used. Recursion means having any
* function appearing more than once at any one time in the run-time stack
* of function calls. That is, a function may not call itself either
* directly or indirectly. Compilers may give diagnostic messages when
* this is detectable at compile time, but not all such cases can be
* detected at compile time."
*
* From page 79 (page 85 of the PDF):
*
* "22) Should recursion be supported?
*
* DISCUSSION: Probably not necessary, but another example of limiting
* the language based on how it would directly map to hardware. One
* thought is that recursion would benefit ray tracing shaders. On the
* other hand, many recursion operations can also be implemented with the
* user managing the recursion through arrays. RenderMan doesn't support
* recursion. This could be added at a later date, if it proved to be
* necessary.
*
* RESOLVED on September 10, 2002: Implementations are not required to
* support recursion.
*
* CLOSED on September 10, 2002."
*
* From page 79 (page 85 of the PDF):
*
* "56) Is it an error for an implementation to support recursion if the
* specification says recursion is not supported?
*
* ADDED on September 10, 2002.
*
* DISCUSSION: This issues is related to Issue (22). If we say that
* recursion (or some other piece of functionality) is not supported, is
* it an error for an implementation to support it? Perhaps the
* specification should remain silent on these kind of things so that they
* could be gracefully added later as an extension or as part of the
* standard.
*
* RESOLUTION: Languages, in general, have programs that are not
* well-formed in ways a compiler cannot detect. Portability is only
* ensured for well-formed programs. Detecting recursion is an example of
* this. The language will say a well-formed program may not recurse, but
* compilers are not forced to detect that recursion may happen.
*
* CLOSED: November 29, 2002."
*
* In GLSL 1.10 the behavior of recursion is undefined. Compilers don't have
* to reject shaders (at compile-time or link-time) that contain recursion.
* Instead they could work, or crash.
*
* From page 44 (page 50 of the PDF) of the GLSL 1.20 spec:
*
* "Recursion is not allowed, not even statically. Static recursion is
* present if the static function call graph of the program contains
* cycles."
*
* This langauge clears things up a bit, but it still leaves a lot of
* questions unanswered.
*
* - Is the error generated at compile-time or link-time?
*
* - Is it an error to have a recursive function that is never statically
* called by main or any function called directly or indirectly by main?
* Technically speaking, such a function is not in the "static function
* call graph of the program" at all.
*
* \bug
* If a shader has multiple cycles, this algorithm may erroneously complain
* about functions that aren't in any cycle, but are in the part of the call
* tree that connects them. For example, if the call graph consists of a
* cycle between A and B, and a cycle between D and E, and B also calls C
* which calls D, then this algorithm will report C as a function which "has
* static recursion" even though it is not part of any cycle.
*
* A better algorithm for cycle detection that doesn't have this drawback can
* be found here:
*
* http://en.wikipedia.org/wiki/Tarjan%E2%80%99s_strongly_connected_components_algorithm
*
*/
#include "gl_nir_linker.h"
#include "linker_util.h"
#include "nir.h"
#include "util/hash_table.h"
struct function_state {
nir_function *sig;
/** List of functions called by this function. */
struct list_head callees;
/** List of functions that call this function. */
struct list_head callers;
};
struct has_recursion_state {
struct hash_table *function_hash;
bool progress;
};
struct call_node {
struct list_head call_link;
struct function_state *func;
};
static struct function_state *
get_function(void *mem_ctx, nir_function *function_sig,
struct hash_table *function_hash)
{
struct function_state *f;
struct hash_entry *entry =
_mesa_hash_table_search(function_hash, function_sig);
if (entry == NULL) {
f = ralloc(mem_ctx, struct function_state);
f->sig = function_sig;
list_inithead(&f->callers);
list_inithead(&f->callees);
_mesa_hash_table_insert(function_hash, function_sig, f);
} else {
f = (struct function_state *) entry->data;
}
return f;
}
static void
find_recursion(void *mem_ctx, nir_shader *shader,
struct hash_table *function_hash)
{
nir_foreach_function_impl(impl, shader) {
struct function_state *current =
get_function(mem_ctx, impl->function, function_hash);
nir_foreach_block(block, impl) {
nir_foreach_instr(instr, block) {
if (instr->type == nir_instr_type_call) {
nir_call_instr *call = nir_instr_as_call(instr);
struct function_state *target =
get_function(mem_ctx, call->callee, function_hash);
/* Create a link from the caller to the callee. */
struct call_node *node = ralloc(mem_ctx, struct call_node);
node->func = target;
list_addtail(&node->call_link, &current->callees);
/* Create a link from the callee to the caller. */
node = ralloc(mem_ctx, struct call_node);
node->func = current;
list_addtail(&node->call_link, &target->callers);
}
}
}
}
}
/**
* Generate a ralloced string representing the prototype of the function.
*/
static char *
prototype_string(nir_function *sig)
{
char *str = NULL;
unsigned i = 0;
if (sig->params && sig->params[0].is_return) {
str = ralloc_asprintf(NULL, "%s ",
glsl_get_type_name(sig->params[i].type));
i = 1;
}
ralloc_asprintf_append(&str, "%s(", sig->name);
const char *comma = "";
for ( ; i < sig->num_params; i++) {
ralloc_asprintf_append(&str, "%s%s", comma,
glsl_get_type_name(sig->params[i].type));
comma = ", ";
}
ralloc_strcat(&str, ")");
return str;
}
static void
destroy_links(struct list_head *list, struct function_state *f)
{
list_for_each_entry_safe(struct call_node, n, list, call_link) {
/* If this is the right function, remove it. Note that the loop cannot
* terminate now. There can be multiple links to a function if it is
* either called multiple times or calls multiple times.
*/
if (n->func == f)
list_del(&n->call_link);
}
}
/**
* Remove a function if it has either no in or no out links
*/
static void
remove_unlinked_functions(const void *key, void *data, void *closure)
{
struct has_recursion_state *state = (struct has_recursion_state *) closure;
struct function_state *f = (struct function_state *) data;
if (list_is_empty(&f->callers) || list_is_empty(&f->callees)) {
list_for_each_entry_safe(struct call_node, n, &f->callers, call_link) {
list_del(&n->call_link);
ralloc_free(n);
}
list_for_each_entry_safe(struct call_node, n, &f->callees, call_link) {
destroy_links(&n->func->callers, f);
}
struct hash_entry *entry =
_mesa_hash_table_search(state->function_hash, key);
_mesa_hash_table_remove(state->function_hash, entry);
state->progress = true;
}
}
static void
emit_errors_linked(const void *key, void *data, void *closure)
{
struct gl_shader_program *prog =
(struct gl_shader_program *) closure;
struct function_state *f = (struct function_state *) data;
(void) key;
char *proto = prototype_string(f->sig);
linker_error(prog, "function `%s' has static recursion.\n", proto);
ralloc_free(proto);
}
void
gl_nir_detect_recursion_linked(struct gl_shader_program *prog,
nir_shader *shader)
{
void *mem_ctx = ralloc_context(NULL);
struct hash_table *function_hash =
_mesa_pointer_hash_table_create(mem_ctx);
/* Collect all of the information about which functions call which other
* functions.
*/
find_recursion(mem_ctx, shader, function_hash);
/* Remove from the set all of the functions that either have no caller or
* call no other functions. Repeat until no functions are removed.
*/
struct has_recursion_state state;
state.function_hash = function_hash;
do {
state.progress = false;
hash_table_call_foreach(state.function_hash, remove_unlinked_functions,
&state);
} while (state.progress);
/* At this point any functions still in the hash must be part of a cycle.
*/
hash_table_call_foreach(state.function_hash, emit_errors_linked, prog);
ralloc_free(mem_ctx);
}