[Mesa-dev] [PATCH 02/11] glsl: Add link time checks for GLSL precision qualifiers

Iago Toral itoral at igalia.com
Mon Jan 26 00:09:41 PST 2015


On Tue, 2015-01-20 at 12:34 +0100, Iago Toral wrote:
> On Mon, 2015-01-19 at 19:39 -0800, Ian Romanick wrote:
> > On 01/19/2015 03:32 AM, Eduardo Lima Mitev wrote:
> > > From: Iago Toral Quiroga <itoral at igalia.com>
> > > 
> > > Currently, we only consider precision qualifiers at compile-time. This patch
> > > adds precision information to ir_variable so we can also do link time checks.
> > > Specifically, from the GLSL ES3 spec, 4.5.3 Precision Qualifiers:
> > > 
> > > "The same uniform declared in different shaders that are linked together
> > >  must have the same precision qualification."
> > > 
> > > Notice that this patch will check the above also for GLSL ES globals that are
> > > not uniforms. This is not explicitly stated in the spec, but seems to be
> > > the only consistent choice: since we can only have one definition of a global
> > > all its declarations should be identical, including precision qualifiers.
> > 
> > Probably not.  In ES you can only have one compilation unit per stage,
> > so you can never have such a conflict.
> > 
> > > No piglit regressions.
> > > 
> > > Fixes the following 4 dEQP tests:
> > > dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_1
> > > dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_2
> > > dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_3
> > > dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_4
> > > ---
> > >  src/glsl/ast_to_hir.cpp | 12 ++++++++++++
> > >  src/glsl/glsl_types.cpp |  4 ++++
> > >  src/glsl/glsl_types.h   | 13 +++++++++++++
> > >  src/glsl/ir.h           | 15 +++++++++++++++
> > >  src/glsl/linker.cpp     | 48 ++++++++++++++++++++++++++++++++++++++++--------
> > >  5 files changed, 84 insertions(+), 8 deletions(-)
> > > 
> > > diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
> > > index 811a955..2b67e14 100644
> > > --- a/src/glsl/ast_to_hir.cpp
> > > +++ b/src/glsl/ast_to_hir.cpp
> > > @@ -2460,6 +2460,10 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
> > >     if (qual->flags.q.sample)
> > >        var->data.sample = 1;
> > >  
> > > +   /* Precision qualifiers do not hold any meaning in Desktop GLSL */
> > > +   if (state->es_shader && qual->precision)
> > > +      var->data.precision = qual->precision;
> > > +
> > >     if (state->stage == MESA_SHADER_GEOMETRY &&
> > >         qual->flags.q.out && qual->flags.q.stream) {
> > >        var->data.stream = qual->stream;
> > > @@ -5213,6 +5217,10 @@ ast_process_structure_or_interface_block(exec_list *instructions,
> > >           fields[i].centroid = qual->flags.q.centroid ? 1 : 0;
> > >           fields[i].sample = qual->flags.q.sample ? 1 : 0;
> > >  
> > > +         /* Precision qualifiers do not hold any meaning in Desktop GLSL */
> > > +         fields[i].precision = state->es_shader ? qual->precision :
> > > +                                                  GLSL_PRECISION_NONE;
> > > +
> > >           /* Only save explicitly defined streams in block's field */
> > >           fields[i].stream = qual->flags.q.explicit_stream ? qual->stream : -1;
> > >  
> > > @@ -5688,6 +5696,10 @@ ast_interface_block::hir(exec_list *instructions,
> > >           var->data.sample = fields[i].sample;
> > >           var->init_interface_type(block_type);
> > >  
> > > +         /* Precision qualifiers do not hold any meaning in Desktop GLSL */
> > > +         var->data.precision = state->es_shader ? fields[i].precision :
> > > +                                                  GLSL_PRECISION_NONE;
> > > +
> > >           if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED) {
> > >              var->data.matrix_layout = matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED
> > >                 ? GLSL_MATRIX_LAYOUT_COLUMN_MAJOR : matrix_layout;
> > > diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp
> > > index b4223f4..e35c2aa 100644
> > > --- a/src/glsl/glsl_types.cpp
> > > +++ b/src/glsl/glsl_types.cpp
> > > @@ -122,6 +122,7 @@ glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
> > >        this->fields.structure[i].centroid = fields[i].centroid;
> > >        this->fields.structure[i].sample = fields[i].sample;
> > >        this->fields.structure[i].matrix_layout = fields[i].matrix_layout;
> > > +      this->fields.structure[i].precision = fields[i].precision;
> > >     }
> > >  
> > >     mtx_unlock(&glsl_type::mutex);
> > > @@ -668,6 +669,9 @@ glsl_type::record_compare(const glsl_type *b) const
> > >        if (this->fields.structure[i].sample
> > >            != b->fields.structure[i].sample)
> > >           return false;
> > > +      if (this->fields.structure[i].precision
> > > +          != b->fields.structure[i].precision)
> > > +         return false;
> > >     }
> > >     return true;
> > > diff --git a/src/glsl/glsl_types.h b/src/glsl/glsl_types.h
> > > index 441015c..2405006 100644
> > > --- a/src/glsl/glsl_types.h
> > > +++ b/src/glsl/glsl_types.h
> > > @@ -100,6 +100,13 @@ enum glsl_matrix_layout {
> > >     GLSL_MATRIX_LAYOUT_ROW_MAJOR
> > >  };
> > >  
> > > +enum {
> > > +   GLSL_PRECISION_NONE = 0,
> > > +   GLSL_PRECISION_HIGH,
> > > +   GLSL_PRECISION_MEDIUM,
> > > +   GLSL_PRECISION_LOW
> > > +};
> > > +
> > >  #ifdef __cplusplus
> > >  #include "GL/gl.h"
> > >  #include "util/ralloc.h"
> > > @@ -117,6 +124,7 @@ struct glsl_type {
> > >  				* and \c GLSL_TYPE_UINT are valid.
> > >  				*/
> > >     unsigned interface_packing:2;
> > > +   unsigned precision:2;
> > 
> > Eh... putting precision in the GLSL type doesn't seem right.  It seems
> > that will cause problems with type checking things like:
> 
> Oh, this should not be here actually, it is a left over from my initial
> implementation and it is not really being used. Sorry about that, I'll
> remove it from the patch.
> 
> 
> >     lowp float x = 1.0;
> >     highp float y = x;
> > 
> > >  
> > >     /* Callers of this ralloc-based new need not call delete. It's
> > >      * easier to just ralloc_free 'mem_ctx' (or any of its ancestors). */
> > > @@ -741,6 +749,11 @@ struct glsl_struct_field {
> > >      * streams (as in ir_variable::stream). -1 otherwise.
> > >      */
> > >     int stream;
> > > +
> > > +   /**
> > > +    * Precission qualifier
> > > +    */
> > > +   unsigned precision;
> > >  };
> 
> With the above said, this precision field that I am adding here goes
> into glsl_struct_field, which is part of the fields union in a glsl_type
> and that makes two struct definitions with different precision
> qualifiers for any of their fields be different types. However, I think
> that should be okay, I think we only compare fields of two structs
> (glsl_type::record_compare) to check if they are the same type, and we
> only use this from the linker to ensure that two definitions of the same
> global have the exact same type, which is precisely what we want to do
> here, since GLSL ES expects all declarations of the same uniform to have
> the same type, including precision qualifiers.
> 
> > >  static inline unsigned int
> > > diff --git a/src/glsl/ir.h b/src/glsl/ir.h
> > > index a0f48b2..b17c244 100644
> > > --- a/src/glsl/ir.h
> > > +++ b/src/glsl/ir.h
> > > @@ -825,6 +825,21 @@ public:
> > >        unsigned max_array_access;
> > >  
> > >        /**
> > > +       * Precision qualifier.
> > > +       *
> > > +       * In desktop GLSL we do not care about precision qualifiers at all, in
> > > +       * fact the spec does not care about some incoherent uses of qualifiers
> > > +       * that do raise an error in GLSL ES (specifically, declaring the same
> > > +       * uniform in multiple shaders with different precision qualifiers).
> > 
> > Instead, I would say, "in fact, the spec says that precision qualifiers
> > are ignored."
> 
> Sure.
> 
> > > +       *
> > > +       * To make things easy, we make it so that this field is always
> > > +       * GLSL_PRECISION_NONE on desktop shaders. This way all the variables
> > > +       * have the same precision value and the checks we add in the compiler
> > > +       * for this field will never break a desktop shader compile.
> > > +       */
> > > +      unsigned precision;
> > 
> > I'm not very comfortable putting this in ir_variable.  This class is one
> > of the main sources of memory (over-)usage in the compiler.  Making
> > every ir_variable 4 bytes bigger is pretty painful.
> >
> > Unless we can come up with a different way, I think I'm going to have to
> > make subclassing ir_variable work.  This hasn't already been done
> > because we don't know the kind of ir_variable (e.g., local, uniform,
> > shader input, etc.) until after we allocate the object and add it to the
> > symbol table.

I have thought about this again, although I declared this as unsigned,
we only need it to store one of 4 precision enum values (highp, mediump,
lowp, none). Since this is inside the data struct, we can make it a bit
field so it only uses 2-bits, and lower the storage requirements to a
byte type too. We would still be increasing the size of ir_variable, but
the additional storage required would be much lower than 4-bytes. Does
this help?

Also, the stream field in ir_variable is a similar case. Since the
number of streams allowed by an implementation is not fixed we may not
want to turn that into a bitfield, but I guess we could at least lower
storage requirements from unsigned to a byte type. If this makes sense I
can send a patch.

> There is an alternative, although I am not a fan of it: instead of
> attaching a precision to every variable directly in the IR we can keep a
> separate map of mediump/lowp variables in the compiler (if a valid
> variable is not in the map, then it is highp). That should keep the
> additional footprint low and still provide what we need to add the link
> time checks, but I dislike that we would be moving part of the variable
> information to a separate place outside the IR. Also, I am not sure that
> this would be sufficient by the time we want to put precision qualifiers
> into actual use in a driver, I guess we will need the precision info to
> be available in the IR to do that.
> 
> what do you think?
> 
> > > +
> > > +      /**
> > >         * Allow (only) ir_variable direct access private members.
> > >         */
> > >        friend class ir_variable;
> > > diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> > > index 3f5eac1..485b7e1 100644
> > > --- a/src/glsl/linker.cpp
> > > +++ b/src/glsl/linker.cpp
> > > @@ -756,14 +756,23 @@ cross_validate_globals(struct gl_shader_program *prog,
> > >  		   && existing->type->is_record()
> > >  		   && existing->type->record_compare(var->type)) {
> > >  		  existing->type = var->type;
> > > -	       } else {
> > > -		  linker_error(prog, "%s `%s' declared as type "
> > > -			       "`%s' and type `%s'\n",
> > > -			       mode_string(var),
> > > -			       var->name, var->type->name,
> > > -			       existing->type->name);
> > > -		  return;
> > > -	       }
> > > +         } else if (strcmp(var->type->name, existing->type->name)) {
> > > +            linker_error(prog, "%s `%s' declared as type "
> > > +                         "`%s' and type `%s'\n",
> > > +                         mode_string(var),
> > > +                         var->name, var->type->name,
> > > +                         existing->type->name);
> > > +            return;
> > > +         } else {
> > > +            /* The global is declared with the same type name but the type
> > > +             * declarations mismatch (e.g. the same struct type name, but
> > > +             * the actual struct declarations mismatch).
> > > +             */
> > > +            linker_error(prog, "%s `%s' declared with mismatching definitions "
> > > +                         "of type `%s'\n",
> > > +                         mode_string(var), var->name, var->type->name);
> > > +            return;
> > > +         }
> > >  	    }
> > >  
> > >  	    if (var->data.explicit_location) {
> > > @@ -918,6 +927,29 @@ cross_validate_globals(struct gl_shader_program *prog,
> > >                              mode_string(var), var->name);
> > >                 return;
> > >              }
> > > +            /* From the GLSL ES3 spec, 4.5.3 Precision qualifiers:
> > > +             *
> > > +             * "The same uniform declared in different shaders that are linked
> > > +             *  together must have the same precision qualification."
> > > +             *
> > > +             * In the GLSL ES2 spec this was resolved in the issue amendments
> > > +             * (10.3 Precision Qualifiers). The GLSL ES1 spec overlooked this,
> > > +             * but seems like an obvious error since we can only have one
> > > +             * consistent definition of a global.
> > > +             *
> > > +             * The desktop GLSL spec does not include this reference, probably
> > > +             * because it basically ignores precision qualifiers. We will never
> > 
> >        * The desktop GLSL spec does not include this reference
> >        * because precision qualifiers are ignored. We will never
> > 
> > > +             * hit this scenario in desktop GLSL though because we always set
> > > +             * the precision of variables to GLSL_PRECISION_NONE.
> > > +             */
> > > +            if (var->data.mode == ir_var_uniform) {
> > > +               if (existing->data.precision != var->data.precision) {
> > > +                  linker_error(prog, "declarations for %s `%s` have "
> > > +                               "mismatching precision qualifiers\n",
> > > +                               mode_string(var), var->name);
> > > +                  return;
> > > +               }
> > > +            }
> > >  	 } else
> > >  	    variables.add_variable(var);
> > >        }
> > > 
> > 
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> > mesa-dev at lists.freedesktop.org
> > http://lists.freedesktop.org/mailman/listinfo/mesa-dev
> 
> 
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