[Mesa-dev] [Mesa-stable] [PATCH 2/2] glsl: validate sampler array indexing for 'constant-index-expression'
Tapani
tapani.palli at intel.com
Wed May 27 22:38:45 PDT 2015
On 05/27/2015 02:30 AM, Francisco Jerez wrote:
> Ian Romanick <idr at freedesktop.org> writes:
>
>> On 05/26/2015 02:04 PM, Francisco Jerez wrote:
>>> Ian Romanick <idr at freedesktop.org> writes:
>>>
>>>> On 05/26/2015 02:53 AM, Tapani Pälli wrote:
>>>>> Hello;
>>>>>
>>>>> I'd like to ping if this approach would be ok. We've had some
>>>>> discussions with Curro about it and overall it would seem nicer to move
>>>>> this check to happen at compile time. However, this seems quite a
>>>>> problematic move. I'll try explain below why;
>>>>>
>>>>> The overall problem with the failing use cases in the bug is that loop
>>>>> unroll does not happen. It does not happen because loop analysis does
>>>>> not know how to deal with functions and there is a texture2D call inside
>>>>> the loop.
>>>>>
>>>>> Now what follows is that because unroll does not happen the array index
>>>>> (loop induction variable) does not become constant during compilation,
>>>>> this will happen only after linking (where unroll finally happens due to
>>>>> function inlining which allows further optimization).
>>>>>
>>>>> I have a hacky patch where I force unroll to happen early when only
>>>>> builtin calls are found inside loop and it works *but* unfortunately it
>>>>> does not help since in the unrolled result we still have sampler array
>>>>> indexing with a non-constant variable 'i', it will be constant only
>>>>> later after linking phase when function inlining and further
>>>>> optimizations happen. It looks like this (I modified ir print output a
>>>>> bit to fit in email):
>>>>>
>>>>> 1st round:
>>>>> assign var_ref i constant_int 0
>>>>> call texture2D (constant int 0)
>>>>>
>>>>> 2nd round:
>>>>> assign var_ref i (var_ref i + constant_int 1)
>>>>> call texture2D (var_ref i)
>>>>>
>>>>> So at this point I got a bit tired of this approach. IMO linker check is
>>>>> sufficient and according the spec. Spec does not explicitly specify a
>>>>> compiler or linker error for this case but it does say:
>>>> I agree. We could handle GLSL ES at compile time because there is only
>>>> one compilation unit per stage, but I'm not convinced handling it
>>>> special is worth any effort.
>>> I agree with both of you that it's not too important whether this
>>> validation happens at compile time or link time, what I find worrying is
>>> that we currently have no guarantee that sampler indexing expression of
>>> the form given by the spec (a "constant-index-expression") will actually
>>> be lowered into a constant by link time, so the check introduced in this
>>> patch may give a false positive in cases where the array index has the
>>> allowed form, like:
>>>
>>> | sampler2D tex[N];
>>> |
>>> | for (i = 0; i < M; i++) {
>>> | vec4 x = texture(tex[some_complex_constant_expression_of(i)], ...);
>>> | // Very many instructions here, so the loop unrolling pass won't
>>> | // have the temptation of unrolling the loop even after linking.
>>> | }
>>>
>>> Admittedly without this check the situation was even worse because the
>>> indexing expression would most likely not have been in the form expected
>>> by the back-end, so it could have crashed or misrendered at a later
>>> point, even though this is a required feature of GLSL ES <3.00.
>>>
>>> IMHO the loop unrolling pass needs to be fixed to consider sampler
>>> indexing with a constant-index-expression (or some easier superset of
>>> that, like arbitrary non-constant expressions) as a kind of unsupported
>>> array indexing like it already does for other cases, otherwise the
>>> valid programs may fail to compile or not depending on the outcome of
>>> the loop unrolling heuristic.
>> I think "need" is perhaps too strong. The point that you've hit on here
>> is, in fact, the reason for the change between GLSL ES 1.00 and GLSL ES
>> 3.00. :)
>>
>> We haven't yet encountered a valid application that has a shader that
>> won't compile. At this point I don't think it's likely that we ever will.
>>
>> - Hardware increasingly "just works," so the restriction is unnecessary.
>>
>> - The "hard" restriction in GLSL ES 3.00.
>>
>> - Developer "tribal knowledge" that this is dangerous.
>>
>> The use of NIR is gradually moving up in the linker pipeline. Even if
>> this were moderately important, I don't think it's worth investing
>> effort in the existing loop infrastructure. That said, we should keep
>> this firmly in mind as the NIR loop-handling infrastructure matures. At
>> that point we can probably also revert this change.
>>
> I was thinking we could just change the loop unrolling pass to force
> unroll loops in which a sampler array expression occurs with
> non-constant index (which are otherwise disallowed by the spec) if we
> are on GLSL ES 1.00. That could lead to slightly more aggressive
> unrolling than necessary in some cases, but it would make sure that all
> cases mentioned in the spec are covered, and it should be easy to do.
OK, I'll try to make a test case to hit this first.
I've also noticed that there's a WebGL 2.0 conformance test that assumes
similar loop induction variable indexing even though this was removed in
GLSL ES 3.0, I've filed a bug to Khronos to discuss if the test could be
removed or the test should be modified to use GLSL ES 1.0.
>>>> The linker check even here can be somewhat problematic. Back-ends do
>>>> additional optimization, so they may be able to make some of these
>>>> accesses be non-dynamic. Marek in particular has complained about this
>>>> before. Perhaps add a flag to make the error a warning (see also my
>>>> comment below)?
>>>>
>>>>> GLSL ES 1.0.17 spec (4.1.9 Arrays):
>>>>>
>>>>> "Reading from or writing to an array with a non-constant index that is
>>>>> less than zero or greater than or equal to the array's size results in
>>>>> undefined behavior. It is platform dependent how bounded this undefined
>>>>> behavior may be. It is possible that it leads to instability of the
>>>>> underlying system or corruption of memory. However, a particular
>>>>> platform may bound the behavior such that this is not the case."
>>>>>
>>>>> So according to spec, we should not really be checking anything but here
>>>>> I'm offering undefined behavior as extra linker check allowed by the
>>>>> last clause.
>>>> We have platforms that can fully do dynamic indexing of sampler arrays.
>>>> I think the "undefined behavior" on those platforms should be "it just
>>>> works," perhaps with a portability warning.
>>>>
>>>> One other comment far below.
>>>>
>>>>> Any opinions appreciated;
>>>>>
>>>>> // Tapani
>>>>>
>>>>>
>>>>> On 05/19/2015 03:01 PM, Tapani Pälli wrote:
>>>>>> Desktop GLSL < 130 and GLSL ES < 300 allow sampler array indexing where
>>>>>> index can contain a loop induction variable. This extra check makes sure
>>>>>> that all these indexes turn in to constant expressions during
>>>>>> compilation/linking.
>>>>>>
>>>>>> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
>>>>>> Cc: "10.5" and "10.6" <mesa-stable at lists.freedesktop.org>
>>>>>> ---
>>>>>> src/glsl/linker.cpp | 71
>>>>>> +++++++++++++++++++++++++++++++++++++++++++++++++++++
>>>>>> 1 file changed, 71 insertions(+)
>>>>>>
>>>>>> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
>>>>>> index ecdc025..729b27f 100644
>>>>>> --- a/src/glsl/linker.cpp
>>>>>> +++ b/src/glsl/linker.cpp
>>>>>> @@ -346,6 +346,39 @@ private:
>>>>>> bool uses_non_zero_stream;
>>>>>> };
>>>>>>
>>>>>> +/* Class that finds array derefs and check if indexes are dynamic. */
>>>>>> +class dynamic_sampler_array_indexing_visitor : public
>>>>>> ir_hierarchical_visitor
>>>>>> +{
>>>>>> +public:
>>>>>> + dynamic_sampler_array_indexing_visitor() :
>>>>>> + dynamic_sampler_array_indexing(false)
>>>>>> + {
>>>>>> + }
>>>>>> +
>>>>>> + ir_visitor_status visit_enter(ir_dereference_array *ir)
>>>>>> + {
>>>>>> + if (!ir->variable_referenced())
>>>>>> + return visit_continue;
>>>>>> +
>>>>>> + if (!ir->variable_referenced()->type->contains_sampler())
>>>>>> + return visit_continue;
>>>>>> +
>>>>>> + if (!ir->array_index->constant_expression_value()) {
>>>>>> + dynamic_sampler_array_indexing = true;
>>>>>> + return visit_stop;
>>>>>> + }
>>>>>> + return visit_continue;
>>>>>> + }
>>>>>> +
>>>>>> + bool uses_dynamic_sampler_array_indexing()
>>>>>> + {
>>>>>> + return dynamic_sampler_array_indexing;
>>>>>> + }
>>>>>> +
>>>>>> +private:
>>>>>> + bool dynamic_sampler_array_indexing;
>>>>>> +};
>>>>>> +
>>>>>> } /* anonymous namespace */
>>>>>>
>>>>>> void
>>>>>> @@ -2736,6 +2769,34 @@ build_program_resource_list(struct gl_context
>>>>>> *ctx,
>>>>>> */
>>>>>> }
>>>>>>
>>>>>> +/**
>>>>>> + * This check is done to make sure we allow only constant expression
>>>>>> + * indexing and "constant-index-expression" (indexing with an expression
>>>>>> + * that includes loop induction variable).
>>>>>> + */
>>>>>> +bool
>>>>>> +validate_sampler_array_indexing(struct gl_shader_program *prog)
>>>>>> +{
>>>>>> + dynamic_sampler_array_indexing_visitor v;
>>>>>> + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
>>>>>> + if (prog->_LinkedShaders[i] == NULL)
>>>>>> + continue;
>>>>>> +
>>>>>> + /* Search for array derefs in shader. */
>>>>>> + v.run(prog->_LinkedShaders[i]->ir);
>>>>>> +
>>>>>> + if (v.uses_dynamic_sampler_array_indexing()) {
>>>>>> + linker_error(prog,
>>>>>> + "sampler arrays indexed with non-constant "
>>>>>> + "expressions is forbidden in GLSL %s %u",
>>>>>> + prog->IsES ? "ES" : "", prog->Version);
>>>>>> + return false;
>>>>>> + }
>>>>>> + }
>>>>>> +
>>>>>> + return true;
>>>>>> +}
>>>>>> +
>>>>>>
>>>>>> void
>>>>>> link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
>>>>>> @@ -2948,6 +3009,16 @@ link_shaders(struct gl_context *ctx, struct
>>>>>> gl_shader_program *prog)
>>>>>> lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
>>>>>> }
>>>>>>
>>>>>> + /* Validation for special cases where we allow sampler array indexing
>>>>>> + * with loop induction variable. This makes sure that all such cases
>>>>>> + * have been turned in to constant expressions.
>>>>>> + */
>>>>>> + if ((!prog->IsES && prog->Version < 130) ||
>>>> What about the gpu_shader5 case?
>>> Doesn't ARB_gpu_shader5 require GLSL 1.5 at least? AFAICT it should be
>>> fine.
>> Yes. :)
>>
>>>>>> + (prog->IsES && prog->Version < 300)) {
>>>>>> + if (!validate_sampler_array_indexing(prog))
>>>>>> + goto done;
>>>>>> + }
>>>>>> +
>>>>>> /* Check and validate stream emissions in geometry shaders */
>>>>>> validate_geometry_shader_emissions(ctx, prog);
>>>>>>
>>>> _______________________________________________
>>>> mesa-stable mailing list
>>>> mesa-stable at lists.freedesktop.org
>>>> http://lists.freedesktop.org/mailman/listinfo/mesa-stable
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