1 /*
2 * Copyright © 2011 Intel Corporation
3 * Copyright © 2024 Valve Corporation
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
22 * DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Determine whether a shader contains static recursion.
27 *
28 * Consider the (possibly disjoint) graph of function calls in a shader. If a
29 * program contains recursion, this graph will contain a cycle. If a function
30 * is part of a cycle, it will have a caller and it will have a callee (it
31 * calls another function).
32 *
33 * To detect recursion, the function call graph is constructed. The graph is
34 * repeatedly reduced by removing any function that either has no callees
35 * (leaf functions) or has no caller. Eventually the only functions that
36 * remain will be the functions in the cycles.
37 *
38 * The GLSL spec is a bit wishy-washy about recursion.
39 *
40 * From page 39 (page 45 of the PDF) of the GLSL 1.10 spec:
41 *
42 * "Behavior is undefined if recursion is used. Recursion means having any
43 * function appearing more than once at any one time in the run-time stack
44 * of function calls. That is, a function may not call itself either
45 * directly or indirectly. Compilers may give diagnostic messages when
46 * this is detectable at compile time, but not all such cases can be
47 * detected at compile time."
48 *
49 * From page 79 (page 85 of the PDF):
50 *
51 * "22) Should recursion be supported?
52 *
53 * DISCUSSION: Probably not necessary, but another example of limiting
54 * the language based on how it would directly map to hardware. One
55 * thought is that recursion would benefit ray tracing shaders. On the
56 * other hand, many recursion operations can also be implemented with the
57 * user managing the recursion through arrays. RenderMan doesn't support
58 * recursion. This could be added at a later date, if it proved to be
59 * necessary.
60 *
61 * RESOLVED on September 10, 2002: Implementations are not required to
62 * support recursion.
63 *
64 * CLOSED on September 10, 2002."
65 *
66 * From page 79 (page 85 of the PDF):
67 *
68 * "56) Is it an error for an implementation to support recursion if the
69 * specification says recursion is not supported?
70 *
71 * ADDED on September 10, 2002.
72 *
73 * DISCUSSION: This issues is related to Issue (22). If we say that
74 * recursion (or some other piece of functionality) is not supported, is
75 * it an error for an implementation to support it? Perhaps the
76 * specification should remain silent on these kind of things so that they
77 * could be gracefully added later as an extension or as part of the
78 * standard.
79 *
80 * RESOLUTION: Languages, in general, have programs that are not
81 * well-formed in ways a compiler cannot detect. Portability is only
82 * ensured for well-formed programs. Detecting recursion is an example of
83 * this. The language will say a well-formed program may not recurse, but
84 * compilers are not forced to detect that recursion may happen.
85 *
86 * CLOSED: November 29, 2002."
87 *
88 * In GLSL 1.10 the behavior of recursion is undefined. Compilers don't have
89 * to reject shaders (at compile-time or link-time) that contain recursion.
90 * Instead they could work, or crash.
91 *
92 * From page 44 (page 50 of the PDF) of the GLSL 1.20 spec:
93 *
94 * "Recursion is not allowed, not even statically. Static recursion is
95 * present if the static function call graph of the program contains
96 * cycles."
97 *
98 * This langauge clears things up a bit, but it still leaves a lot of
99 * questions unanswered.
100 *
101 * - Is the error generated at compile-time or link-time?
102 *
103 * - Is it an error to have a recursive function that is never statically
104 * called by main or any function called directly or indirectly by main?
105 * Technically speaking, such a function is not in the "static function
106 * call graph of the program" at all.
107 *
108 * \bug
109 * If a shader has multiple cycles, this algorithm may erroneously complain
110 * about functions that aren't in any cycle, but are in the part of the call
111 * tree that connects them. For example, if the call graph consists of a
112 * cycle between A and B, and a cycle between D and E, and B also calls C
113 * which calls D, then this algorithm will report C as a function which "has
114 * static recursion" even though it is not part of any cycle.
115 *
116 * A better algorithm for cycle detection that doesn't have this drawback can
117 * be found here:
118 *
119 * http://en.wikipedia.org/wiki/Tarjan%E2%80%99s_strongly_connected_components_algorithm
120 *
121 */
122
123 #include "gl_nir_linker.h"
124 #include "linker_util.h"
125 #include "nir.h"
126 #include "util/hash_table.h"
127
128 struct function_state {
129 nir_function *sig;
130
131 /** List of functions called by this function. */
132 struct list_head callees;
133
134 /** List of functions that call this function. */
135 struct list_head callers;
136 };
137
138 struct has_recursion_state {
139 struct hash_table *function_hash;
140 bool progress;
141 };
142
143 struct call_node {
144 struct list_head call_link;
145
146 struct function_state *func;
147 };
148
149 static struct function_state *
get_function(void * mem_ctx,nir_function * function_sig,struct hash_table * function_hash)150 get_function(void *mem_ctx, nir_function *function_sig,
151 struct hash_table *function_hash)
152 {
153 struct function_state *f;
154 struct hash_entry *entry =
155 _mesa_hash_table_search(function_hash, function_sig);
156 if (entry == NULL) {
157 f = ralloc(mem_ctx, struct function_state);
158 f->sig = function_sig;
159 list_inithead(&f->callers);
160 list_inithead(&f->callees);
161 _mesa_hash_table_insert(function_hash, function_sig, f);
162 } else {
163 f = (struct function_state *) entry->data;
164 }
165
166 return f;
167 }
168
169 static void
find_recursion(void * mem_ctx,nir_shader * shader,struct hash_table * function_hash)170 find_recursion(void *mem_ctx, nir_shader *shader,
171 struct hash_table *function_hash)
172 {
173 nir_foreach_function_impl(impl, shader) {
174 struct function_state *current =
175 get_function(mem_ctx, impl->function, function_hash);
176
177 nir_foreach_block(block, impl) {
178 nir_foreach_instr(instr, block) {
179 if (instr->type == nir_instr_type_call) {
180 nir_call_instr *call = nir_instr_as_call(instr);
181 struct function_state *target =
182 get_function(mem_ctx, call->callee, function_hash);
183
184 /* Create a link from the caller to the callee. */
185 struct call_node *node = ralloc(mem_ctx, struct call_node);
186 node->func = target;
187 list_addtail(&node->call_link, ¤t->callees);
188
189 /* Create a link from the callee to the caller. */
190 node = ralloc(mem_ctx, struct call_node);
191 node->func = current;
192 list_addtail(&node->call_link, &target->callers);
193 }
194 }
195 }
196 }
197 }
198
199 /**
200 * Generate a ralloced string representing the prototype of the function.
201 */
202 static char *
prototype_string(nir_function * sig)203 prototype_string(nir_function *sig)
204 {
205 char *str = NULL;
206
207 unsigned i = 0;
208 if (sig->params && sig->params[0].is_return) {
209 str = ralloc_asprintf(NULL, "%s ",
210 glsl_get_type_name(sig->params[i].type));
211 i = 1;
212 }
213
214 ralloc_asprintf_append(&str, "%s(", sig->name);
215
216 const char *comma = "";
217 for ( ; i < sig->num_params; i++) {
218 ralloc_asprintf_append(&str, "%s%s", comma,
219 glsl_get_type_name(sig->params[i].type));
220 comma = ", ";
221 }
222
223 ralloc_strcat(&str, ")");
224 return str;
225 }
226
227 static void
destroy_links(struct list_head * list,struct function_state * f)228 destroy_links(struct list_head *list, struct function_state *f)
229 {
230 list_for_each_entry_safe(struct call_node, n, list, call_link) {
231 /* If this is the right function, remove it. Note that the loop cannot
232 * terminate now. There can be multiple links to a function if it is
233 * either called multiple times or calls multiple times.
234 */
235 if (n->func == f)
236 list_del(&n->call_link);
237 }
238 }
239
240 /**
241 * Remove a function if it has either no in or no out links
242 */
243 static void
remove_unlinked_functions(const void * key,void * data,void * closure)244 remove_unlinked_functions(const void *key, void *data, void *closure)
245 {
246 struct has_recursion_state *state = (struct has_recursion_state *) closure;
247 struct function_state *f = (struct function_state *) data;
248
249 if (list_is_empty(&f->callers) || list_is_empty(&f->callees)) {
250 list_for_each_entry_safe(struct call_node, n, &f->callers, call_link) {
251 list_del(&n->call_link);
252 ralloc_free(n);
253 }
254
255 list_for_each_entry_safe(struct call_node, n, &f->callees, call_link) {
256 destroy_links(&n->func->callers, f);
257 }
258
259 struct hash_entry *entry =
260 _mesa_hash_table_search(state->function_hash, key);
261 _mesa_hash_table_remove(state->function_hash, entry);
262 state->progress = true;
263 }
264 }
265
266 static void
emit_errors_linked(const void * key,void * data,void * closure)267 emit_errors_linked(const void *key, void *data, void *closure)
268 {
269 struct gl_shader_program *prog =
270 (struct gl_shader_program *) closure;
271 struct function_state *f = (struct function_state *) data;
272
273 (void) key;
274
275 char *proto = prototype_string(f->sig);
276
277 linker_error(prog, "function `%s' has static recursion.\n", proto);
278 ralloc_free(proto);
279 }
280
281 void
gl_nir_detect_recursion_linked(struct gl_shader_program * prog,nir_shader * shader)282 gl_nir_detect_recursion_linked(struct gl_shader_program *prog,
283 nir_shader *shader)
284 {
285 void *mem_ctx = ralloc_context(NULL);
286 struct hash_table *function_hash =
287 _mesa_pointer_hash_table_create(mem_ctx);
288
289 /* Collect all of the information about which functions call which other
290 * functions.
291 */
292 find_recursion(mem_ctx, shader, function_hash);
293
294 /* Remove from the set all of the functions that either have no caller or
295 * call no other functions. Repeat until no functions are removed.
296 */
297 struct has_recursion_state state;
298 state.function_hash = function_hash;
299 do {
300 state.progress = false;
301 hash_table_call_foreach(state.function_hash, remove_unlinked_functions,
302 &state);
303 } while (state.progress);
304
305
306 /* At this point any functions still in the hash must be part of a cycle.
307 */
308 hash_table_call_foreach(state.function_hash, emit_errors_linked, prog);
309
310 ralloc_free(mem_ctx);
311 }
312