/*
* Copyright © 2011 Intel 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.
*/
/**
* \file ir_function_detect_recursion.cpp
* 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, or kill a kitten.
*
* 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
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
#include "main/core.h"
#include "ir.h"
#include "glsl_parser_extras.h"
#include "linker.h"
#include "program/hash_table.h"
#include "program.h"
struct call_node : public exec_node {
class function *func;
};
class function {
public:
function(ir_function_signature *sig)
: sig(sig)
{
/* empty */
}
/* Callers of this ralloc-based new need not call delete. It's
* easier to just ralloc_free 'ctx' (or any of its ancestors). */
static void* operator new(size_t size, void *ctx)
{
void *node;
node = ralloc_size(ctx, size);
assert(node != NULL);
return node;
}
/* If the user *does* call delete, that's OK, we will just
* ralloc_free in that case. */
static void operator delete(void *node)
{
ralloc_free(node);
}
ir_function_signature *sig;
/** List of functions called by this function. */
exec_list callees;
/** List of functions that call this function. */
exec_list callers;
};
class has_recursion_visitor : public ir_hierarchical_visitor {
public:
has_recursion_visitor()
: current(NULL)
{
progress = false;
this->mem_ctx = ralloc_context(NULL);
this->function_hash = hash_table_ctor(0, hash_table_pointer_hash,
hash_table_pointer_compare);
}
~has_recursion_visitor()
{
hash_table_dtor(this->function_hash);
ralloc_free(this->mem_ctx);
}
function *get_function(ir_function_signature *sig)
{
function *f = (function *) hash_table_find(this->function_hash, sig);
if (f == NULL) {
f = new(mem_ctx) function(sig);
hash_table_insert(this->function_hash, f, sig);
}
return f;
}
virtual ir_visitor_status visit_enter(ir_function_signature *sig)
{
this->current = this->get_function(sig);
return visit_continue;
}
virtual ir_visitor_status visit_leave(ir_function_signature *sig)
{
(void) sig;
this->current = NULL;
return visit_continue;
}
virtual ir_visitor_status visit_enter(ir_call *call)
{
/* At global scope this->current will be NULL. Since there is no way to
* call global scope, it can never be part of a cycle. Don't bother
* adding calls from global scope to the graph.
*/
if (this->current == NULL)
return visit_continue;
function *const target = this->get_function(call->callee);
/* Create a link from the caller to the callee.
*/
call_node *node = new(mem_ctx) call_node;
node->func = target;
this->current->callees.push_tail(node);
/* Create a link from the callee to the caller.
*/
node = new(mem_ctx) call_node;
node->func = this->current;
target->callers.push_tail(node);
return visit_continue;
}
function *current;
struct hash_table *function_hash;
void *mem_ctx;
bool progress;
};
static void
destroy_links(exec_list *list, function *f)
{
foreach_list_safe(node, list) {
struct call_node *n = (struct call_node *) node;
/* 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)
n->remove();
}
}
/**
* 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)
{
has_recursion_visitor *visitor = (has_recursion_visitor *) closure;
function *f = (function *) data;
if (f->callers.is_empty() || f->callees.is_empty()) {
while (!f->callers.is_empty()) {
struct call_node *n = (struct call_node *) f->callers.pop_head();
destroy_links(& n->func->callees, f);
}
while (!f->callees.is_empty()) {
struct call_node *n = (struct call_node *) f->callees.pop_head();
destroy_links(& n->func->callers, f);
}
hash_table_remove(visitor->function_hash, key);
visitor->progress = true;
}
}
static void
emit_errors_unlinked(const void *key, void *data, void *closure)
{
struct _mesa_glsl_parse_state *state =
(struct _mesa_glsl_parse_state *) closure;
function *f = (function *) data;
YYLTYPE loc;
(void) key;
char *proto = prototype_string(f->sig->return_type,
f->sig->function_name(),
&f->sig->parameters);
memset(&loc, 0, sizeof(loc));
_mesa_glsl_error(&loc, state,
"function `%s' has static recursion.",
proto);
ralloc_free(proto);
}
static void
emit_errors_linked(const void *key, void *data, void *closure)
{
struct gl_shader_program *prog =
(struct gl_shader_program *) closure;
function *f = (function *) data;
(void) key;
char *proto = prototype_string(f->sig->return_type,
f->sig->function_name(),
&f->sig->parameters);
linker_error(prog, "function `%s' has static recursion.\n", proto);
ralloc_free(proto);
prog->LinkStatus = false;
}
void
detect_recursion_unlinked(struct _mesa_glsl_parse_state *state,
exec_list *instructions)
{
has_recursion_visitor v;
/* Collect all of the information about which functions call which other
* functions.
*/
v.run(instructions);
/* Remove from the set all of the functions that either have no caller or
* call no other functions. Repeat until no functions are removed.
*/
do {
v.progress = false;
hash_table_call_foreach(v.function_hash, remove_unlinked_functions, & v);
} while (v.progress);
/* At this point any functions still in the hash must be part of a cycle.
*/
hash_table_call_foreach(v.function_hash, emit_errors_unlinked, state);
}
void
detect_recursion_linked(struct gl_shader_program *prog,
exec_list *instructions)
{
has_recursion_visitor v;
/* Collect all of the information about which functions call which other
* functions.
*/
v.run(instructions);
/* Remove from the set all of the functions that either have no caller or
* call no other functions. Repeat until no functions are removed.
*/
do {
v.progress = false;
hash_table_call_foreach(v.function_hash, remove_unlinked_functions, & v);
} while (v.progress);
/* At this point any functions still in the hash must be part of a cycle.
*/
hash_table_call_foreach(v.function_hash, emit_errors_linked, prog);
}