/* * Mesa 3-D graphics library * * Copyright © 2013 Gregory Hainaut * * 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 pipelineobj.c * \author Hainaut Gregory * * Implementation of pipeline object related API functions. Based on * GL_ARB_separate_shader_objects extension. */ #include "main/glheader.h" #include "main/context.h" #include "main/dispatch.h" #include "main/enums.h" #include "main/hash.h" #include "main/mtypes.h" #include "main/pipelineobj.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/transformfeedback.h" #include "main/uniforms.h" #include "program/program.h" #include "program/prog_parameter.h" #include "ralloc.h" #include #include "../glsl/glsl_parser_extras.h" #include "../glsl/ir_uniform.h" /** * Delete a pipeline object. */ void _mesa_delete_pipeline_object(struct gl_context *ctx, struct gl_pipeline_object *obj) { unsinged i; _mesa_reference_shader_program(ctx, &obj->_CurrentFragmentProgram, NULL); for (i = 0; i < MESA_SHADER_STAGES; i++) _mesa_reference_shader_program(ctx, &obj->CurrentProgram[i], NULL); _mesa_reference_shader_program(ctx, &obj->ActiveProgram, NULL); _glthread_DESTROY_MUTEX(obj->Mutex); ralloc_free(obj); } /** * Allocate and initialize a new pipeline object. */ static struct gl_pipeline_object * _mesa_new_pipeline_object(struct gl_context *ctx, GLuint name) { struct gl_pipeline_object *obj = rzalloc(NULL, struct gl_pipeline_object); if (obj) { obj->Name = name; _glthread_INIT_MUTEX(obj->Mutex); obj->RefCount = 1; obj->Flags = _mesa_get_shader_flags(); } return obj; } /** * Initialize pipeline object state for given context. */ void _mesa_init_pipeline(struct gl_context *ctx) { ctx->Pipeline.Objects = _mesa_NewHashTable(); ctx->Pipeline.Current = NULL; } /** * Callback for deleting a pipeline object. Called by _mesa_HashDeleteAll(). */ static void delete_pipelineobj_cb(GLuint id, void *data, void *userData) { struct gl_pipeline_object *obj = (struct gl_pipeline_object *) data; struct gl_context *ctx = (struct gl_context *) userData; _mesa_delete_pipeline_object(ctx, obj); } /** * Free pipeline state for given context. */ void _mesa_free_pipeline_data(struct gl_context *ctx) { _mesa_HashDeleteAll(ctx->Pipeline.Objects, delete_pipelineobj_cb, ctx); _mesa_DeleteHashTable(ctx->Pipeline.Objects); } /** * Look up the pipeline object for the given ID. * * \returns * Either a pointer to the pipeline object with the specified ID or \c NULL for * a non-existent ID. The spec defines ID 0 as being technically * non-existent. */ static inline struct gl_pipeline_object * lookup_pipeline_object(struct gl_context *ctx, GLuint id) { if (id == 0) return NULL; else return (struct gl_pipeline_object *) _mesa_HashLookup(ctx->Pipeline.Objects, id); } /** * Add the given pipeline object to the pipeline object pool. */ static void save_pipeline_object(struct gl_context *ctx, struct gl_pipeline_object *obj) { if (obj->Name > 0) { _mesa_HashInsert(ctx->Pipeline.Objects, obj->Name, obj); } } /** * Remove the given pipeline object from the pipeline object pool. * Do not deallocate the pipeline object though. */ static void remove_pipeline_object(struct gl_context *ctx, struct gl_pipeline_object *obj) { if (obj->Name > 0) { _mesa_HashRemove(ctx->Pipeline.Objects, obj->Name); } } /** * Set ptr to obj w/ reference counting. * Note: this should only be called from the _mesa_reference_pipeline_object() * inline function. */ void _mesa_reference_pipeline_object_(struct gl_context *ctx, struct gl_pipeline_object **ptr, struct gl_pipeline_object *obj) { assert(*ptr != obj); if (*ptr) { /* Unreference the old pipeline object */ GLboolean deleteFlag = GL_FALSE; struct gl_pipeline_object *oldObj = *ptr; _glthread_LOCK_MUTEX(oldObj->Mutex); ASSERT(oldObj->RefCount > 0); oldObj->RefCount--; deleteFlag = (oldObj->RefCount == 0); _glthread_UNLOCK_MUTEX(oldObj->Mutex); if (deleteFlag) { _mesa_delete_pipeline_object(ctx, oldObj); } *ptr = NULL; } ASSERT(!*ptr); if (obj) { /* reference new pipeline object */ _glthread_LOCK_MUTEX(obj->Mutex); if (obj->RefCount == 0) { /* this pipeline's being deleted (look just above) */ /* Not sure this can ever really happen. Warn if it does. */ _mesa_problem(NULL, "referencing deleted pipeline object"); *ptr = NULL; } else { obj->RefCount++; *ptr = obj; } _glthread_UNLOCK_MUTEX(obj->Mutex); } } /** * Bound program to severals stages of the pipeline */ void GLAPIENTRY _mesa_UseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program) { } /** * Use the named shader program for subsequent glUniform calls (if pipeline * bound) */ void GLAPIENTRY _mesa_ActiveShaderProgram(GLuint pipeline, GLuint program) { } /** * Make program of the pipeline current */ void GLAPIENTRY _mesa_BindProgramPipeline(GLuint pipeline) { } /** * Delete a set of pipeline objects. * * \param n Number of pipeline objects to delete. * \param ids pipeline of \c n pipeline object IDs. */ void GLAPIENTRY _mesa_DeleteProgramPipelines(GLsizei n, const GLuint *pipelines) { GET_CURRENT_CONTEXT(ctx); GLsizei i; if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgramPipelines(n<0)"); return; } for (i = 0; i < n; i++) { struct gl_pipeline_object *obj = lookup_pipeline_object(ctx, pipelines[i]); if (obj) { ASSERT(obj->Name == pipelines[i]); /* If the pipeline object is currently bound, the spec says "If an * object that is currently bound is deleted, the binding for that * object reverts to zero and no program pipeline object becomes * current." */ if (obj == ctx->Pipeline.Current) { _mesa_BindProgramPipeline(0); } /* The ID is immediately freed for re-use */ remove_pipeline_object(ctx, obj); /* Unreference the pipeline object. * If refcount hits zero, the object will be deleted. */ _mesa_reference_pipeline_object(ctx, &obj, NULL); } } } /** * Generate a set of unique pipeline object IDs and store them in \c pipelines. * \param n Number of IDs to generate. * \param pipelines pipeline of \c n locations to store the IDs. */ void GLAPIENTRY _mesa_GenProgramPipelines(GLsizei n, GLuint *pipelines) { GET_CURRENT_CONTEXT(ctx); GLuint first; GLint i; if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGenProgramPipelines(n<0)"); return; } if (!pipelines) { return; } first = _mesa_HashFindFreeKeyBlock(ctx->Pipeline.Objects, n); for (i = 0; i < n; i++) { struct gl_pipeline_object *obj; GLuint name = first + i; obj = _mesa_new_pipeline_object(ctx, name); if (!obj) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenProgramPipelines"); return; } save_pipeline_object(ctx, obj); pipelines[i] = first + i; } } /** * Determine if ID is the name of an pipeline object. * * \param id ID of the potential pipeline object. * \return \c GL_TRUE if \c id is the name of a pipeline object, * \c GL_FALSE otherwise. */ GLboolean GLAPIENTRY _mesa_IsProgramPipeline(GLuint pipeline) { GET_CURRENT_CONTEXT(ctx); struct gl_pipeline_object *obj = lookup_pipeline_object(ctx, pipeline); if (obj == NULL) return GL_FALSE; return obj->EverBound; } /** * glGetProgramPipelineiv() - get pipeline shader state. */ void GLAPIENTRY _mesa_GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params) { } /** * Check compatibility of pipeline's program */ void GLAPIENTRY _mesa_ValidateProgramPipeline(GLuint pipeline) { } void GLAPIENTRY _mesa_GetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { }