/* * Mesa 3-D graphics library * * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved. * * 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 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 shaderobj.c * \author Brian Paul * */ #include "main/glheader.h" #include "main/context.h" #include "main/hash.h" #include "main/mtypes.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/uniforms.h" #include "program/program.h" #include "program/prog_parameter.h" #include "util/ralloc.h" #include "util/string_to_uint_map.h" #include "util/u_atomic.h" /**********************************************************************/ /*** Shader object functions ***/ /**********************************************************************/ /** * Set ptr to point to sh. * If ptr is pointing to another shader, decrement its refcount (and delete * if refcount hits zero). * Then set ptr to point to sh, incrementing its refcount. */ void _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr, struct gl_shader *sh) { assert(ptr); if (*ptr == sh) { /* no-op */ return; } if (*ptr) { /* Unreference the old shader */ GLboolean deleteFlag = GL_FALSE; struct gl_shader *old = *ptr; assert(old->RefCount > 0); old->RefCount--; deleteFlag = (old->RefCount == 0); if (deleteFlag) { if (old->Name != 0) _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); _mesa_delete_shader(ctx, old); } *ptr = NULL; } assert(!*ptr); if (sh) { /* reference new */ sh->RefCount++; *ptr = sh; } } static void _mesa_init_shader(struct gl_shader *shader) { shader->RefCount = 1; shader->info.Geom.VerticesOut = -1; shader->info.Geom.InputType = GL_TRIANGLES; shader->info.Geom.OutputType = GL_TRIANGLE_STRIP; } /** * Allocate a new gl_shader object, initialize it. */ struct gl_shader * _mesa_new_shader(GLuint name, gl_shader_stage stage) { struct gl_shader *shader; shader = rzalloc(NULL, struct gl_shader); if (shader) { shader->Stage = stage; shader->Name = name; _mesa_init_shader(shader); } return shader; } /** * Allocate a new gl_linked_shader object. * Called via ctx->Driver.NewShader() */ struct gl_linked_shader * _mesa_new_linked_shader(gl_shader_stage stage) { struct gl_linked_shader *shader; shader = rzalloc(NULL, struct gl_linked_shader); if (shader) { shader->Stage = stage; } return shader; } /** * Delete a shader object. */ void _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh) { free((void *)sh->Source); free(sh->Label); ralloc_free(sh); } /** * Delete a shader object. */ void _mesa_delete_linked_shader(struct gl_context *ctx, struct gl_linked_shader *sh) { _mesa_reference_program(ctx, &sh->Program, NULL); ralloc_free(sh); } /** * Lookup a GLSL shader object. */ struct gl_shader * _mesa_lookup_shader(struct gl_context *ctx, GLuint name) { if (name) { struct gl_shader *sh = (struct gl_shader *) _mesa_HashLookup(ctx->Shared->ShaderObjects, name); /* Note that both gl_shader and gl_shader_program objects are kept * in the same hash table. Check the object's type to be sure it's * what we're expecting. */ if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) { return NULL; } return sh; } return NULL; } /** * As above, but record an error if shader is not found. */ struct gl_shader * _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller) { if (!name) { _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller); return NULL; } else { struct gl_shader *sh = (struct gl_shader *) _mesa_HashLookup(ctx->Shared->ShaderObjects, name); if (!sh) { _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller); return NULL; } if (sh->Type == GL_SHADER_PROGRAM_MESA) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller); return NULL; } return sh; } } /**********************************************************************/ /*** Shader Program object functions ***/ /**********************************************************************/ void _mesa_reference_shader_program_data(struct gl_context *ctx, struct gl_shader_program_data **ptr, struct gl_shader_program_data *data) { if (*ptr == data) return; if (*ptr) { struct gl_shader_program_data *oldData = *ptr; assert(oldData->RefCount > 0); if (p_atomic_dec_zero(&oldData->RefCount)) { assert(ctx); ralloc_free(oldData); } *ptr = NULL; } if (data) p_atomic_inc(&data->RefCount); *ptr = data; } /** * Set ptr to point to shProg. * If ptr is pointing to another object, decrement its refcount (and delete * if refcount hits zero). * Then set ptr to point to shProg, incrementing its refcount. */ void _mesa_reference_shader_program_(struct gl_context *ctx, struct gl_shader_program **ptr, struct gl_shader_program *shProg) { assert(ptr); if (*ptr == shProg) { /* no-op */ return; } if (*ptr) { /* Unreference the old shader program */ GLboolean deleteFlag = GL_FALSE; struct gl_shader_program *old = *ptr; assert(old->RefCount > 0); old->RefCount--; deleteFlag = (old->RefCount == 0); if (deleteFlag) { if (old->Name != 0) _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); _mesa_delete_shader_program(ctx, old); } *ptr = NULL; } assert(!*ptr); if (shProg) { shProg->RefCount++; *ptr = shProg; } } static struct gl_shader_program_data * create_shader_program_data() { struct gl_shader_program_data *data; data = rzalloc(NULL, struct gl_shader_program_data); if (data) data->RefCount = 1; return data; } static void init_shader_program(struct gl_shader_program *prog) { prog->Type = GL_SHADER_PROGRAM_MESA; prog->RefCount = 1; prog->AttributeBindings = string_to_uint_map_ctor(); prog->FragDataBindings = string_to_uint_map_ctor(); prog->FragDataIndexBindings = string_to_uint_map_ctor(); prog->Geom.UsesEndPrimitive = false; prog->Geom.UsesStreams = false; prog->Comp.LocalSizeVariable = false; prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS; exec_list_make_empty(&prog->EmptyUniformLocations); prog->data->InfoLog = ralloc_strdup(prog->data, ""); } /** * Allocate a new gl_shader_program object, initialize it. */ struct gl_shader_program * _mesa_new_shader_program(GLuint name) { struct gl_shader_program *shProg; shProg = rzalloc(NULL, struct gl_shader_program); if (shProg) { shProg->Name = name; shProg->data = create_shader_program_data(); if (!shProg->data) { ralloc_free(shProg); return NULL; } init_shader_program(shProg); } return shProg; } /** * Clear (free) the shader program state that gets produced by linking. */ void _mesa_clear_shader_program_data(struct gl_context *ctx, struct gl_shader_program *shProg) { for (gl_shader_stage sh = 0; sh < MESA_SHADER_STAGES; sh++) { if (shProg->_LinkedShaders[sh] != NULL) { _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]); shProg->_LinkedShaders[sh] = NULL; } } if (shProg->data->UniformStorage) { for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i) _mesa_uniform_detach_all_driver_storage(&shProg->data-> UniformStorage[i]); ralloc_free(shProg->data->UniformStorage); shProg->data->NumUniformStorage = 0; shProg->data->UniformStorage = NULL; } if (shProg->UniformRemapTable) { ralloc_free(shProg->UniformRemapTable); shProg->NumUniformRemapTable = 0; shProg->UniformRemapTable = NULL; } if (shProg->UniformHash) { string_to_uint_map_dtor(shProg->UniformHash); shProg->UniformHash = NULL; } assert(shProg->data->InfoLog != NULL); ralloc_free(shProg->data->InfoLog); shProg->data->InfoLog = ralloc_strdup(shProg->data, ""); ralloc_free(shProg->data->UniformBlocks); shProg->data->UniformBlocks = NULL; shProg->data->NumUniformBlocks = 0; ralloc_free(shProg->data->ShaderStorageBlocks); shProg->data->ShaderStorageBlocks = NULL; shProg->data->NumShaderStorageBlocks = 0; ralloc_free(shProg->data->AtomicBuffers); shProg->data->AtomicBuffers = NULL; shProg->data->NumAtomicBuffers = 0; if (shProg->ProgramResourceList) { ralloc_free(shProg->ProgramResourceList); shProg->ProgramResourceList = NULL; shProg->NumProgramResourceList = 0; } } /** * Free all the data that hangs off a shader program object, but not the * object itself. */ void _mesa_free_shader_program_data(struct gl_context *ctx, struct gl_shader_program *shProg) { GLuint i; assert(shProg->Type == GL_SHADER_PROGRAM_MESA); _mesa_clear_shader_program_data(ctx, shProg); if (shProg->AttributeBindings) { string_to_uint_map_dtor(shProg->AttributeBindings); shProg->AttributeBindings = NULL; } if (shProg->FragDataBindings) { string_to_uint_map_dtor(shProg->FragDataBindings); shProg->FragDataBindings = NULL; } if (shProg->FragDataIndexBindings) { string_to_uint_map_dtor(shProg->FragDataIndexBindings); shProg->FragDataIndexBindings = NULL; } /* detach shaders */ for (i = 0; i < shProg->NumShaders; i++) { _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); } shProg->NumShaders = 0; free(shProg->Shaders); shProg->Shaders = NULL; /* Transform feedback varying vars */ for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) { free(shProg->TransformFeedback.VaryingNames[i]); } free(shProg->TransformFeedback.VaryingNames); shProg->TransformFeedback.VaryingNames = NULL; shProg->TransformFeedback.NumVarying = 0; free(shProg->Label); shProg->Label = NULL; } /** * Free/delete a shader program object. */ void _mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg) { _mesa_free_shader_program_data(ctx, shProg); _mesa_reference_shader_program_data(ctx, &shProg->data, NULL); ralloc_free(shProg); } /** * Lookup a GLSL program object. */ struct gl_shader_program * _mesa_lookup_shader_program(struct gl_context *ctx, GLuint name) { struct gl_shader_program *shProg; if (name) { shProg = (struct gl_shader_program *) _mesa_HashLookup(ctx->Shared->ShaderObjects, name); /* Note that both gl_shader and gl_shader_program objects are kept * in the same hash table. Check the object's type to be sure it's * what we're expecting. */ if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) { return NULL; } return shProg; } return NULL; } /** * As above, but record an error if program is not found. */ struct gl_shader_program * _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name, const char *caller) { if (!name) { _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller); return NULL; } else { struct gl_shader_program *shProg = (struct gl_shader_program *) _mesa_HashLookup(ctx->Shared->ShaderObjects, name); if (!shProg) { _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller); return NULL; } if (shProg->Type != GL_SHADER_PROGRAM_MESA) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller); return NULL; } return shProg; } } void _mesa_init_shader_object_functions(struct dd_function_table *driver) { driver->NewShader = _mesa_new_linked_shader; driver->LinkShader = _mesa_ir_link_shader; }