/* * Mesa 3-D graphics library * Version: 7.5 * * Copyright (C) 2009 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 * BRIAN PAUL 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 shared.c * Shared-context state */ #include "imports.h" #include "mtypes.h" #include "hash.h" #include "arrayobj.h" #if FEATURE_ATI_fragment_shader #include "atifragshader.h" #endif #include "bufferobj.h" #include "shared.h" #include "shader/program.h" #include "dlist.h" #include "shaderobj.h" #if FEATURE_ARB_sync #include "syncobj.h" #endif /** * Allocate and initialize a shared context state structure. * Initializes the display list, texture objects and vertex programs hash * tables, allocates the texture objects. If it runs out of memory, frees * everything already allocated before returning NULL. * * \return pointer to a gl_shared_state structure on success, or NULL on * failure. */ struct gl_shared_state * _mesa_alloc_shared_state(GLcontext *ctx) { struct gl_shared_state *shared; GLuint i; shared = CALLOC_STRUCT(gl_shared_state); if (!shared) return NULL; _glthread_INIT_MUTEX(shared->Mutex); shared->DisplayList = _mesa_NewHashTable(); shared->TexObjects = _mesa_NewHashTable(); shared->Programs = _mesa_NewHashTable(); #if FEATURE_ARB_vertex_program shared->DefaultVertexProgram = (struct gl_vertex_program *) ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0); #endif #if FEATURE_ARB_fragment_program shared->DefaultFragmentProgram = (struct gl_fragment_program *) ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0); #endif #if FEATURE_ATI_fragment_shader shared->ATIShaders = _mesa_NewHashTable(); shared->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0); #endif #if FEATURE_ARB_shader_objects shared->ShaderObjects = _mesa_NewHashTable(); #endif #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object shared->BufferObjects = _mesa_NewHashTable(); #endif /* Allocate the default buffer object */ shared->NullBufferObj = ctx->Driver.NewBufferObject(ctx, 0, 0); /* Create default texture objects */ for (i = 0; i < NUM_TEXTURE_TARGETS; i++) { /* NOTE: the order of these enums matches the TEXTURE_x_INDEX values */ static const GLenum targets[NUM_TEXTURE_TARGETS] = { GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_1D_ARRAY_EXT, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_3D, GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_2D, GL_TEXTURE_1D }; shared->DefaultTex[i] = ctx->Driver.NewTextureObject(ctx, 0, targets[i]); } /* sanity check */ assert(shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount == 1); /* Mutex and timestamp for texobj state validation */ _glthread_INIT_MUTEX(shared->TexMutex); shared->TextureStateStamp = 0; #if FEATURE_EXT_framebuffer_object shared->FrameBuffers = _mesa_NewHashTable(); shared->RenderBuffers = _mesa_NewHashTable(); #endif #if FEATURE_ARB_sync make_empty_list(& shared->SyncObjects); #endif return shared; } /** * Callback for deleting a display list. Called by _mesa_HashDeleteAll(). */ static void delete_displaylist_cb(GLuint id, void *data, void *userData) { struct gl_display_list *list = (struct gl_display_list *) data; GLcontext *ctx = (GLcontext *) userData; _mesa_delete_list(ctx, list); } /** * Callback for deleting a texture object. Called by _mesa_HashDeleteAll(). */ static void delete_texture_cb(GLuint id, void *data, void *userData) { struct gl_texture_object *texObj = (struct gl_texture_object *) data; GLcontext *ctx = (GLcontext *) userData; ctx->Driver.DeleteTexture(ctx, texObj); } /** * Callback for deleting a program object. Called by _mesa_HashDeleteAll(). */ static void delete_program_cb(GLuint id, void *data, void *userData) { struct gl_program *prog = (struct gl_program *) data; GLcontext *ctx = (GLcontext *) userData; if(prog != &_mesa_DummyProgram) { ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */ prog->RefCount = 0; /* now going away */ ctx->Driver.DeleteProgram(ctx, prog); } } #if FEATURE_ATI_fragment_shader /** * Callback for deleting an ATI fragment shader object. * Called by _mesa_HashDeleteAll(). */ static void delete_fragshader_cb(GLuint id, void *data, void *userData) { struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data; GLcontext *ctx = (GLcontext *) userData; _mesa_delete_ati_fragment_shader(ctx, shader); } #endif /** * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll(). */ static void delete_bufferobj_cb(GLuint id, void *data, void *userData) { struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data; GLcontext *ctx = (GLcontext *) userData; if (_mesa_bufferobj_mapped(bufObj)) { ctx->Driver.UnmapBuffer(ctx, 0, bufObj); bufObj->Pointer = NULL; } _mesa_reference_buffer_object(ctx, &bufObj, NULL); } /** * Callback for freeing shader program data. Call it before delete_shader_cb * to avoid memory access error. */ static void free_shader_program_data_cb(GLuint id, void *data, void *userData) { GLcontext *ctx = (GLcontext *) userData; struct gl_shader_program *shProg = (struct gl_shader_program *) data; if (shProg->Type == GL_SHADER_PROGRAM_MESA) { _mesa_free_shader_program_data(ctx, shProg); } } /** * Callback for deleting shader and shader programs objects. * Called by _mesa_HashDeleteAll(). */ static void delete_shader_cb(GLuint id, void *data, void *userData) { GLcontext *ctx = (GLcontext *) userData; struct gl_shader *sh = (struct gl_shader *) data; if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) { ctx->Driver.DeleteShader(ctx, sh); } else { struct gl_shader_program *shProg = (struct gl_shader_program *) data; ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA); ctx->Driver.DeleteShaderProgram(ctx, shProg); } } /** * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll() */ static void delete_framebuffer_cb(GLuint id, void *data, void *userData) { struct gl_framebuffer *fb = (struct gl_framebuffer *) data; /* The fact that the framebuffer is in the hashtable means its refcount * is one, but we're removing from the hashtable now. So clear refcount. */ /*assert(fb->RefCount == 1);*/ fb->RefCount = 0; /* NOTE: Delete should always be defined but there are two reports * of it being NULL (bugs 13507, 14293). Work-around for now. */ if (fb->Delete) fb->Delete(fb); } /** * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll() */ static void delete_renderbuffer_cb(GLuint id, void *data, void *userData) { struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data; rb->RefCount = 0; /* see comment for FBOs above */ if (rb->Delete) rb->Delete(rb); } /** * Deallocate a shared state object and all children structures. * * \param ctx GL context. * \param shared shared state pointer. * * Frees the display lists, the texture objects (calling the driver texture * deletion callback to free its private data) and the vertex programs, as well * as their hash tables. * * \sa alloc_shared_state(). */ static void free_shared_state(GLcontext *ctx, struct gl_shared_state *shared) { GLuint i; /* * Free display lists */ _mesa_HashDeleteAll(shared->DisplayList, delete_displaylist_cb, ctx); _mesa_DeleteHashTable(shared->DisplayList); #if FEATURE_ARB_shader_objects _mesa_HashWalk(shared->ShaderObjects, free_shader_program_data_cb, ctx); _mesa_HashDeleteAll(shared->ShaderObjects, delete_shader_cb, ctx); _mesa_DeleteHashTable(shared->ShaderObjects); #endif _mesa_HashDeleteAll(shared->Programs, delete_program_cb, ctx); _mesa_DeleteHashTable(shared->Programs); #if FEATURE_ARB_vertex_program _mesa_reference_vertprog(ctx, &shared->DefaultVertexProgram, NULL); #endif #if FEATURE_ARB_fragment_program _mesa_reference_fragprog(ctx, &shared->DefaultFragmentProgram, NULL); #endif #if FEATURE_ATI_fragment_shader _mesa_HashDeleteAll(shared->ATIShaders, delete_fragshader_cb, ctx); _mesa_DeleteHashTable(shared->ATIShaders); _mesa_delete_ati_fragment_shader(ctx, shared->DefaultFragmentShader); #endif #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object _mesa_HashDeleteAll(shared->BufferObjects, delete_bufferobj_cb, ctx); _mesa_DeleteHashTable(shared->BufferObjects); #endif #if FEATURE_EXT_framebuffer_object _mesa_HashDeleteAll(shared->FrameBuffers, delete_framebuffer_cb, ctx); _mesa_DeleteHashTable(shared->FrameBuffers); _mesa_HashDeleteAll(shared->RenderBuffers, delete_renderbuffer_cb, ctx); _mesa_DeleteHashTable(shared->RenderBuffers); #endif #if FEATURE_ARB_vertex_buffer_object _mesa_reference_buffer_object(ctx, &shared->NullBufferObj, NULL); #endif #if FEATURE_ARB_sync { struct simple_node *node; struct simple_node *temp; foreach_s(node, temp, & shared->SyncObjects) { _mesa_unref_sync_object(ctx, (struct gl_sync_object *) node); } } #endif /* * Free texture objects (after FBOs since some textures might have * been bound to FBOs). */ ASSERT(ctx->Driver.DeleteTexture); /* the default textures */ for (i = 0; i < NUM_TEXTURE_TARGETS; i++) { ctx->Driver.DeleteTexture(ctx, shared->DefaultTex[i]); } /* all other textures */ _mesa_HashDeleteAll(shared->TexObjects, delete_texture_cb, ctx); _mesa_DeleteHashTable(shared->TexObjects); _glthread_DESTROY_MUTEX(shared->Mutex); _glthread_DESTROY_MUTEX(shared->TexMutex); free(shared); } /** * Decrement shared state object reference count and potentially free it * and all children structures. * * \param ctx GL context. * \param shared shared state pointer. * * \sa free_shared_state(). */ void _mesa_release_shared_state(GLcontext *ctx, struct gl_shared_state *shared) { GLint RefCount; _glthread_LOCK_MUTEX(shared->Mutex); RefCount = --shared->RefCount; _glthread_UNLOCK_MUTEX(shared->Mutex); assert(RefCount >= 0); if (RefCount == 0) { /* free shared state */ free_shared_state( ctx, shared ); } }