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/*
* 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
* 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 shaderobj.c
* \author Brian Paul
*
*/
#include "main/glheader.h"
#include "main/context.h"
#include "main/hash.h"
#include "main/shaderobj.h"
#include "program/program.h"
#include "program/prog_parameter.h"
#include "program/prog_uniform.h"
#include "talloc.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(GLcontext *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--;
/*printf("SHADER DECR %p (%d) to %d\n",
(void*) old, old->Name, old->RefCount);*/
deleteFlag = (old->RefCount == 0);
if (deleteFlag) {
_mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
ctx->Driver.DeleteShader(ctx, old);
}
*ptr = NULL;
}
assert(!*ptr);
if (sh) {
/* reference new */
sh->RefCount++;
/*printf("SHADER INCR %p (%d) to %d\n",
(void*) sh, sh->Name, sh->RefCount);*/
*ptr = sh;
}
}
/**
* Allocate a new gl_shader object, initialize it.
* Called via ctx->Driver.NewShader()
*/
struct gl_shader *
_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER ||
type == GL_GEOMETRY_SHADER_ARB);
shader = talloc_zero(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
shader->Name = name;
shader->RefCount = 1;
}
return shader;
}
/**
* Delete a shader object.
* Called via ctx->Driver.DeleteShader().
*/
static void
__mesa_delete_shader(GLcontext *ctx, struct gl_shader *sh)
{
if (sh->Source)
free((void *) sh->Source);
_mesa_reference_program(ctx, &sh->Program, NULL);
talloc_free(sh);
}
/**
* Lookup a GLSL shader object.
*/
struct gl_shader *
_mesa_lookup_shader(GLcontext *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(GLcontext *ctx, GLuint name, const char *caller)
{
if (!name) {
_mesa_error(ctx, GL_INVALID_VALUE, 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, caller);
return NULL;
}
if (sh->Type == GL_SHADER_PROGRAM_MESA) {
_mesa_error(ctx, GL_INVALID_OPERATION, caller);
return NULL;
}
return sh;
}
}
/**********************************************************************/
/*** Shader Program object functions ***/
/**********************************************************************/
/**
* 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(GLcontext *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--;
#if 0
printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
(void *) old, old->Name, old->RefCount);
#endif
deleteFlag = (old->RefCount == 0);
if (deleteFlag) {
_mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
ctx->Driver.DeleteShaderProgram(ctx, old);
}
*ptr = NULL;
}
assert(!*ptr);
if (shProg) {
shProg->RefCount++;
#if 0
printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
(void *) shProg, shProg->Name, shProg->RefCount);
#endif
*ptr = shProg;
}
}
/**
* Allocate a new gl_shader_program object, initialize it.
* Called via ctx->Driver.NewShaderProgram()
*/
static struct gl_shader_program *
_mesa_new_shader_program(GLcontext *ctx, GLuint name)
{
struct gl_shader_program *shProg;
shProg = talloc_zero(NULL, struct gl_shader_program);
if (shProg) {
shProg->Type = GL_SHADER_PROGRAM_MESA;
shProg->Name = name;
shProg->RefCount = 1;
shProg->Attributes = _mesa_new_parameter_list();
#if FEATURE_ARB_geometry_shader4
shProg->Geom.VerticesOut = 0;
shProg->Geom.InputType = GL_TRIANGLES;
shProg->Geom.OutputType = GL_TRIANGLE_STRIP;
#endif
}
return shProg;
}
/**
* Clear (free) the shader program state that gets produced by linking.
*/
void
_mesa_clear_shader_program_data(GLcontext *ctx,
struct gl_shader_program *shProg)
{
_mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
_mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
_mesa_reference_geomprog(ctx, &shProg->GeometryProgram, NULL);
if (shProg->Uniforms) {
_mesa_free_uniform_list(shProg->Uniforms);
shProg->Uniforms = NULL;
}
if (shProg->Varying) {
_mesa_free_parameter_list(shProg->Varying);
shProg->Varying = NULL;
}
}
/**
* Free all the data that hangs off a shader program object, but not the
* object itself.
*/
void
_mesa_free_shader_program_data(GLcontext *ctx,
struct gl_shader_program *shProg)
{
GLuint i;
assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
_mesa_clear_shader_program_data(ctx, shProg);
if (shProg->Attributes) {
_mesa_free_parameter_list(shProg->Attributes);
shProg->Attributes = NULL;
}
/* detach shaders */
for (i = 0; i < shProg->NumShaders; i++) {
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
}
shProg->NumShaders = 0;
if (shProg->Shaders) {
free(shProg->Shaders);
shProg->Shaders = NULL;
}
if (shProg->InfoLog) {
talloc_free(shProg->InfoLog);
shProg->InfoLog = 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;
for (i = 0; i < shProg->_NumLinkedShaders; i++) {
ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[i]);
}
shProg->_NumLinkedShaders = 0;
}
/**
* Free/delete a shader program object.
* Called via ctx->Driver.DeleteShaderProgram().
*/
static void
__mesa_delete_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
talloc_free(shProg);
}
/**
* Lookup a GLSL program object.
*/
struct gl_shader_program *
_mesa_lookup_shader_program(GLcontext *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(GLcontext *ctx, GLuint name,
const char *caller)
{
if (!name) {
_mesa_error(ctx, GL_INVALID_VALUE, 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, caller);
return NULL;
}
if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
_mesa_error(ctx, GL_INVALID_OPERATION, caller);
return NULL;
}
return shProg;
}
}
void
_mesa_init_shader_object_functions(struct dd_function_table *driver)
{
driver->NewShader = _mesa_new_shader;
driver->DeleteShader = __mesa_delete_shader;
driver->NewShaderProgram = _mesa_new_shader_program;
driver->DeleteShaderProgram = __mesa_delete_shader_program;
driver->CompileShader = _mesa_ir_compile_shader;
driver->LinkShader = _mesa_ir_link_shader;
}
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