/*
* 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 "mfeatures.h"
#include "mtypes.h"
#include "hash.h"
#if FEATURE_ATI_fragment_shader
#include "atifragshader.h"
#endif
#include "bufferobj.h"
#include "shared.h"
#include "program/program.h"
#include "dlist.h"
#if FEATURE_ARB_sampler_objects
#include "samplerobj.h"
#endif
#include "shaderobj.h"
#include "syncobj.h"
/**
* 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(struct gl_context *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 =
gl_vertex_program(ctx->Driver.NewProgram(ctx,
GL_VERTEX_PROGRAM_ARB, 0));
#endif
#if FEATURE_ARB_fragment_program
shared->DefaultFragmentProgram =
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
shared->BufferObjects = _mesa_NewHashTable();
#if FEATURE_ARB_sampler_objects
/* GL_ARB_sampler_objects */
shared->SamplerObjects = _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_BUFFER,
GL_TEXTURE_2D_ARRAY_EXT,
GL_TEXTURE_1D_ARRAY_EXT,
GL_TEXTURE_EXTERNAL_OES,
GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_3D,
GL_TEXTURE_RECTANGLE_NV,
GL_TEXTURE_2D,
GL_TEXTURE_1D
};
STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
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
make_empty_list(& shared->SyncObjects);
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;
struct gl_context *ctx = (struct gl_context *) 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;
struct gl_context *ctx = (struct gl_context *) 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;
struct gl_context *ctx = (struct gl_context *) 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;
struct gl_context *ctx = (struct gl_context *) 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;
struct gl_context *ctx = (struct gl_context *) userData;
if (_mesa_bufferobj_mapped(bufObj)) {
ctx->Driver.UnmapBuffer(ctx, 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)
{
struct gl_context *ctx = (struct gl_context *) 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)
{
struct gl_context *ctx = (struct gl_context *) 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_context *ctx = (struct gl_context *) userData;
struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
rb->RefCount = 0; /* see comment for FBOs above */
if (rb->Delete)
rb->Delete(ctx, rb);
}
#if FEATURE_ARB_sampler_objects
/**
* Callback for deleting a sampler object. Called by _mesa_HashDeleteAll()
*/
static void
delete_sampler_object_cb(GLuint id, void *data, void *userData)
{
struct gl_context *ctx = (struct gl_context *) userData;
struct gl_sampler_object *sampObj = (struct gl_sampler_object *) data;
_mesa_reference_sampler_object(ctx, &sampObj, NULL);
}
#endif
/**
* 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(struct gl_context *ctx, struct gl_shared_state *shared)
{
GLuint i;
/* Free the dummy/fallback texture objects */
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
if (shared->FallbackTex[i])
ctx->Driver.DeleteTexture(ctx, shared->FallbackTex[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
_mesa_HashDeleteAll(shared->BufferObjects, delete_bufferobj_cb, ctx);
_mesa_DeleteHashTable(shared->BufferObjects);
#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
_mesa_reference_buffer_object(ctx, &shared->NullBufferObj, NULL);
{
struct simple_node *node;
struct simple_node *temp;
foreach_s(node, temp, & shared->SyncObjects) {
_mesa_unref_sync_object(ctx, (struct gl_sync_object *) node);
}
}
#if FEATURE_ARB_sampler_objects
_mesa_HashDeleteAll(shared->SamplerObjects, delete_sampler_object_cb, ctx);
_mesa_DeleteHashTable(shared->SamplerObjects);
#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);
}
/**
* gl_shared_state objects are ref counted.
* If ptr's refcount goes to zero, free the shared state.
*/
void
_mesa_reference_shared_state(struct gl_context *ctx,
struct gl_shared_state **ptr,
struct gl_shared_state *state)
{
if (*ptr == state)
return;
if (*ptr) {
/* unref old state */
struct gl_shared_state *old = *ptr;
GLboolean delete;
_glthread_LOCK_MUTEX(old->Mutex);
assert(old->RefCount >= 1);
old->RefCount--;
delete = (old->RefCount == 0);
_glthread_UNLOCK_MUTEX(old->Mutex);
if (delete) {
free_shared_state(ctx, old);
}
*ptr = NULL;
}
if (state) {
/* reference new state */
_glthread_LOCK_MUTEX(state->Mutex);
state->RefCount++;
*ptr = state;
_glthread_UNLOCK_MUTEX(state->Mutex);
}
}