/*
* 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 */
struct gl_shader *old = *ptr;
assert(old->RefCount > 0);
if (p_atomic_dec_zero(&old->RefCount)) {
if (old->Name != 0)
_mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
_mesa_delete_shader(ctx, old);
}
*ptr = NULL;
}
assert(!*ptr);
if (sh) {
/* reference new */
p_atomic_inc(&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;
#ifdef DEBUG
shader->SourceChecksum = 0xa110c; /* alloc */
#endif
_mesa_init_shader(shader);
}
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 */
struct gl_shader_program *old = *ptr;
assert(old->RefCount > 0);
if (p_atomic_dec_zero(&old->RefCount)) {
if (old->Name != 0)
_mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
_mesa_delete_shader_program(ctx, old);
}
*ptr = NULL;
}
assert(!*ptr);
if (shProg) {
p_atomic_inc(&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;
}
}
shProg->data->linked_stages = 0;
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->LinkShader = _mesa_ir_link_shader;
}