1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file shaderobj.c
27 * \author Brian Paul
28 *
29 */
30
31
32 #include "main/glheader.h"
33 #include "main/context.h"
34 #include "main/hash.h"
35 #include "main/mfeatures.h"
36 #include "main/mtypes.h"
37 #include "main/shaderobj.h"
38 #include "main/uniforms.h"
39 #include "program/program.h"
40 #include "program/prog_parameter.h"
41 #include "program/hash_table.h"
42 #include "ralloc.h"
43
44 /**********************************************************************/
45 /*** Shader object functions ***/
46 /**********************************************************************/
47
48
49 /**
50 * Set ptr to point to sh.
51 * If ptr is pointing to another shader, decrement its refcount (and delete
52 * if refcount hits zero).
53 * Then set ptr to point to sh, incrementing its refcount.
54 */
55 void
_mesa_reference_shader(struct gl_context * ctx,struct gl_shader ** ptr,struct gl_shader * sh)56 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
57 struct gl_shader *sh)
58 {
59 assert(ptr);
60 if (*ptr == sh) {
61 /* no-op */
62 return;
63 }
64 if (*ptr) {
65 /* Unreference the old shader */
66 GLboolean deleteFlag = GL_FALSE;
67 struct gl_shader *old = *ptr;
68
69 ASSERT(old->RefCount > 0);
70 old->RefCount--;
71 /*printf("SHADER DECR %p (%d) to %d\n",
72 (void*) old, old->Name, old->RefCount);*/
73 deleteFlag = (old->RefCount == 0);
74
75 if (deleteFlag) {
76 if (old->Name != 0)
77 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
78 ctx->Driver.DeleteShader(ctx, old);
79 }
80
81 *ptr = NULL;
82 }
83 assert(!*ptr);
84
85 if (sh) {
86 /* reference new */
87 sh->RefCount++;
88 /*printf("SHADER INCR %p (%d) to %d\n",
89 (void*) sh, sh->Name, sh->RefCount);*/
90 *ptr = sh;
91 }
92 }
93
94 void
_mesa_init_shader(struct gl_context * ctx,struct gl_shader * shader)95 _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
96 {
97 shader->RefCount = 1;
98 }
99
100 /**
101 * Allocate a new gl_shader object, initialize it.
102 * Called via ctx->Driver.NewShader()
103 */
104 struct gl_shader *
_mesa_new_shader(struct gl_context * ctx,GLuint name,GLenum type)105 _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
106 {
107 struct gl_shader *shader;
108 assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER ||
109 type == GL_GEOMETRY_SHADER_ARB);
110 shader = rzalloc(NULL, struct gl_shader);
111 if (shader) {
112 shader->Type = type;
113 shader->Name = name;
114 _mesa_init_shader(ctx, shader);
115 }
116 return shader;
117 }
118
119
120 /**
121 * Delete a shader object.
122 * Called via ctx->Driver.DeleteShader().
123 */
124 static void
_mesa_delete_shader(struct gl_context * ctx,struct gl_shader * sh)125 _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
126 {
127 if (sh->Source)
128 free((void *) sh->Source);
129 _mesa_reference_program(ctx, &sh->Program, NULL);
130 ralloc_free(sh);
131 }
132
133
134 /**
135 * Lookup a GLSL shader object.
136 */
137 struct gl_shader *
_mesa_lookup_shader(struct gl_context * ctx,GLuint name)138 _mesa_lookup_shader(struct gl_context *ctx, GLuint name)
139 {
140 if (name) {
141 struct gl_shader *sh = (struct gl_shader *)
142 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
143 /* Note that both gl_shader and gl_shader_program objects are kept
144 * in the same hash table. Check the object's type to be sure it's
145 * what we're expecting.
146 */
147 if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
148 return NULL;
149 }
150 return sh;
151 }
152 return NULL;
153 }
154
155
156 /**
157 * As above, but record an error if shader is not found.
158 */
159 struct gl_shader *
_mesa_lookup_shader_err(struct gl_context * ctx,GLuint name,const char * caller)160 _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
161 {
162 if (!name) {
163 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
164 return NULL;
165 }
166 else {
167 struct gl_shader *sh = (struct gl_shader *)
168 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
169 if (!sh) {
170 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
171 return NULL;
172 }
173 if (sh->Type == GL_SHADER_PROGRAM_MESA) {
174 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
175 return NULL;
176 }
177 return sh;
178 }
179 }
180
181
182
183 /**********************************************************************/
184 /*** Shader Program object functions ***/
185 /**********************************************************************/
186
187
188 /**
189 * Set ptr to point to shProg.
190 * If ptr is pointing to another object, decrement its refcount (and delete
191 * if refcount hits zero).
192 * Then set ptr to point to shProg, incrementing its refcount.
193 */
194 void
_mesa_reference_shader_program(struct gl_context * ctx,struct gl_shader_program ** ptr,struct gl_shader_program * shProg)195 _mesa_reference_shader_program(struct gl_context *ctx,
196 struct gl_shader_program **ptr,
197 struct gl_shader_program *shProg)
198 {
199 assert(ptr);
200 if (*ptr == shProg) {
201 /* no-op */
202 return;
203 }
204 if (*ptr) {
205 /* Unreference the old shader program */
206 GLboolean deleteFlag = GL_FALSE;
207 struct gl_shader_program *old = *ptr;
208
209 ASSERT(old->RefCount > 0);
210 old->RefCount--;
211 #if 0
212 printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
213 (void *) old, old->Name, old->RefCount);
214 #endif
215 deleteFlag = (old->RefCount == 0);
216
217 if (deleteFlag) {
218 if (old->Name != 0)
219 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
220 ctx->Driver.DeleteShaderProgram(ctx, old);
221 }
222
223 *ptr = NULL;
224 }
225 assert(!*ptr);
226
227 if (shProg) {
228 shProg->RefCount++;
229 #if 0
230 printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
231 (void *) shProg, shProg->Name, shProg->RefCount);
232 #endif
233 *ptr = shProg;
234 }
235 }
236
237 void
_mesa_init_shader_program(struct gl_context * ctx,struct gl_shader_program * prog)238 _mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog)
239 {
240 prog->Type = GL_SHADER_PROGRAM_MESA;
241 prog->RefCount = 1;
242
243 prog->AttributeBindings = string_to_uint_map_ctor();
244 prog->FragDataBindings = string_to_uint_map_ctor();
245 prog->FragDataIndexBindings = string_to_uint_map_ctor();
246
247 #if FEATURE_ARB_geometry_shader4
248 prog->Geom.VerticesOut = 0;
249 prog->Geom.InputType = GL_TRIANGLES;
250 prog->Geom.OutputType = GL_TRIANGLE_STRIP;
251 #endif
252
253 prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
254
255 prog->InfoLog = ralloc_strdup(prog, "");
256 }
257
258 /**
259 * Allocate a new gl_shader_program object, initialize it.
260 * Called via ctx->Driver.NewShaderProgram()
261 */
262 static struct gl_shader_program *
_mesa_new_shader_program(struct gl_context * ctx,GLuint name)263 _mesa_new_shader_program(struct gl_context *ctx, GLuint name)
264 {
265 struct gl_shader_program *shProg;
266 shProg = rzalloc(NULL, struct gl_shader_program);
267 if (shProg) {
268 shProg->Name = name;
269 _mesa_init_shader_program(ctx, shProg);
270 }
271 return shProg;
272 }
273
274
275 /**
276 * Clear (free) the shader program state that gets produced by linking.
277 */
278 void
_mesa_clear_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)279 _mesa_clear_shader_program_data(struct gl_context *ctx,
280 struct gl_shader_program *shProg)
281 {
282 if (shProg->UniformStorage) {
283 unsigned i;
284 for (i = 0; i < shProg->NumUserUniformStorage; ++i)
285 _mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
286 ralloc_free(shProg->UniformStorage);
287 shProg->NumUserUniformStorage = 0;
288 shProg->UniformStorage = NULL;
289 }
290
291 if (shProg->UniformHash) {
292 string_to_uint_map_dtor(shProg->UniformHash);
293 shProg->UniformHash = NULL;
294 }
295
296 assert(shProg->InfoLog != NULL);
297 ralloc_free(shProg->InfoLog);
298 shProg->InfoLog = ralloc_strdup(shProg, "");
299 }
300
301
302 /**
303 * Free all the data that hangs off a shader program object, but not the
304 * object itself.
305 */
306 void
_mesa_free_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)307 _mesa_free_shader_program_data(struct gl_context *ctx,
308 struct gl_shader_program *shProg)
309 {
310 GLuint i;
311 gl_shader_type sh;
312
313 assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
314
315 _mesa_clear_shader_program_data(ctx, shProg);
316
317 if (shProg->AttributeBindings) {
318 string_to_uint_map_dtor(shProg->AttributeBindings);
319 shProg->AttributeBindings = NULL;
320 }
321
322 if (shProg->FragDataBindings) {
323 string_to_uint_map_dtor(shProg->FragDataBindings);
324 shProg->FragDataBindings = NULL;
325 }
326
327 if (shProg->FragDataIndexBindings) {
328 string_to_uint_map_dtor(shProg->FragDataIndexBindings);
329 shProg->FragDataIndexBindings = NULL;
330 }
331
332 /* detach shaders */
333 for (i = 0; i < shProg->NumShaders; i++) {
334 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
335 }
336 shProg->NumShaders = 0;
337
338 if (shProg->Shaders) {
339 free(shProg->Shaders);
340 shProg->Shaders = NULL;
341 }
342
343 /* Transform feedback varying vars */
344 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
345 free(shProg->TransformFeedback.VaryingNames[i]);
346 }
347 free(shProg->TransformFeedback.VaryingNames);
348 shProg->TransformFeedback.VaryingNames = NULL;
349 shProg->TransformFeedback.NumVarying = 0;
350
351
352 for (sh = 0; sh < MESA_SHADER_TYPES; sh++) {
353 if (shProg->_LinkedShaders[sh] != NULL) {
354 ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[sh]);
355 shProg->_LinkedShaders[sh] = NULL;
356 }
357 }
358 }
359
360
361 /**
362 * Free/delete a shader program object.
363 * Called via ctx->Driver.DeleteShaderProgram().
364 */
365 static void
_mesa_delete_shader_program(struct gl_context * ctx,struct gl_shader_program * shProg)366 _mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg)
367 {
368 _mesa_free_shader_program_data(ctx, shProg);
369
370 ralloc_free(shProg);
371 }
372
373
374 /**
375 * Lookup a GLSL program object.
376 */
377 struct gl_shader_program *
_mesa_lookup_shader_program(struct gl_context * ctx,GLuint name)378 _mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
379 {
380 struct gl_shader_program *shProg;
381 if (name) {
382 shProg = (struct gl_shader_program *)
383 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
384 /* Note that both gl_shader and gl_shader_program objects are kept
385 * in the same hash table. Check the object's type to be sure it's
386 * what we're expecting.
387 */
388 if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
389 return NULL;
390 }
391 return shProg;
392 }
393 return NULL;
394 }
395
396
397 /**
398 * As above, but record an error if program is not found.
399 */
400 struct gl_shader_program *
_mesa_lookup_shader_program_err(struct gl_context * ctx,GLuint name,const char * caller)401 _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
402 const char *caller)
403 {
404 if (!name) {
405 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
406 return NULL;
407 }
408 else {
409 struct gl_shader_program *shProg = (struct gl_shader_program *)
410 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
411 if (!shProg) {
412 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
413 return NULL;
414 }
415 if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
416 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
417 return NULL;
418 }
419 return shProg;
420 }
421 }
422
423
424 void
_mesa_init_shader_object_functions(struct dd_function_table * driver)425 _mesa_init_shader_object_functions(struct dd_function_table *driver)
426 {
427 driver->NewShader = _mesa_new_shader;
428 driver->DeleteShader = _mesa_delete_shader;
429 driver->NewShaderProgram = _mesa_new_shader_program;
430 driver->DeleteShaderProgram = _mesa_delete_shader_program;
431 driver->LinkShader = _mesa_ir_link_shader;
432 }
433