| /* |
| * 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" |
| |
| |
| /**********************************************************************/ |
| /*** 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() |
| */ |
| static 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); |
| shader = CALLOC_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); |
| if (sh->InfoLog) |
| free(sh->InfoLog); |
| _mesa_reference_program(ctx, &sh->Program, NULL); |
| 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 = CALLOC_STRUCT(gl_shader_program); |
| if (shProg) { |
| shProg->Type = GL_SHADER_PROGRAM_MESA; |
| shProg->Name = name; |
| shProg->RefCount = 1; |
| shProg->Attributes = _mesa_new_parameter_list(); |
| } |
| 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); |
| |
| 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) { |
| 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; |
| } |
| |
| |
| /** |
| * 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); |
| |
| 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; |
| } |