main: Add MESA_VERBOSE=api for LinkProgram & UseProgram
[mesa.git] / src / mesa / main / shaderobj.c
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file shaderobj.c
28 * \author Brian Paul
29 *
30 */
31
32
33 #include "main/glheader.h"
34 #include "main/context.h"
35 #include "main/hash.h"
36 #include "main/mtypes.h"
37 #include "main/shaderapi.h"
38 #include "main/shaderobj.h"
39 #include "main/uniforms.h"
40 #include "program/program.h"
41 #include "program/prog_parameter.h"
42 #include "program/hash_table.h"
43 #include "util/ralloc.h"
44
45 /**********************************************************************/
46 /*** Shader object functions ***/
47 /**********************************************************************/
48
49
50 /**
51 * Set ptr to point to sh.
52 * If ptr is pointing to another shader, decrement its refcount (and delete
53 * if refcount hits zero).
54 * Then set ptr to point to sh, incrementing its refcount.
55 */
56 void
57 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
58 struct gl_shader *sh)
59 {
60 assert(ptr);
61 if (*ptr == sh) {
62 /* no-op */
63 return;
64 }
65 if (*ptr) {
66 /* Unreference the old shader */
67 GLboolean deleteFlag = GL_FALSE;
68 struct gl_shader *old = *ptr;
69
70 assert(old->RefCount > 0);
71 old->RefCount--;
72 deleteFlag = (old->RefCount == 0);
73
74 if (deleteFlag) {
75 if (old->Name != 0)
76 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
77 _mesa_delete_shader(ctx, old);
78 }
79
80 *ptr = NULL;
81 }
82 assert(!*ptr);
83
84 if (sh) {
85 /* reference new */
86 sh->RefCount++;
87 *ptr = sh;
88 }
89 }
90
91 void
92 _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
93 {
94 shader->RefCount = 1;
95 }
96
97 /**
98 * Allocate a new gl_shader object, initialize it.
99 * Called via ctx->Driver.NewShader()
100 */
101 struct gl_shader *
102 _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
103 {
104 struct gl_shader *shader;
105 assert(_mesa_validate_shader_target(ctx, type));
106 shader = rzalloc(NULL, struct gl_shader);
107 if (shader) {
108 shader->Type = type;
109 shader->Stage = _mesa_shader_enum_to_shader_stage(type);
110 shader->Name = name;
111 _mesa_init_shader(ctx, shader);
112 }
113 return shader;
114 }
115
116
117 /**
118 * Delete a shader object.
119 */
120 void
121 _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
122 {
123 free((void *)sh->Source);
124 free(sh->Label);
125 _mesa_reference_program(ctx, &sh->Program, NULL);
126 ralloc_free(sh);
127 }
128
129
130 /**
131 * Lookup a GLSL shader object.
132 */
133 struct gl_shader *
134 _mesa_lookup_shader(struct gl_context *ctx, GLuint name)
135 {
136 if (name) {
137 struct gl_shader *sh = (struct gl_shader *)
138 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
139 /* Note that both gl_shader and gl_shader_program objects are kept
140 * in the same hash table. Check the object's type to be sure it's
141 * what we're expecting.
142 */
143 if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
144 return NULL;
145 }
146 return sh;
147 }
148 return NULL;
149 }
150
151
152 /**
153 * As above, but record an error if shader is not found.
154 */
155 struct gl_shader *
156 _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
157 {
158 if (!name) {
159 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
160 return NULL;
161 }
162 else {
163 struct gl_shader *sh = (struct gl_shader *)
164 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
165 if (!sh) {
166 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
167 return NULL;
168 }
169 if (sh->Type == GL_SHADER_PROGRAM_MESA) {
170 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
171 return NULL;
172 }
173 return sh;
174 }
175 }
176
177
178
179 /**********************************************************************/
180 /*** Shader Program object functions ***/
181 /**********************************************************************/
182
183
184 /**
185 * Set ptr to point to shProg.
186 * If ptr is pointing to another object, decrement its refcount (and delete
187 * if refcount hits zero).
188 * Then set ptr to point to shProg, incrementing its refcount.
189 */
190 void
191 _mesa_reference_shader_program_(struct gl_context *ctx,
192 struct gl_shader_program **ptr,
193 struct gl_shader_program *shProg)
194 {
195 assert(ptr);
196 if (*ptr == shProg) {
197 /* no-op */
198 return;
199 }
200 if (*ptr) {
201 /* Unreference the old shader program */
202 GLboolean deleteFlag = GL_FALSE;
203 struct gl_shader_program *old = *ptr;
204
205 assert(old->RefCount > 0);
206 old->RefCount--;
207 deleteFlag = (old->RefCount == 0);
208
209 if (deleteFlag) {
210 if (old->Name != 0)
211 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
212 _mesa_delete_shader_program(ctx, old);
213 }
214
215 *ptr = NULL;
216 }
217 assert(!*ptr);
218
219 if (shProg) {
220 shProg->RefCount++;
221 *ptr = shProg;
222 }
223 }
224
225 static void
226 init_shader_program(struct gl_shader_program *prog)
227 {
228 prog->Type = GL_SHADER_PROGRAM_MESA;
229 prog->RefCount = 1;
230
231 prog->AttributeBindings = string_to_uint_map_ctor();
232 prog->FragDataBindings = string_to_uint_map_ctor();
233 prog->FragDataIndexBindings = string_to_uint_map_ctor();
234
235 prog->Geom.VerticesOut = 0;
236 prog->Geom.InputType = GL_TRIANGLES;
237 prog->Geom.OutputType = GL_TRIANGLE_STRIP;
238 prog->Geom.UsesEndPrimitive = false;
239 prog->Geom.UsesStreams = false;
240
241 prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
242
243 prog->InfoLog = ralloc_strdup(prog, "");
244 }
245
246 /**
247 * Allocate a new gl_shader_program object, initialize it.
248 */
249 struct gl_shader_program *
250 _mesa_new_shader_program(GLuint name)
251 {
252 struct gl_shader_program *shProg;
253 shProg = rzalloc(NULL, struct gl_shader_program);
254 if (shProg) {
255 shProg->Name = name;
256 init_shader_program(shProg);
257 }
258 return shProg;
259 }
260
261
262 /**
263 * Clear (free) the shader program state that gets produced by linking.
264 */
265 void
266 _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
267 {
268 unsigned i;
269
270 if (shProg->UniformStorage) {
271 for (i = 0; i < shProg->NumUniformStorage; ++i)
272 _mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
273 ralloc_free(shProg->UniformStorage);
274 shProg->NumUniformStorage = 0;
275 shProg->UniformStorage = NULL;
276 }
277
278 if (shProg->UniformRemapTable) {
279 ralloc_free(shProg->UniformRemapTable);
280 shProg->NumUniformRemapTable = 0;
281 shProg->UniformRemapTable = NULL;
282 }
283
284 if (shProg->UniformHash) {
285 string_to_uint_map_dtor(shProg->UniformHash);
286 shProg->UniformHash = NULL;
287 }
288
289 assert(shProg->InfoLog != NULL);
290 ralloc_free(shProg->InfoLog);
291 shProg->InfoLog = ralloc_strdup(shProg, "");
292
293 ralloc_free(shProg->BufferInterfaceBlocks);
294 shProg->BufferInterfaceBlocks = NULL;
295 shProg->NumBufferInterfaceBlocks = 0;
296 for (i = 0; i < MESA_SHADER_STAGES; i++) {
297 ralloc_free(shProg->InterfaceBlockStageIndex[i]);
298 shProg->InterfaceBlockStageIndex[i] = NULL;
299 }
300
301 ralloc_free(shProg->AtomicBuffers);
302 shProg->AtomicBuffers = NULL;
303 shProg->NumAtomicBuffers = 0;
304
305 if (shProg->ProgramResourceList) {
306 ralloc_free(shProg->ProgramResourceList);
307 shProg->ProgramResourceList = NULL;
308 shProg->NumProgramResourceList = 0;
309 }
310 }
311
312
313 /**
314 * Free all the data that hangs off a shader program object, but not the
315 * object itself.
316 */
317 void
318 _mesa_free_shader_program_data(struct gl_context *ctx,
319 struct gl_shader_program *shProg)
320 {
321 GLuint i;
322 gl_shader_stage sh;
323
324 assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
325
326 _mesa_clear_shader_program_data(shProg);
327
328 if (shProg->AttributeBindings) {
329 string_to_uint_map_dtor(shProg->AttributeBindings);
330 shProg->AttributeBindings = NULL;
331 }
332
333 if (shProg->FragDataBindings) {
334 string_to_uint_map_dtor(shProg->FragDataBindings);
335 shProg->FragDataBindings = NULL;
336 }
337
338 if (shProg->FragDataIndexBindings) {
339 string_to_uint_map_dtor(shProg->FragDataIndexBindings);
340 shProg->FragDataIndexBindings = NULL;
341 }
342
343 /* detach shaders */
344 for (i = 0; i < shProg->NumShaders; i++) {
345 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
346 }
347 shProg->NumShaders = 0;
348
349 free(shProg->Shaders);
350 shProg->Shaders = NULL;
351
352 /* Transform feedback varying vars */
353 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
354 free(shProg->TransformFeedback.VaryingNames[i]);
355 }
356 free(shProg->TransformFeedback.VaryingNames);
357 shProg->TransformFeedback.VaryingNames = NULL;
358 shProg->TransformFeedback.NumVarying = 0;
359
360
361 for (sh = 0; sh < MESA_SHADER_STAGES; sh++) {
362 if (shProg->_LinkedShaders[sh] != NULL) {
363 _mesa_delete_shader(ctx, shProg->_LinkedShaders[sh]);
364 shProg->_LinkedShaders[sh] = NULL;
365 }
366 }
367
368 free(shProg->Label);
369 shProg->Label = NULL;
370 }
371
372
373 /**
374 * Free/delete a shader program object.
375 */
376 void
377 _mesa_delete_shader_program(struct gl_context *ctx,
378 struct gl_shader_program *shProg)
379 {
380 _mesa_free_shader_program_data(ctx, shProg);
381
382 ralloc_free(shProg);
383 }
384
385
386 /**
387 * Lookup a GLSL program object.
388 */
389 struct gl_shader_program *
390 _mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
391 {
392 struct gl_shader_program *shProg;
393 if (name) {
394 shProg = (struct gl_shader_program *)
395 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
396 /* Note that both gl_shader and gl_shader_program objects are kept
397 * in the same hash table. Check the object's type to be sure it's
398 * what we're expecting.
399 */
400 if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
401 return NULL;
402 }
403 return shProg;
404 }
405 return NULL;
406 }
407
408
409 /**
410 * As above, but record an error if program is not found.
411 */
412 struct gl_shader_program *
413 _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
414 const char *caller)
415 {
416 if (!name) {
417 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
418 return NULL;
419 }
420 else {
421 struct gl_shader_program *shProg = (struct gl_shader_program *)
422 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
423 if (!shProg) {
424 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
425 return NULL;
426 }
427 if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
428 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
429 return NULL;
430 }
431 return shProg;
432 }
433 }
434
435
436 void
437 _mesa_init_shader_object_functions(struct dd_function_table *driver)
438 {
439 driver->NewShader = _mesa_new_shader;
440 driver->LinkShader = _mesa_ir_link_shader;
441 }