mesa: make _mesa_lookup_list() non-static
[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/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
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
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 *
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
125 _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
126 {
127 free((void *)sh->Source);
128 _mesa_reference_program(ctx, &sh->Program, NULL);
129 ralloc_free(sh);
130 }
131
132
133 /**
134 * Lookup a GLSL shader object.
135 */
136 struct gl_shader *
137 _mesa_lookup_shader(struct gl_context *ctx, GLuint name)
138 {
139 if (name) {
140 struct gl_shader *sh = (struct gl_shader *)
141 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
142 /* Note that both gl_shader and gl_shader_program objects are kept
143 * in the same hash table. Check the object's type to be sure it's
144 * what we're expecting.
145 */
146 if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
147 return NULL;
148 }
149 return sh;
150 }
151 return NULL;
152 }
153
154
155 /**
156 * As above, but record an error if shader is not found.
157 */
158 struct gl_shader *
159 _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
160 {
161 if (!name) {
162 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
163 return NULL;
164 }
165 else {
166 struct gl_shader *sh = (struct gl_shader *)
167 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
168 if (!sh) {
169 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
170 return NULL;
171 }
172 if (sh->Type == GL_SHADER_PROGRAM_MESA) {
173 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
174 return NULL;
175 }
176 return sh;
177 }
178 }
179
180
181
182 /**********************************************************************/
183 /*** Shader Program object functions ***/
184 /**********************************************************************/
185
186
187 /**
188 * Set ptr to point to shProg.
189 * If ptr is pointing to another object, decrement its refcount (and delete
190 * if refcount hits zero).
191 * Then set ptr to point to shProg, incrementing its refcount.
192 */
193 void
194 _mesa_reference_shader_program(struct gl_context *ctx,
195 struct gl_shader_program **ptr,
196 struct gl_shader_program *shProg)
197 {
198 assert(ptr);
199 if (*ptr == shProg) {
200 /* no-op */
201 return;
202 }
203 if (*ptr) {
204 /* Unreference the old shader program */
205 GLboolean deleteFlag = GL_FALSE;
206 struct gl_shader_program *old = *ptr;
207
208 ASSERT(old->RefCount > 0);
209 old->RefCount--;
210 #if 0
211 printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
212 (void *) old, old->Name, old->RefCount);
213 #endif
214 deleteFlag = (old->RefCount == 0);
215
216 if (deleteFlag) {
217 if (old->Name != 0)
218 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
219 ctx->Driver.DeleteShaderProgram(ctx, old);
220 }
221
222 *ptr = NULL;
223 }
224 assert(!*ptr);
225
226 if (shProg) {
227 shProg->RefCount++;
228 #if 0
229 printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
230 (void *) shProg, shProg->Name, shProg->RefCount);
231 #endif
232 *ptr = shProg;
233 }
234 }
235
236 void
237 _mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog)
238 {
239 prog->Type = GL_SHADER_PROGRAM_MESA;
240 prog->RefCount = 1;
241
242 prog->AttributeBindings = string_to_uint_map_ctor();
243 prog->FragDataBindings = string_to_uint_map_ctor();
244 prog->FragDataIndexBindings = string_to_uint_map_ctor();
245
246 prog->Geom.VerticesOut = 0;
247 prog->Geom.InputType = GL_TRIANGLES;
248 prog->Geom.OutputType = GL_TRIANGLE_STRIP;
249
250 prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
251
252 prog->InfoLog = ralloc_strdup(prog, "");
253 }
254
255 /**
256 * Allocate a new gl_shader_program object, initialize it.
257 * Called via ctx->Driver.NewShaderProgram()
258 */
259 static struct gl_shader_program *
260 _mesa_new_shader_program(struct gl_context *ctx, GLuint name)
261 {
262 struct gl_shader_program *shProg;
263 shProg = rzalloc(NULL, struct gl_shader_program);
264 if (shProg) {
265 shProg->Name = name;
266 _mesa_init_shader_program(ctx, shProg);
267 }
268 return shProg;
269 }
270
271
272 /**
273 * Clear (free) the shader program state that gets produced by linking.
274 */
275 void
276 _mesa_clear_shader_program_data(struct gl_context *ctx,
277 struct gl_shader_program *shProg)
278 {
279 if (shProg->UniformStorage) {
280 unsigned i;
281 for (i = 0; i < shProg->NumUserUniformStorage; ++i)
282 _mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
283 ralloc_free(shProg->UniformStorage);
284 shProg->NumUserUniformStorage = 0;
285 shProg->UniformStorage = NULL;
286 shProg->UniformLocationBaseScale = 0;
287 }
288
289 if (shProg->UniformHash) {
290 string_to_uint_map_dtor(shProg->UniformHash);
291 shProg->UniformHash = NULL;
292 }
293
294 assert(shProg->InfoLog != NULL);
295 ralloc_free(shProg->InfoLog);
296 shProg->InfoLog = ralloc_strdup(shProg, "");
297 }
298
299
300 /**
301 * Free all the data that hangs off a shader program object, but not the
302 * object itself.
303 */
304 void
305 _mesa_free_shader_program_data(struct gl_context *ctx,
306 struct gl_shader_program *shProg)
307 {
308 GLuint i;
309 gl_shader_type sh;
310
311 assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
312
313 _mesa_clear_shader_program_data(ctx, shProg);
314
315 if (shProg->AttributeBindings) {
316 string_to_uint_map_dtor(shProg->AttributeBindings);
317 shProg->AttributeBindings = NULL;
318 }
319
320 if (shProg->FragDataBindings) {
321 string_to_uint_map_dtor(shProg->FragDataBindings);
322 shProg->FragDataBindings = NULL;
323 }
324
325 if (shProg->FragDataIndexBindings) {
326 string_to_uint_map_dtor(shProg->FragDataIndexBindings);
327 shProg->FragDataIndexBindings = NULL;
328 }
329
330 /* detach shaders */
331 for (i = 0; i < shProg->NumShaders; i++) {
332 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
333 }
334 shProg->NumShaders = 0;
335
336 free(shProg->Shaders);
337 shProg->Shaders = NULL;
338
339 /* Transform feedback varying vars */
340 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
341 free(shProg->TransformFeedback.VaryingNames[i]);
342 }
343 free(shProg->TransformFeedback.VaryingNames);
344 shProg->TransformFeedback.VaryingNames = NULL;
345 shProg->TransformFeedback.NumVarying = 0;
346
347
348 for (sh = 0; sh < MESA_SHADER_TYPES; sh++) {
349 if (shProg->_LinkedShaders[sh] != NULL) {
350 ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[sh]);
351 shProg->_LinkedShaders[sh] = NULL;
352 }
353 }
354 }
355
356
357 /**
358 * Free/delete a shader program object.
359 * Called via ctx->Driver.DeleteShaderProgram().
360 */
361 static void
362 _mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg)
363 {
364 _mesa_free_shader_program_data(ctx, shProg);
365
366 ralloc_free(shProg);
367 }
368
369
370 /**
371 * Lookup a GLSL program object.
372 */
373 struct gl_shader_program *
374 _mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
375 {
376 struct gl_shader_program *shProg;
377 if (name) {
378 shProg = (struct gl_shader_program *)
379 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
380 /* Note that both gl_shader and gl_shader_program objects are kept
381 * in the same hash table. Check the object's type to be sure it's
382 * what we're expecting.
383 */
384 if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
385 return NULL;
386 }
387 return shProg;
388 }
389 return NULL;
390 }
391
392
393 /**
394 * As above, but record an error if program is not found.
395 */
396 struct gl_shader_program *
397 _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
398 const char *caller)
399 {
400 if (!name) {
401 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
402 return NULL;
403 }
404 else {
405 struct gl_shader_program *shProg = (struct gl_shader_program *)
406 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
407 if (!shProg) {
408 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
409 return NULL;
410 }
411 if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
412 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
413 return NULL;
414 }
415 return shProg;
416 }
417 }
418
419
420 void
421 _mesa_init_shader_object_functions(struct dd_function_table *driver)
422 {
423 driver->NewShader = _mesa_new_shader;
424 driver->DeleteShader = _mesa_delete_shader;
425 driver->NewShaderProgram = _mesa_new_shader_program;
426 driver->DeleteShaderProgram = _mesa_delete_shader_program;
427 driver->LinkShader = _mesa_ir_link_shader;
428 }