2 * Mesa 3-D graphics library
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
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 "util/ralloc.h"
43 #include "util/string_to_uint_map.h"
44 #include "util/u_atomic.h"
46 /**********************************************************************/
47 /*** Shader object functions ***/
48 /**********************************************************************/
52 * Set ptr to point to sh.
53 * If ptr is pointing to another shader, decrement its refcount (and delete
54 * if refcount hits zero).
55 * Then set ptr to point to sh, incrementing its refcount.
58 _mesa_reference_shader(struct gl_context
*ctx
, struct gl_shader
**ptr
,
67 /* Unreference the old shader */
68 struct gl_shader
*old
= *ptr
;
70 assert(old
->RefCount
> 0);
72 if (p_atomic_dec_zero(&old
->RefCount
)) {
74 _mesa_HashRemove(ctx
->Shared
->ShaderObjects
, old
->Name
);
75 _mesa_delete_shader(ctx
, old
);
84 p_atomic_inc(&sh
->RefCount
);
90 _mesa_init_shader(struct gl_shader
*shader
)
93 shader
->info
.Geom
.VerticesOut
= -1;
94 shader
->info
.Geom
.InputType
= GL_TRIANGLES
;
95 shader
->info
.Geom
.OutputType
= GL_TRIANGLE_STRIP
;
99 * Allocate a new gl_shader object, initialize it.
102 _mesa_new_shader(GLuint name
, gl_shader_stage stage
)
104 struct gl_shader
*shader
;
105 shader
= rzalloc(NULL
, struct gl_shader
);
107 shader
->Stage
= stage
;
110 shader
->SourceChecksum
= 0xa110c; /* alloc */
112 _mesa_init_shader(shader
);
119 * Delete a shader object.
122 _mesa_delete_shader(struct gl_context
*ctx
, struct gl_shader
*sh
)
124 free((void *)sh
->Source
);
131 * Delete a shader object.
134 _mesa_delete_linked_shader(struct gl_context
*ctx
,
135 struct gl_linked_shader
*sh
)
137 _mesa_reference_program(ctx
, &sh
->Program
, NULL
);
143 * Lookup a GLSL shader object.
146 _mesa_lookup_shader(struct gl_context
*ctx
, GLuint name
)
149 struct gl_shader
*sh
= (struct gl_shader
*)
150 _mesa_HashLookup(ctx
->Shared
->ShaderObjects
, name
);
151 /* Note that both gl_shader and gl_shader_program objects are kept
152 * in the same hash table. Check the object's type to be sure it's
153 * what we're expecting.
155 if (sh
&& sh
->Type
== GL_SHADER_PROGRAM_MESA
) {
165 * As above, but record an error if shader is not found.
168 _mesa_lookup_shader_err(struct gl_context
*ctx
, GLuint name
, const char *caller
)
171 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s", caller
);
175 struct gl_shader
*sh
= (struct gl_shader
*)
176 _mesa_HashLookup(ctx
->Shared
->ShaderObjects
, name
);
178 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s", caller
);
181 if (sh
->Type
== GL_SHADER_PROGRAM_MESA
) {
182 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s", caller
);
191 /**********************************************************************/
192 /*** Shader Program object functions ***/
193 /**********************************************************************/
197 _mesa_reference_shader_program_data(struct gl_context
*ctx
,
198 struct gl_shader_program_data
**ptr
,
199 struct gl_shader_program_data
*data
)
205 struct gl_shader_program_data
*oldData
= *ptr
;
207 assert(oldData
->RefCount
> 0);
209 if (p_atomic_dec_zero(&oldData
->RefCount
)) {
211 ralloc_free(oldData
);
218 p_atomic_inc(&data
->RefCount
);
224 * Set ptr to point to shProg.
225 * If ptr is pointing to another object, decrement its refcount (and delete
226 * if refcount hits zero).
227 * Then set ptr to point to shProg, incrementing its refcount.
230 _mesa_reference_shader_program_(struct gl_context
*ctx
,
231 struct gl_shader_program
**ptr
,
232 struct gl_shader_program
*shProg
)
235 if (*ptr
== shProg
) {
240 /* Unreference the old shader program */
241 struct gl_shader_program
*old
= *ptr
;
243 assert(old
->RefCount
> 0);
245 if (p_atomic_dec_zero(&old
->RefCount
)) {
247 _mesa_HashRemove(ctx
->Shared
->ShaderObjects
, old
->Name
);
248 _mesa_delete_shader_program(ctx
, old
);
256 p_atomic_inc(&shProg
->RefCount
);
261 static struct gl_shader_program_data
*
262 create_shader_program_data()
264 struct gl_shader_program_data
*data
;
265 data
= rzalloc(NULL
, struct gl_shader_program_data
);
273 init_shader_program(struct gl_shader_program
*prog
)
275 prog
->Type
= GL_SHADER_PROGRAM_MESA
;
278 prog
->AttributeBindings
= string_to_uint_map_ctor();
279 prog
->FragDataBindings
= string_to_uint_map_ctor();
280 prog
->FragDataIndexBindings
= string_to_uint_map_ctor();
282 prog
->Geom
.UsesEndPrimitive
= false;
283 prog
->Geom
.UsesStreams
= false;
285 prog
->Comp
.LocalSizeVariable
= false;
287 prog
->TransformFeedback
.BufferMode
= GL_INTERLEAVED_ATTRIBS
;
289 exec_list_make_empty(&prog
->EmptyUniformLocations
);
291 prog
->data
->InfoLog
= ralloc_strdup(prog
->data
, "");
295 * Allocate a new gl_shader_program object, initialize it.
297 struct gl_shader_program
*
298 _mesa_new_shader_program(GLuint name
)
300 struct gl_shader_program
*shProg
;
301 shProg
= rzalloc(NULL
, struct gl_shader_program
);
304 shProg
->data
= create_shader_program_data();
309 init_shader_program(shProg
);
316 * Clear (free) the shader program state that gets produced by linking.
319 _mesa_clear_shader_program_data(struct gl_context
*ctx
,
320 struct gl_shader_program
*shProg
)
322 for (gl_shader_stage sh
= 0; sh
< MESA_SHADER_STAGES
; sh
++) {
323 if (shProg
->_LinkedShaders
[sh
] != NULL
) {
324 _mesa_delete_linked_shader(ctx
, shProg
->_LinkedShaders
[sh
]);
325 shProg
->_LinkedShaders
[sh
] = NULL
;
329 shProg
->data
->linked_stages
= 0;
331 if (shProg
->data
->UniformStorage
) {
332 for (unsigned i
= 0; i
< shProg
->data
->NumUniformStorage
; ++i
)
333 _mesa_uniform_detach_all_driver_storage(&shProg
->data
->
335 ralloc_free(shProg
->data
->UniformStorage
);
336 shProg
->data
->NumUniformStorage
= 0;
337 shProg
->data
->UniformStorage
= NULL
;
340 if (shProg
->UniformRemapTable
) {
341 ralloc_free(shProg
->UniformRemapTable
);
342 shProg
->NumUniformRemapTable
= 0;
343 shProg
->UniformRemapTable
= NULL
;
346 if (shProg
->UniformHash
) {
347 string_to_uint_map_dtor(shProg
->UniformHash
);
348 shProg
->UniformHash
= NULL
;
351 assert(shProg
->data
->InfoLog
!= NULL
);
352 ralloc_free(shProg
->data
->InfoLog
);
353 shProg
->data
->InfoLog
= ralloc_strdup(shProg
->data
, "");
355 ralloc_free(shProg
->data
->UniformBlocks
);
356 shProg
->data
->UniformBlocks
= NULL
;
357 shProg
->data
->NumUniformBlocks
= 0;
359 ralloc_free(shProg
->data
->ShaderStorageBlocks
);
360 shProg
->data
->ShaderStorageBlocks
= NULL
;
361 shProg
->data
->NumShaderStorageBlocks
= 0;
363 ralloc_free(shProg
->data
->AtomicBuffers
);
364 shProg
->data
->AtomicBuffers
= NULL
;
365 shProg
->data
->NumAtomicBuffers
= 0;
367 if (shProg
->ProgramResourceList
) {
368 ralloc_free(shProg
->ProgramResourceList
);
369 shProg
->ProgramResourceList
= NULL
;
370 shProg
->NumProgramResourceList
= 0;
376 * Free all the data that hangs off a shader program object, but not the
380 _mesa_free_shader_program_data(struct gl_context
*ctx
,
381 struct gl_shader_program
*shProg
)
385 assert(shProg
->Type
== GL_SHADER_PROGRAM_MESA
);
387 _mesa_clear_shader_program_data(ctx
, shProg
);
389 if (shProg
->AttributeBindings
) {
390 string_to_uint_map_dtor(shProg
->AttributeBindings
);
391 shProg
->AttributeBindings
= NULL
;
394 if (shProg
->FragDataBindings
) {
395 string_to_uint_map_dtor(shProg
->FragDataBindings
);
396 shProg
->FragDataBindings
= NULL
;
399 if (shProg
->FragDataIndexBindings
) {
400 string_to_uint_map_dtor(shProg
->FragDataIndexBindings
);
401 shProg
->FragDataIndexBindings
= NULL
;
405 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
406 _mesa_reference_shader(ctx
, &shProg
->Shaders
[i
], NULL
);
408 shProg
->NumShaders
= 0;
410 free(shProg
->Shaders
);
411 shProg
->Shaders
= NULL
;
413 /* Transform feedback varying vars */
414 for (i
= 0; i
< shProg
->TransformFeedback
.NumVarying
; i
++) {
415 free(shProg
->TransformFeedback
.VaryingNames
[i
]);
417 free(shProg
->TransformFeedback
.VaryingNames
);
418 shProg
->TransformFeedback
.VaryingNames
= NULL
;
419 shProg
->TransformFeedback
.NumVarying
= 0;
422 shProg
->Label
= NULL
;
427 * Free/delete a shader program object.
430 _mesa_delete_shader_program(struct gl_context
*ctx
,
431 struct gl_shader_program
*shProg
)
433 _mesa_free_shader_program_data(ctx
, shProg
);
434 _mesa_reference_shader_program_data(ctx
, &shProg
->data
, NULL
);
440 * Lookup a GLSL program object.
442 struct gl_shader_program
*
443 _mesa_lookup_shader_program(struct gl_context
*ctx
, GLuint name
)
445 struct gl_shader_program
*shProg
;
447 shProg
= (struct gl_shader_program
*)
448 _mesa_HashLookup(ctx
->Shared
->ShaderObjects
, name
);
449 /* Note that both gl_shader and gl_shader_program objects are kept
450 * in the same hash table. Check the object's type to be sure it's
451 * what we're expecting.
453 if (shProg
&& shProg
->Type
!= GL_SHADER_PROGRAM_MESA
) {
463 * As above, but record an error if program is not found.
465 struct gl_shader_program
*
466 _mesa_lookup_shader_program_err(struct gl_context
*ctx
, GLuint name
,
470 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s", caller
);
474 struct gl_shader_program
*shProg
= (struct gl_shader_program
*)
475 _mesa_HashLookup(ctx
->Shared
->ShaderObjects
, name
);
477 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s", caller
);
480 if (shProg
->Type
!= GL_SHADER_PROGRAM_MESA
) {
481 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s", caller
);
490 _mesa_init_shader_object_functions(struct dd_function_table
*driver
)
492 driver
->LinkShader
= _mesa_ir_link_shader
;