* 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.
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
/**
#include "main/glheader.h"
#include "main/context.h"
#include "main/hash.h"
+#include "main/mtypes.h"
#include "main/shaderobj.h"
+#include "main/uniforms.h"
#include "program/program.h"
#include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
-#include "talloc.h"
+#include "program/hash_table.h"
+#include "ralloc.h"
/**********************************************************************/
/*** Shader object functions ***/
* Then set ptr to point to sh, incrementing its refcount.
*/
void
-_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
+_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
assert(ptr);
deleteFlag = (old->RefCount == 0);
if (deleteFlag) {
- _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+ if (old->Name != 0)
+ _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
ctx->Driver.DeleteShader(ctx, old);
}
}
}
+void
+_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
+{
+ shader->RefCount = 1;
+}
/**
* Allocate a new gl_shader object, initialize it.
* Called via ctx->Driver.NewShader()
*/
struct gl_shader *
-_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
+_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER ||
type == GL_GEOMETRY_SHADER_ARB);
- shader = talloc_zero(NULL, struct gl_shader);
+ shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
shader->Name = name;
- shader->RefCount = 1;
+ _mesa_init_shader(ctx, shader);
}
return shader;
}
* Called via ctx->Driver.DeleteShader().
*/
static void
-__mesa_delete_shader(GLcontext *ctx, struct gl_shader *sh)
+_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
{
- if (sh->Source)
- free((void *) sh->Source);
+ free((void *)sh->Source);
+ free(sh->Label);
_mesa_reference_program(ctx, &sh->Program, NULL);
- talloc_free(sh);
+ ralloc_free(sh);
}
* Lookup a GLSL shader object.
*/
struct gl_shader *
-_mesa_lookup_shader(GLcontext *ctx, GLuint name)
+_mesa_lookup_shader(struct gl_context *ctx, GLuint name)
{
if (name) {
struct gl_shader *sh = (struct gl_shader *)
* 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)
+_mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
{
if (!name) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s", 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);
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
return NULL;
}
if (sh->Type == GL_SHADER_PROGRAM_MESA) {
- _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
return NULL;
}
return sh;
* Then set ptr to point to shProg, incrementing its refcount.
*/
void
-_mesa_reference_shader_program(GLcontext *ctx,
+_mesa_reference_shader_program(struct gl_context *ctx,
struct gl_shader_program **ptr,
struct gl_shader_program *shProg)
{
deleteFlag = (old->RefCount == 0);
if (deleteFlag) {
- _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+ if (old->Name != 0)
+ _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
ctx->Driver.DeleteShaderProgram(ctx, old);
}
}
}
+void
+_mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ prog->Type = GL_SHADER_PROGRAM_MESA;
+ prog->RefCount = 1;
+
+ prog->AttributeBindings = string_to_uint_map_ctor();
+ prog->FragDataBindings = string_to_uint_map_ctor();
+ prog->FragDataIndexBindings = string_to_uint_map_ctor();
+
+ prog->Geom.VerticesOut = 0;
+ prog->Geom.InputType = GL_TRIANGLES;
+ prog->Geom.OutputType = GL_TRIANGLE_STRIP;
+
+ prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
+
+ prog->InfoLog = ralloc_strdup(prog, "");
+}
/**
* 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)
+_mesa_new_shader_program(struct gl_context *ctx, GLuint name)
{
struct gl_shader_program *shProg;
- shProg = talloc_zero(NULL, struct gl_shader_program);
+ shProg = rzalloc(NULL, struct gl_shader_program);
if (shProg) {
- shProg->Type = GL_SHADER_PROGRAM_MESA;
shProg->Name = name;
- shProg->RefCount = 1;
- shProg->Attributes = _mesa_new_parameter_list();
-#if FEATURE_ARB_geometry_shader4
- shProg->Geom.VerticesOut = 0;
- shProg->Geom.InputType = GL_TRIANGLES;
- shProg->Geom.OutputType = GL_TRIANGLE_STRIP;
-#endif
+ _mesa_init_shader_program(ctx, shProg);
}
return shProg;
}
* Clear (free) the shader program state that gets produced by linking.
*/
void
-_mesa_clear_shader_program_data(GLcontext *ctx,
+_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
- _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
- _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
- _mesa_reference_geomprog(ctx, &shProg->GeometryProgram, NULL);
-
- if (shProg->Uniforms) {
- _mesa_free_uniform_list(shProg->Uniforms);
- shProg->Uniforms = NULL;
+ if (shProg->UniformStorage) {
+ unsigned i;
+ for (i = 0; i < shProg->NumUserUniformStorage; ++i)
+ _mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
+ ralloc_free(shProg->UniformStorage);
+ shProg->NumUserUniformStorage = 0;
+ shProg->UniformStorage = NULL;
+ shProg->UniformLocationBaseScale = 0;
}
- if (shProg->Varying) {
- _mesa_free_parameter_list(shProg->Varying);
- shProg->Varying = NULL;
+ if (shProg->UniformHash) {
+ string_to_uint_map_dtor(shProg->UniformHash);
+ shProg->UniformHash = NULL;
}
+
+ assert(shProg->InfoLog != NULL);
+ ralloc_free(shProg->InfoLog);
+ shProg->InfoLog = ralloc_strdup(shProg, "");
}
* object itself.
*/
void
-_mesa_free_shader_program_data(GLcontext *ctx,
+_mesa_free_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
GLuint i;
+ gl_shader_type sh;
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;
+ if (shProg->AttributeBindings) {
+ string_to_uint_map_dtor(shProg->AttributeBindings);
+ shProg->AttributeBindings = NULL;
+ }
+
+ if (shProg->FragDataBindings) {
+ string_to_uint_map_dtor(shProg->FragDataBindings);
+ shProg->FragDataBindings = NULL;
+ }
+
+ if (shProg->FragDataIndexBindings) {
+ string_to_uint_map_dtor(shProg->FragDataIndexBindings);
+ shProg->FragDataIndexBindings = NULL;
}
/* detach shaders */
}
shProg->NumShaders = 0;
- if (shProg->Shaders) {
- free(shProg->Shaders);
- shProg->Shaders = NULL;
- }
-
- if (shProg->InfoLog) {
- talloc_free(shProg->InfoLog);
- shProg->InfoLog = NULL;
- }
+ free(shProg->Shaders);
+ shProg->Shaders = NULL;
/* Transform feedback varying vars */
for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
free(shProg->TransformFeedback.VaryingNames);
shProg->TransformFeedback.VaryingNames = NULL;
shProg->TransformFeedback.NumVarying = 0;
+
+
+ for (sh = 0; sh < MESA_SHADER_TYPES; sh++) {
+ if (shProg->_LinkedShaders[sh] != NULL) {
+ ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[sh]);
+ shProg->_LinkedShaders[sh] = NULL;
+ }
+ }
+
+ free(shProg->Label);
}
* Called via ctx->Driver.DeleteShaderProgram().
*/
static void
-__mesa_delete_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
+_mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
- talloc_free(shProg);
+ ralloc_free(shProg);
}
* Lookup a GLSL program object.
*/
struct gl_shader_program *
-_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
+_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
{
struct gl_shader_program *shProg;
if (name) {
* As above, but record an error if program is not found.
*/
struct gl_shader_program *
-_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
+_mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
const char *caller)
{
if (!name) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s", 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);
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
return NULL;
}
if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
- _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
return NULL;
}
return shProg;
_mesa_init_shader_object_functions(struct dd_function_table *driver)
{
driver->NewShader = _mesa_new_shader;
- driver->DeleteShader = __mesa_delete_shader;
+ driver->DeleteShader = _mesa_delete_shader;
driver->NewShaderProgram = _mesa_new_shader_program;
- driver->DeleteShaderProgram = __mesa_delete_shader_program;
- driver->CompileShader = _mesa_ir_compile_shader;
+ driver->DeleteShaderProgram = _mesa_delete_shader_program;
driver->LinkShader = _mesa_ir_link_shader;
}