mesa/glsl: Move string_to_uint_map into the util folder
[mesa.git] / src / mesa / main / shaderobj.c
index 216bbce003299a4501b0a259726f3606c2cf4d5e..350b677911ebb37e59f2e0fb870eda401c076899 100644 (file)
  * 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/shaderapi.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 "util/ralloc.h"
+#include "util/string_to_uint_map.h"
 
 /**********************************************************************/
 /*** Shader object functions                                        ***/
@@ -63,15 +67,14 @@ _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
       GLboolean deleteFlag = GL_FALSE;
       struct gl_shader *old = *ptr;
 
-      ASSERT(old->RefCount > 0);
+      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);
+        if (old->Name != 0)
+           _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+         _mesa_delete_shader(ctx, old);
       }
 
       *ptr = NULL;
@@ -81,33 +84,47 @@ _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
    if (sh) {
       /* reference new */
       sh->RefCount++;
-      /*printf("SHADER INCR %p (%d) to %d\n",
-        (void*) sh, sh->Name, sh->RefCount);*/
       *ptr = sh;
    }
 }
 
-void
-_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
+static void
+_mesa_init_shader(struct gl_shader *shader)
 {
    shader->RefCount = 1;
+   shader->info.Geom.VerticesOut = -1;
+   shader->info.Geom.InputType = GL_TRIANGLES;
+   shader->info.Geom.OutputType = GL_TRIANGLE_STRIP;
 }
 
 /**
  * Allocate a new gl_shader object, initialize it.
- * Called via ctx->Driver.NewShader()
  */
 struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
+_mesa_new_shader(GLuint name, gl_shader_stage stage)
 {
    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->Stage = stage;
       shader->Name = name;
-      _mesa_init_shader(ctx, shader);
+      _mesa_init_shader(shader);
+   }
+   return shader;
+}
+
+
+/**
+ * Allocate a new gl_linked_shader object.
+ * Called via ctx->Driver.NewShader()
+ */
+struct gl_linked_shader *
+_mesa_new_linked_shader(gl_shader_stage stage)
+{
+   struct gl_linked_shader *shader;
+   shader = rzalloc(NULL, struct gl_linked_shader);
+   if (shader) {
+      shader->Stage = stage;
    }
    return shader;
 }
@@ -115,15 +132,25 @@ _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
 
 /**
  * Delete a shader object.
- * Called via ctx->Driver.DeleteShader().
  */
-static void
+void
 _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);
+   ralloc_free(sh);
+}
+
+
+/**
+ * Delete a shader object.
+ */
+void
+_mesa_delete_linked_shader(struct gl_context *ctx,
+                           struct gl_linked_shader *sh)
+{
    _mesa_reference_program(ctx, &sh->Program, NULL);
-   talloc_free(sh);
+   ralloc_free(sh);
 }
 
 
@@ -188,9 +215,9 @@ _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
  * Then set ptr to point to shProg, incrementing its refcount.
  */
 void
-_mesa_reference_shader_program(struct gl_context *ctx,
-                               struct gl_shader_program **ptr,
-                               struct gl_shader_program *shProg)
+_mesa_reference_shader_program_(struct gl_context *ctx,
+                                struct gl_shader_program **ptr,
+                                struct gl_shader_program *shProg)
 {
    assert(ptr);
    if (*ptr == shProg) {
@@ -202,17 +229,14 @@ _mesa_reference_shader_program(struct gl_context *ctx,
       GLboolean deleteFlag = GL_FALSE;
       struct gl_shader_program *old = *ptr;
 
-      ASSERT(old->RefCount > 0);
+      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);
+        if (old->Name != 0)
+           _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+         _mesa_delete_shader_program(ctx, old);
       }
 
       *ptr = NULL;
@@ -221,39 +245,41 @@ _mesa_reference_shader_program(struct gl_context *ctx,
 
    if (shProg) {
       shProg->RefCount++;
-#if 0
-      printf("ShaderProgram %p ID=%u  RefCount++ to %d\n",
-             (void *) shProg, shProg->Name, shProg->RefCount);
-#endif
       *ptr = shProg;
    }
 }
 
-void
-_mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog)
+static void
+init_shader_program(struct gl_shader_program *prog)
 {
    prog->Type = GL_SHADER_PROGRAM_MESA;
    prog->RefCount = 1;
-   prog->Attributes = _mesa_new_parameter_list();
-#if FEATURE_ARB_geometry_shader4
-   prog->Geom.VerticesOut = 0;
-   prog->Geom.InputType = GL_TRIANGLES;
-   prog->Geom.OutputType = GL_TRIANGLE_STRIP;
-#endif
+
+   prog->AttributeBindings = string_to_uint_map_ctor();
+   prog->FragDataBindings = string_to_uint_map_ctor();
+   prog->FragDataIndexBindings = string_to_uint_map_ctor();
+
+   prog->Geom.UsesEndPrimitive = false;
+   prog->Geom.UsesStreams = false;
+
+   prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
+
+   exec_list_make_empty(&prog->EmptyUniformLocations);
+
+   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(struct gl_context *ctx, GLuint name)
+struct gl_shader_program *
+_mesa_new_shader_program(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->Name = name;
-      _mesa_init_shader_program(ctx, shProg);
+      init_shader_program(shProg);
    }
    return shProg;
 }
@@ -263,21 +289,49 @@ _mesa_new_shader_program(struct gl_context *ctx, GLuint name)
  * Clear (free) the shader program state that gets produced by linking.
  */
 void
-_mesa_clear_shader_program_data(struct gl_context *ctx,
-                                struct gl_shader_program *shProg)
+_mesa_clear_shader_program_data(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);
+   unsigned i;
+
+   if (shProg->UniformStorage) {
+      for (i = 0; i < shProg->NumUniformStorage; ++i)
+         _mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
+      ralloc_free(shProg->UniformStorage);
+      shProg->NumUniformStorage = 0;
+      shProg->UniformStorage = NULL;
+   }
 
-   if (shProg->Uniforms) {
-      _mesa_free_uniform_list(shProg->Uniforms);
-      shProg->Uniforms = NULL;
+   if (shProg->UniformRemapTable) {
+      ralloc_free(shProg->UniformRemapTable);
+      shProg->NumUniformRemapTable = 0;
+      shProg->UniformRemapTable = NULL;
    }
 
-   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, "");
+
+   ralloc_free(shProg->UniformBlocks);
+   shProg->UniformBlocks = NULL;
+   shProg->NumUniformBlocks = 0;
+
+   ralloc_free(shProg->ShaderStorageBlocks);
+   shProg->ShaderStorageBlocks = NULL;
+   shProg->NumShaderStorageBlocks = 0;
+
+   ralloc_free(shProg->AtomicBuffers);
+   shProg->AtomicBuffers = NULL;
+   shProg->NumAtomicBuffers = 0;
+
+   if (shProg->ProgramResourceList) {
+      ralloc_free(shProg->ProgramResourceList);
+      shProg->ProgramResourceList = NULL;
+      shProg->NumProgramResourceList = 0;
    }
 }
 
@@ -291,15 +345,25 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
                                struct gl_shader_program *shProg)
 {
    GLuint i;
-   gl_shader_type sh;
+   gl_shader_stage sh;
 
    assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
 
-   _mesa_clear_shader_program_data(ctx, shProg);
+   _mesa_clear_shader_program_data(shProg);
+
+   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->Attributes) {
-      _mesa_free_parameter_list(shProg->Attributes);
-      shProg->Attributes = NULL;
+   if (shProg->FragDataIndexBindings) {
+      string_to_uint_map_dtor(shProg->FragDataIndexBindings);
+      shProg->FragDataIndexBindings = NULL;
    }
 
    /* detach shaders */
@@ -308,15 +372,8 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
    }
    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++) {
@@ -327,25 +384,28 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
    shProg->TransformFeedback.NumVarying = 0;
 
 
-   for (sh = 0; sh < MESA_SHADER_TYPES; sh++) {
+   for (sh = 0; sh < MESA_SHADER_STAGES; sh++) {
       if (shProg->_LinkedShaders[sh] != NULL) {
-        ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[sh]);
+        _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]);
         shProg->_LinkedShaders[sh] = NULL;
       }
    }
+
+   free(shProg->Label);
+   shProg->Label = NULL;
 }
 
 
 /**
  * Free/delete a shader program object.
- * Called via ctx->Driver.DeleteShaderProgram().
  */
-static void
-_mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg)
+void
+_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);
 }
 
 
@@ -402,10 +462,6 @@ _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
 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;
-   driver->CompileShader = _mesa_ir_compile_shader;
+   driver->NewShader = _mesa_new_linked_shader;
    driver->LinkShader = _mesa_ir_link_shader;
 }