--- /dev/null
+/*
+ * Copyright © 2012 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * 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
+ * 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.
+ */
+
+/** \file marshal.c
+ *
+ * Custom functions for marshalling GL calls from the main thread to a worker
+ * thread when automatic code generation isn't appropriate.
+ */
+
+#include "marshal.h"
+#include "dispatch.h"
+#include "marshal_generated.h"
+
+struct marshal_cmd_ShaderSource
+{
+ struct marshal_cmd_base cmd_base;
+ GLuint shader;
+ GLsizei count;
+ /* Followed by GLint length[count], then the contents of all strings,
+ * concatenated.
+ */
+};
+
+
+void
+_mesa_unmarshal_ShaderSource(struct gl_context *ctx,
+ const struct marshal_cmd_ShaderSource *cmd)
+{
+ const GLint *cmd_length = (const GLint *) (cmd + 1);
+ const GLchar *cmd_strings = (const GLchar *) (cmd_length + cmd->count);
+ /* TODO: how to deal with malloc failure? */
+ const GLchar * *string = malloc(cmd->count * sizeof(const GLchar *));
+ int i;
+
+ for (i = 0; i < cmd->count; ++i) {
+ string[i] = cmd_strings;
+ cmd_strings += cmd_length[i];
+ }
+ CALL_ShaderSource(ctx->CurrentServerDispatch,
+ (cmd->shader, cmd->count, string, cmd_length));
+ free(string);
+}
+
+
+static size_t
+measure_ShaderSource_strings(GLsizei count, const GLchar * const *string,
+ const GLint *length_in, GLint *length_out)
+{
+ int i;
+ size_t total_string_length = 0;
+
+ for (i = 0; i < count; ++i) {
+ if (length_in == NULL || length_in[i] < 0) {
+ if (string[i])
+ length_out[i] = strlen(string[i]);
+ } else {
+ length_out[i] = length_in[i];
+ }
+ total_string_length += length_out[i];
+ }
+ return total_string_length;
+}
+
+
+void GLAPIENTRY
+_mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
+ const GLchar * const *string, const GLint *length)
+{
+ /* TODO: how to report an error if count < 0? */
+
+ GET_CURRENT_CONTEXT(ctx);
+ /* TODO: how to deal with malloc failure? */
+ const size_t fixed_cmd_size = sizeof(struct marshal_cmd_ShaderSource);
+ STATIC_ASSERT(sizeof(struct marshal_cmd_ShaderSource) % sizeof(GLint) == 0);
+ size_t length_size = count * sizeof(GLint);
+ GLint *length_tmp = malloc(length_size);
+ size_t total_string_length =
+ measure_ShaderSource_strings(count, string, length, length_tmp);
+ size_t total_cmd_size = fixed_cmd_size + length_size + total_string_length;
+
+ if (total_cmd_size <= MARSHAL_MAX_CMD_SIZE) {
+ struct marshal_cmd_ShaderSource *cmd =
+ _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_ShaderSource,
+ total_cmd_size);
+ GLint *cmd_length = (GLint *) (cmd + 1);
+ GLchar *cmd_strings = (GLchar *) (cmd_length + count);
+ int i;
+
+ cmd->shader = shader;
+ cmd->count = count;
+ memcpy(cmd_length, length_tmp, length_size);
+ for (i = 0; i < count; ++i) {
+ memcpy(cmd_strings, string[i], cmd_length[i]);
+ cmd_strings += cmd_length[i];
+ }
+ _mesa_post_marshal_hook(ctx);
+ } else {
+ _mesa_glthread_finish(ctx);
+ CALL_ShaderSource(ctx->CurrentServerDispatch,
+ (shader, count, string, length_tmp));
+ }
+ free(length_tmp);
+}