#include "math/m_xform.h"
#include "math/mathmod.h"
#endif
-#include "shaders.h"
+#include "shader_api.h"
#ifdef USE_SPARC_ASM
#include "sparc/sparc.h"
}
/**
- * Callback for deleting an shader object. Called by _mesa_HashDeleteAll().
+ * Callback for deleting shader and shader programs objects.
+ * Called by _mesa_HashDeleteAll().
*/
static void
-delete_shaderobj_cb(GLuint id, void *data, void *userData)
+delete_shader_cb(GLuint id, void *data, void *userData)
{
- /* XXX probably need to fix this */
- _mesa_free(data);
+ GLcontext *ctx = (GLcontext *) userData;
+ struct gl_shader *sh = (struct gl_shader *) data;
+ if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
+ _mesa_free_shader(ctx, sh);
+ }
+ else {
+ struct gl_shader_program *shProg = (struct gl_shader_program *) data;
+ ASSERT(shProg->Type == GL_SHADER_PROGRAM);
+ _mesa_free_shader_program(ctx, shProg);
+ }
}
_mesa_DeleteHashTable(ss->ArrayObjects);
#if FEATURE_ARB_shader_objects
- /* XXX SLANG TO-DO */
- /*
- struct _mesa_HashTable *ShaderObjects;
- struct _mesa_HashTable *ProgramObjects;
- */
+ _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
+ _mesa_DeleteHashTable(ss->ShaderObjects);
#endif
#if FEATURE_EXT_framebuffer_object
/**
- * A GLSL shader object
+ * A GLSL shader object.
*/
struct gl_shader
{
GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER (first field!) */
GLuint Name; /**< AKA the handle */
- GLint RefCount;
+ GLint RefCount; /**< Reference count */
+ GLboolean DeletePending;
+
const GLchar *Source; /**< Source code string */
GLboolean CompileStatus;
- GLboolean DeletePending;
GLuint NumPrograms; /**< size of Programs[] array */
struct gl_program **Programs; /**< Post-compile assembly code */
GLchar *InfoLog;
/**
- * This corresponds to a GLSL "program" and is basically a linked collection
- * of "shaders".
+ * A GLSL program object. Basically a linked collection of "shaders".
*/
struct gl_shader_program
{
GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
GLuint Name; /**< aka handle or ID */
- GLuint NumShaders; /**< total number of shaders in this program */
- struct gl_shader **Shaders; /**< List of the shaders */
+ GLint RefCount; /**< Reference count */
+ GLboolean DeletePending;
+
+ GLuint NumShaders; /**< number of attached shaders */
+ struct gl_shader **Shaders; /**< List of attached the shaders */
+
+ /* post-link info: */
struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
struct gl_program_parameter_list *Uniforms; /**< Plus constants, etc */
struct gl_program_parameter_list *Attributes; /**< Vertex attributes */
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
- GLboolean DeletePending;
GLchar *InfoLog;
};
const GLfloat *value);
-/*** XXXX temporary here ! */
-extern void
-_mesa_init_shader_state(GLcontext *ctx);
-
-
#endif /* SHADERS_H */
return;
}
+ if (!name)
+ return;
+
+ if (strncmp(name, "gl_", 3) == 0) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindAttribLocation(illegal name)");
+ return;
+ }
+
#if 0 /* XXXX */
if (name == NULL || index >= MAX_VERTEX_ATTRIBS)
_mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocationARB");
return;
}
- /* XXX refcounting! */
+ /* always remove from hash table */
_mesa_HashRemove(ctx->Shared->ShaderObjects, name);
- _mesa_delete_shader_program(ctx, shProg);
+
+ shProg->DeletePending = GL_TRUE;
+
+ /* decrement refcount, delete if zero */
+ shProg->RefCount--;
+ if (shProg->RefCount <= 0) {
+ _mesa_free_shader_program(ctx, shProg);
+ }
}
void
_mesa_delete_shader(GLcontext *ctx, GLuint shader)
{
- /* XXX refcounting! */
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ if (!sh) {
+ return;
+ }
- /*
- _mesa_DeleteObjectARB(shader);
- */
+ sh->DeletePending = GL_TRUE;
+ sh->RefCount--;
+ if (sh->RefCount <= 0) {
+ _mesa_free_shader(ctx, sh);
+ }
}
if (shProg->Shaders[i]->Name == shader) {
struct gl_shader **newList;
/* found it */
+
+ shProg->Shaders[i]->RefCount--;
+
/* alloc new, smaller array */
newList = (struct gl_shader **)
_mesa_malloc((n - 1) * sizeof(struct gl_shader *));
_mesa_free((void *) sh->Source);
}
sh->Source = source;
+ sh->CompileStatus = GL_FALSE;
}
void
_mesa_use_program(GLcontext *ctx, GLuint program)
{
+ /* unbind old */
+ if (ctx->Shader.CurrentProgram) {
+ ctx->Shader.CurrentProgram->RefCount--;
+ if (ctx->Shader.CurrentProgram->RefCount <= 0) {
+ _mesa_free_shader_program(ctx, ctx->Shader.CurrentProgram);
+ }
+ ctx->Shader.CurrentProgram = NULL;
+ }
+
/* XXXX need to handle reference counting here! */
if (program) {
struct gl_shader_program *shProg;
return;
}
ctx->Shader.CurrentProgram = shProg;
+ shProg->RefCount++;
}
else {
/* don't use a shader program */
if (shProg) {
shProg->Type = GL_SHADER_PROGRAM;
shProg->Name = name;
+ shProg->RefCount = 1;
}
return shProg;
}
void
-_mesa_delete_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
+_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
_mesa_free(shProg);
if (shader) {
shader->Type = type;
shader->Name = name;
+ shader->RefCount = 1;
}
return shader;
}
+void
+_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
+{
+ GLuint i;
+ if (sh->Source)
+ _mesa_free((void *) sh->Source);
+ if (sh->InfoLog)
+ _mesa_free(sh->InfoLog);
+ for (i = 0; i < sh->NumPrograms; i++) {
+ assert(sh->Programs[i]);
+ _mesa_delete_program(ctx, sh->Programs[i]);
+ }
+ if (sh->Programs)
+ _mesa_free(sh->Programs);
+ _mesa_free(sh);
+}
+
+
/**
* Lookup a GLSL shader object.
*/
struct gl_shader_program *shProg);
extern void
-_mesa_delete_shader_program(GLcontext *ctx, struct gl_shader_program *shProg);
+_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg);
extern struct gl_shader_program *
_mesa_lookup_shader_program(GLcontext *ctx, GLuint name);
extern struct gl_shader *
_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type);
+extern void
+_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh);
+
extern struct gl_shader *
_mesa_lookup_shader(GLcontext *ctx, GLuint name);