mesa/glsl: introduce a remap table for uniform locations
[mesa.git] / src / mesa / main / shaderobj.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
24 */
25
26 /**
27 * \file shaderobj.c
28 * \author Brian Paul
29 *
30 */
31
32
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 "program/hash_table.h"
43 #include "ralloc.h"
44
45 /**********************************************************************/
46 /*** Shader object functions ***/
47 /**********************************************************************/
48
49
50 /**
51 * Set ptr to point to sh.
52 * If ptr is pointing to another shader, decrement its refcount (and delete
53 * if refcount hits zero).
54 * Then set ptr to point to sh, incrementing its refcount.
55 */
56 void
57 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
58 struct gl_shader *sh)
59 {
60 assert(ptr);
61 if (*ptr == sh) {
62 /* no-op */
63 return;
64 }
65 if (*ptr) {
66 /* Unreference the old shader */
67 GLboolean deleteFlag = GL_FALSE;
68 struct gl_shader *old = *ptr;
69
70 ASSERT(old->RefCount > 0);
71 old->RefCount--;
72 /*printf("SHADER DECR %p (%d) to %d\n",
73 (void*) old, old->Name, old->RefCount);*/
74 deleteFlag = (old->RefCount == 0);
75
76 if (deleteFlag) {
77 if (old->Name != 0)
78 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
79 ctx->Driver.DeleteShader(ctx, old);
80 }
81
82 *ptr = NULL;
83 }
84 assert(!*ptr);
85
86 if (sh) {
87 /* reference new */
88 sh->RefCount++;
89 /*printf("SHADER INCR %p (%d) to %d\n",
90 (void*) sh, sh->Name, sh->RefCount);*/
91 *ptr = sh;
92 }
93 }
94
95 void
96 _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
97 {
98 shader->RefCount = 1;
99 }
100
101 /**
102 * Allocate a new gl_shader object, initialize it.
103 * Called via ctx->Driver.NewShader()
104 */
105 struct gl_shader *
106 _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
107 {
108 struct gl_shader *shader;
109 assert(_mesa_validate_shader_target(ctx, type));
110 shader = rzalloc(NULL, struct gl_shader);
111 if (shader) {
112 shader->Type = type;
113 shader->Stage = _mesa_shader_enum_to_shader_stage(type);
114 shader->Name = name;
115 _mesa_init_shader(ctx, shader);
116 }
117 return shader;
118 }
119
120
121 /**
122 * Delete a shader object.
123 * Called via ctx->Driver.DeleteShader().
124 */
125 static void
126 _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
127 {
128 free((void *)sh->Source);
129 free(sh->Label);
130 _mesa_reference_program(ctx, &sh->Program, NULL);
131 ralloc_free(sh);
132 }
133
134
135 /**
136 * Lookup a GLSL shader object.
137 */
138 struct gl_shader *
139 _mesa_lookup_shader(struct gl_context *ctx, GLuint name)
140 {
141 if (name) {
142 struct gl_shader *sh = (struct gl_shader *)
143 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
144 /* Note that both gl_shader and gl_shader_program objects are kept
145 * in the same hash table. Check the object's type to be sure it's
146 * what we're expecting.
147 */
148 if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
149 return NULL;
150 }
151 return sh;
152 }
153 return NULL;
154 }
155
156
157 /**
158 * As above, but record an error if shader is not found.
159 */
160 struct gl_shader *
161 _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
162 {
163 if (!name) {
164 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
165 return NULL;
166 }
167 else {
168 struct gl_shader *sh = (struct gl_shader *)
169 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
170 if (!sh) {
171 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
172 return NULL;
173 }
174 if (sh->Type == GL_SHADER_PROGRAM_MESA) {
175 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
176 return NULL;
177 }
178 return sh;
179 }
180 }
181
182
183
184 /**********************************************************************/
185 /*** Shader Program object functions ***/
186 /**********************************************************************/
187
188
189 /**
190 * Set ptr to point to shProg.
191 * If ptr is pointing to another object, decrement its refcount (and delete
192 * if refcount hits zero).
193 * Then set ptr to point to shProg, incrementing its refcount.
194 */
195 void
196 _mesa_reference_shader_program(struct gl_context *ctx,
197 struct gl_shader_program **ptr,
198 struct gl_shader_program *shProg)
199 {
200 assert(ptr);
201 if (*ptr == shProg) {
202 /* no-op */
203 return;
204 }
205 if (*ptr) {
206 /* Unreference the old shader program */
207 GLboolean deleteFlag = GL_FALSE;
208 struct gl_shader_program *old = *ptr;
209
210 ASSERT(old->RefCount > 0);
211 old->RefCount--;
212 #if 0
213 printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
214 (void *) old, old->Name, old->RefCount);
215 #endif
216 deleteFlag = (old->RefCount == 0);
217
218 if (deleteFlag) {
219 if (old->Name != 0)
220 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
221 ctx->Driver.DeleteShaderProgram(ctx, old);
222 }
223
224 *ptr = NULL;
225 }
226 assert(!*ptr);
227
228 if (shProg) {
229 shProg->RefCount++;
230 #if 0
231 printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
232 (void *) shProg, shProg->Name, shProg->RefCount);
233 #endif
234 *ptr = shProg;
235 }
236 }
237
238 void
239 _mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog)
240 {
241 prog->Type = GL_SHADER_PROGRAM_MESA;
242 prog->RefCount = 1;
243
244 prog->AttributeBindings = string_to_uint_map_ctor();
245 prog->FragDataBindings = string_to_uint_map_ctor();
246 prog->FragDataIndexBindings = string_to_uint_map_ctor();
247
248 prog->Geom.VerticesOut = 0;
249 prog->Geom.InputType = GL_TRIANGLES;
250 prog->Geom.OutputType = GL_TRIANGLE_STRIP;
251
252 prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
253
254 prog->InfoLog = ralloc_strdup(prog, "");
255 }
256
257 /**
258 * Allocate a new gl_shader_program object, initialize it.
259 * Called via ctx->Driver.NewShaderProgram()
260 */
261 static struct gl_shader_program *
262 _mesa_new_shader_program(struct gl_context *ctx, GLuint name)
263 {
264 struct gl_shader_program *shProg;
265 shProg = rzalloc(NULL, struct gl_shader_program);
266 if (shProg) {
267 shProg->Name = name;
268 _mesa_init_shader_program(ctx, shProg);
269 }
270 return shProg;
271 }
272
273
274 /**
275 * Clear (free) the shader program state that gets produced by linking.
276 */
277 void
278 _mesa_clear_shader_program_data(struct gl_context *ctx,
279 struct gl_shader_program *shProg)
280 {
281 if (shProg->UniformStorage) {
282 unsigned i;
283 for (i = 0; i < shProg->NumUserUniformStorage; ++i)
284 _mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
285 ralloc_free(shProg->UniformStorage);
286 shProg->NumUserUniformStorage = 0;
287 shProg->UniformStorage = NULL;
288 }
289
290 if (shProg->UniformRemapTable) {
291 ralloc_free(shProg->UniformRemapTable);
292 shProg->NumUniformRemapTable = 0;
293 shProg->UniformRemapTable = NULL;
294 }
295
296 if (shProg->UniformHash) {
297 string_to_uint_map_dtor(shProg->UniformHash);
298 shProg->UniformHash = NULL;
299 }
300
301 assert(shProg->InfoLog != NULL);
302 ralloc_free(shProg->InfoLog);
303 shProg->InfoLog = ralloc_strdup(shProg, "");
304 }
305
306
307 /**
308 * Free all the data that hangs off a shader program object, but not the
309 * object itself.
310 */
311 void
312 _mesa_free_shader_program_data(struct gl_context *ctx,
313 struct gl_shader_program *shProg)
314 {
315 GLuint i;
316 gl_shader_stage sh;
317
318 assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
319
320 _mesa_clear_shader_program_data(ctx, shProg);
321
322 if (shProg->AttributeBindings) {
323 string_to_uint_map_dtor(shProg->AttributeBindings);
324 shProg->AttributeBindings = NULL;
325 }
326
327 if (shProg->FragDataBindings) {
328 string_to_uint_map_dtor(shProg->FragDataBindings);
329 shProg->FragDataBindings = NULL;
330 }
331
332 if (shProg->FragDataIndexBindings) {
333 string_to_uint_map_dtor(shProg->FragDataIndexBindings);
334 shProg->FragDataIndexBindings = NULL;
335 }
336
337 /* detach shaders */
338 for (i = 0; i < shProg->NumShaders; i++) {
339 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
340 }
341 shProg->NumShaders = 0;
342
343 free(shProg->Shaders);
344 shProg->Shaders = NULL;
345
346 /* Transform feedback varying vars */
347 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
348 free(shProg->TransformFeedback.VaryingNames[i]);
349 }
350 free(shProg->TransformFeedback.VaryingNames);
351 shProg->TransformFeedback.VaryingNames = NULL;
352 shProg->TransformFeedback.NumVarying = 0;
353
354
355 for (sh = 0; sh < MESA_SHADER_STAGES; sh++) {
356 if (shProg->_LinkedShaders[sh] != NULL) {
357 ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[sh]);
358 shProg->_LinkedShaders[sh] = NULL;
359 }
360 }
361
362 free(shProg->Label);
363 shProg->Label = NULL;
364 }
365
366
367 /**
368 * Free/delete a shader program object.
369 * Called via ctx->Driver.DeleteShaderProgram().
370 */
371 static void
372 _mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg)
373 {
374 _mesa_free_shader_program_data(ctx, shProg);
375
376 ralloc_free(shProg);
377 }
378
379
380 /**
381 * Lookup a GLSL program object.
382 */
383 struct gl_shader_program *
384 _mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
385 {
386 struct gl_shader_program *shProg;
387 if (name) {
388 shProg = (struct gl_shader_program *)
389 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
390 /* Note that both gl_shader and gl_shader_program objects are kept
391 * in the same hash table. Check the object's type to be sure it's
392 * what we're expecting.
393 */
394 if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
395 return NULL;
396 }
397 return shProg;
398 }
399 return NULL;
400 }
401
402
403 /**
404 * As above, but record an error if program is not found.
405 */
406 struct gl_shader_program *
407 _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
408 const char *caller)
409 {
410 if (!name) {
411 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
412 return NULL;
413 }
414 else {
415 struct gl_shader_program *shProg = (struct gl_shader_program *)
416 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
417 if (!shProg) {
418 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
419 return NULL;
420 }
421 if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
422 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
423 return NULL;
424 }
425 return shProg;
426 }
427 }
428
429
430 void
431 _mesa_init_shader_object_functions(struct dd_function_table *driver)
432 {
433 driver->NewShader = _mesa_new_shader;
434 driver->DeleteShader = _mesa_delete_shader;
435 driver->NewShaderProgram = _mesa_new_shader_program;
436 driver->DeleteShaderProgram = _mesa_delete_shader_program;
437 driver->LinkShader = _mesa_ir_link_shader;
438 }