387 lines
10 KiB
C
387 lines
10 KiB
C
/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file shaderobj.c
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* \author Brian Paul
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*
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*/
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#include "main/glheader.h"
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#include "main/context.h"
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#include "main/dispatch.h"
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#include "main/hash.h"
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#include "main/shaderobj.h"
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#include "program/program.h"
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#include "program/prog_parameter.h"
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#include "program/prog_uniform.h"
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/**********************************************************************/
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/*** Shader object functions ***/
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/**********************************************************************/
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/**
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* Set ptr to point to sh.
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* If ptr is pointing to another shader, decrement its refcount (and delete
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* if refcount hits zero).
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* Then set ptr to point to sh, incrementing its refcount.
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*/
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void
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_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
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struct gl_shader *sh)
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{
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assert(ptr);
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if (*ptr == sh) {
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/* no-op */
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return;
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}
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if (*ptr) {
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/* Unreference the old shader */
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GLboolean deleteFlag = GL_FALSE;
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struct gl_shader *old = *ptr;
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ASSERT(old->RefCount > 0);
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old->RefCount--;
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/*printf("SHADER DECR %p (%d) to %d\n",
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(void*) old, old->Name, old->RefCount);*/
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deleteFlag = (old->RefCount == 0);
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if (deleteFlag) {
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_mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
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ctx->Driver.DeleteShader(ctx, old);
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}
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*ptr = NULL;
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}
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assert(!*ptr);
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if (sh) {
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/* reference new */
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sh->RefCount++;
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/*printf("SHADER INCR %p (%d) to %d\n",
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(void*) sh, sh->Name, sh->RefCount);*/
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*ptr = sh;
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}
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}
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/**
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* Allocate a new gl_shader object, initialize it.
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* Called via ctx->Driver.NewShader()
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*/
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static struct gl_shader *
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_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
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{
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struct gl_shader *shader;
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assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
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shader = CALLOC_STRUCT(gl_shader);
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if (shader) {
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shader->Type = type;
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shader->Name = name;
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shader->RefCount = 1;
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}
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return shader;
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}
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/**
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* Delete a shader object.
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* Called via ctx->Driver.DeleteShader().
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*/
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static void
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__mesa_delete_shader(GLcontext *ctx, struct gl_shader *sh)
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{
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if (sh->Source)
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free((void *) sh->Source);
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if (sh->InfoLog)
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free(sh->InfoLog);
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_mesa_reference_program(ctx, &sh->Program, NULL);
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free(sh);
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}
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/**
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* Lookup a GLSL shader object.
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*/
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struct gl_shader *
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_mesa_lookup_shader(GLcontext *ctx, GLuint name)
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{
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if (name) {
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struct gl_shader *sh = (struct gl_shader *)
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_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
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/* Note that both gl_shader and gl_shader_program objects are kept
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* in the same hash table. Check the object's type to be sure it's
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* what we're expecting.
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*/
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if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
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return NULL;
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}
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return sh;
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}
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return NULL;
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}
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/**
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* As above, but record an error if shader is not found.
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*/
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struct gl_shader *
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_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
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{
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if (!name) {
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_mesa_error(ctx, GL_INVALID_VALUE, caller);
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return NULL;
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}
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else {
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struct gl_shader *sh = (struct gl_shader *)
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_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
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if (!sh) {
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_mesa_error(ctx, GL_INVALID_VALUE, caller);
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return NULL;
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}
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if (sh->Type == GL_SHADER_PROGRAM_MESA) {
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_mesa_error(ctx, GL_INVALID_OPERATION, caller);
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return NULL;
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}
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return sh;
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}
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}
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/**********************************************************************/
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/*** Shader Program object functions ***/
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/**********************************************************************/
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/**
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* Set ptr to point to shProg.
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* If ptr is pointing to another object, decrement its refcount (and delete
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* if refcount hits zero).
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* Then set ptr to point to shProg, incrementing its refcount.
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*/
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void
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_mesa_reference_shader_program(GLcontext *ctx,
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struct gl_shader_program **ptr,
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struct gl_shader_program *shProg)
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{
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assert(ptr);
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if (*ptr == shProg) {
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/* no-op */
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return;
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}
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if (*ptr) {
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/* Unreference the old shader program */
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GLboolean deleteFlag = GL_FALSE;
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struct gl_shader_program *old = *ptr;
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ASSERT(old->RefCount > 0);
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old->RefCount--;
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#if 0
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printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
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(void *) old, old->Name, old->RefCount);
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#endif
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deleteFlag = (old->RefCount == 0);
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if (deleteFlag) {
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_mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
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ctx->Driver.DeleteShaderProgram(ctx, old);
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}
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*ptr = NULL;
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}
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assert(!*ptr);
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if (shProg) {
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shProg->RefCount++;
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#if 0
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printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
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(void *) shProg, shProg->Name, shProg->RefCount);
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#endif
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*ptr = shProg;
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}
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}
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/**
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* Allocate a new gl_shader_program object, initialize it.
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* Called via ctx->Driver.NewShaderProgram()
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*/
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static struct gl_shader_program *
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_mesa_new_shader_program(GLcontext *ctx, GLuint name)
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{
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struct gl_shader_program *shProg;
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shProg = CALLOC_STRUCT(gl_shader_program);
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if (shProg) {
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shProg->Type = GL_SHADER_PROGRAM_MESA;
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shProg->Name = name;
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shProg->RefCount = 1;
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shProg->Attributes = _mesa_new_parameter_list();
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}
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return shProg;
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}
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/**
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* Clear (free) the shader program state that gets produced by linking.
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*/
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void
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_mesa_clear_shader_program_data(GLcontext *ctx,
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struct gl_shader_program *shProg)
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{
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_mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
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_mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
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if (shProg->Uniforms) {
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_mesa_free_uniform_list(shProg->Uniforms);
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shProg->Uniforms = NULL;
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}
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if (shProg->Varying) {
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_mesa_free_parameter_list(shProg->Varying);
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shProg->Varying = NULL;
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}
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}
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/**
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* Free all the data that hangs off a shader program object, but not the
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* object itself.
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*/
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void
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_mesa_free_shader_program_data(GLcontext *ctx,
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struct gl_shader_program *shProg)
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{
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GLuint i;
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assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
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_mesa_clear_shader_program_data(ctx, shProg);
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if (shProg->Attributes) {
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_mesa_free_parameter_list(shProg->Attributes);
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shProg->Attributes = NULL;
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}
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/* detach shaders */
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for (i = 0; i < shProg->NumShaders; i++) {
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_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
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}
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shProg->NumShaders = 0;
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if (shProg->Shaders) {
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free(shProg->Shaders);
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shProg->Shaders = NULL;
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}
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if (shProg->InfoLog) {
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free(shProg->InfoLog);
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shProg->InfoLog = NULL;
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}
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/* Transform feedback varying vars */
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for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
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free(shProg->TransformFeedback.VaryingNames[i]);
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}
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free(shProg->TransformFeedback.VaryingNames);
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shProg->TransformFeedback.VaryingNames = NULL;
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shProg->TransformFeedback.NumVarying = 0;
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}
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/**
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* Free/delete a shader program object.
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* Called via ctx->Driver.DeleteShaderProgram().
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*/
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static void
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__mesa_delete_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
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{
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_mesa_free_shader_program_data(ctx, shProg);
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free(shProg);
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}
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/**
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* Lookup a GLSL program object.
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*/
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struct gl_shader_program *
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_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
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{
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struct gl_shader_program *shProg;
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if (name) {
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shProg = (struct gl_shader_program *)
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_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
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/* Note that both gl_shader and gl_shader_program objects are kept
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* in the same hash table. Check the object's type to be sure it's
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* what we're expecting.
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*/
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if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
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return NULL;
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}
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return shProg;
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}
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return NULL;
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}
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/**
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* As above, but record an error if program is not found.
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*/
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struct gl_shader_program *
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_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
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const char *caller)
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{
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if (!name) {
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_mesa_error(ctx, GL_INVALID_VALUE, caller);
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return NULL;
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}
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else {
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struct gl_shader_program *shProg = (struct gl_shader_program *)
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_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
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if (!shProg) {
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_mesa_error(ctx, GL_INVALID_VALUE, caller);
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return NULL;
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}
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if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
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_mesa_error(ctx, GL_INVALID_OPERATION, caller);
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return NULL;
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}
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return shProg;
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}
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}
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void
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_mesa_init_shader_object_functions(struct dd_function_table *driver)
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{
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driver->NewShader = _mesa_new_shader;
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driver->DeleteShader = __mesa_delete_shader;
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driver->NewShaderProgram = _mesa_new_shader_program;
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driver->DeleteShaderProgram = __mesa_delete_shader_program;
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}
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