shaderobj.c revision 3464ebd5
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25/**
26 * \file shaderobj.c
27 * \author Brian Paul
28 *
29 */
30
31
32#include "main/glheader.h"
33#include "main/context.h"
34#include "main/hash.h"
35#include "main/mfeatures.h"
36#include "main/mtypes.h"
37#include "main/shaderobj.h"
38#include "program/program.h"
39#include "program/prog_parameter.h"
40#include "program/prog_uniform.h"
41#include "ralloc.h"
42
43/**********************************************************************/
44/*** Shader object functions                                        ***/
45/**********************************************************************/
46
47
48/**
49 * Set ptr to point to sh.
50 * If ptr is pointing to another shader, decrement its refcount (and delete
51 * if refcount hits zero).
52 * Then set ptr to point to sh, incrementing its refcount.
53 */
54void
55_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
56                       struct gl_shader *sh)
57{
58   assert(ptr);
59   if (*ptr == sh) {
60      /* no-op */
61      return;
62   }
63   if (*ptr) {
64      /* Unreference the old shader */
65      GLboolean deleteFlag = GL_FALSE;
66      struct gl_shader *old = *ptr;
67
68      ASSERT(old->RefCount > 0);
69      old->RefCount--;
70      /*printf("SHADER DECR %p (%d) to %d\n",
71        (void*) old, old->Name, old->RefCount);*/
72      deleteFlag = (old->RefCount == 0);
73
74      if (deleteFlag) {
75	 if (old->Name != 0)
76	    _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
77         ctx->Driver.DeleteShader(ctx, old);
78      }
79
80      *ptr = NULL;
81   }
82   assert(!*ptr);
83
84   if (sh) {
85      /* reference new */
86      sh->RefCount++;
87      /*printf("SHADER INCR %p (%d) to %d\n",
88        (void*) sh, sh->Name, sh->RefCount);*/
89      *ptr = sh;
90   }
91}
92
93void
94_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
95{
96   shader->RefCount = 1;
97}
98
99/**
100 * Allocate a new gl_shader object, initialize it.
101 * Called via ctx->Driver.NewShader()
102 */
103struct gl_shader *
104_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
105{
106   struct gl_shader *shader;
107   assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER ||
108          type == GL_GEOMETRY_SHADER_ARB);
109   shader = rzalloc(NULL, struct gl_shader);
110   if (shader) {
111      shader->Type = type;
112      shader->Name = name;
113      _mesa_init_shader(ctx, shader);
114   }
115   return shader;
116}
117
118
119/**
120 * Delete a shader object.
121 * Called via ctx->Driver.DeleteShader().
122 */
123static void
124_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
125{
126   if (sh->Source)
127      free((void *) sh->Source);
128   _mesa_reference_program(ctx, &sh->Program, NULL);
129   ralloc_free(sh);
130}
131
132
133/**
134 * Lookup a GLSL shader object.
135 */
136struct gl_shader *
137_mesa_lookup_shader(struct gl_context *ctx, GLuint name)
138{
139   if (name) {
140      struct gl_shader *sh = (struct gl_shader *)
141         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
142      /* Note that both gl_shader and gl_shader_program objects are kept
143       * in the same hash table.  Check the object's type to be sure it's
144       * what we're expecting.
145       */
146      if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
147         return NULL;
148      }
149      return sh;
150   }
151   return NULL;
152}
153
154
155/**
156 * As above, but record an error if shader is not found.
157 */
158struct gl_shader *
159_mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
160{
161   if (!name) {
162      _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
163      return NULL;
164   }
165   else {
166      struct gl_shader *sh = (struct gl_shader *)
167         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
168      if (!sh) {
169         _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
170         return NULL;
171      }
172      if (sh->Type == GL_SHADER_PROGRAM_MESA) {
173         _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
174         return NULL;
175      }
176      return sh;
177   }
178}
179
180
181
182/**********************************************************************/
183/*** Shader Program object functions                                ***/
184/**********************************************************************/
185
186
187/**
188 * Set ptr to point to shProg.
189 * If ptr is pointing to another object, decrement its refcount (and delete
190 * if refcount hits zero).
191 * Then set ptr to point to shProg, incrementing its refcount.
192 */
193void
194_mesa_reference_shader_program(struct gl_context *ctx,
195                               struct gl_shader_program **ptr,
196                               struct gl_shader_program *shProg)
197{
198   assert(ptr);
199   if (*ptr == shProg) {
200      /* no-op */
201      return;
202   }
203   if (*ptr) {
204      /* Unreference the old shader program */
205      GLboolean deleteFlag = GL_FALSE;
206      struct gl_shader_program *old = *ptr;
207
208      ASSERT(old->RefCount > 0);
209      old->RefCount--;
210#if 0
211      printf("ShaderProgram %p ID=%u  RefCount-- to %d\n",
212             (void *) old, old->Name, old->RefCount);
213#endif
214      deleteFlag = (old->RefCount == 0);
215
216      if (deleteFlag) {
217	 if (old->Name != 0)
218	    _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
219         ctx->Driver.DeleteShaderProgram(ctx, old);
220      }
221
222      *ptr = NULL;
223   }
224   assert(!*ptr);
225
226   if (shProg) {
227      shProg->RefCount++;
228#if 0
229      printf("ShaderProgram %p ID=%u  RefCount++ to %d\n",
230             (void *) shProg, shProg->Name, shProg->RefCount);
231#endif
232      *ptr = shProg;
233   }
234}
235
236void
237_mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog)
238{
239   prog->Type = GL_SHADER_PROGRAM_MESA;
240   prog->RefCount = 1;
241   prog->Attributes = _mesa_new_parameter_list();
242#if FEATURE_ARB_geometry_shader4
243   prog->Geom.VerticesOut = 0;
244   prog->Geom.InputType = GL_TRIANGLES;
245   prog->Geom.OutputType = GL_TRIANGLE_STRIP;
246#endif
247
248   prog->InfoLog = ralloc_strdup(prog, "");
249}
250
251/**
252 * Allocate a new gl_shader_program object, initialize it.
253 * Called via ctx->Driver.NewShaderProgram()
254 */
255static struct gl_shader_program *
256_mesa_new_shader_program(struct gl_context *ctx, GLuint name)
257{
258   struct gl_shader_program *shProg;
259   shProg = rzalloc(NULL, struct gl_shader_program);
260   if (shProg) {
261      shProg->Name = name;
262      _mesa_init_shader_program(ctx, shProg);
263   }
264   return shProg;
265}
266
267
268/**
269 * Clear (free) the shader program state that gets produced by linking.
270 */
271void
272_mesa_clear_shader_program_data(struct gl_context *ctx,
273                                struct gl_shader_program *shProg)
274{
275   _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
276   _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
277   _mesa_reference_geomprog(ctx, &shProg->GeometryProgram, NULL);
278
279   if (shProg->Uniforms) {
280      _mesa_free_uniform_list(shProg->Uniforms);
281      shProg->Uniforms = NULL;
282   }
283
284   if (shProg->Varying) {
285      _mesa_free_parameter_list(shProg->Varying);
286      shProg->Varying = NULL;
287   }
288
289   assert(shProg->InfoLog != NULL);
290   ralloc_free(shProg->InfoLog);
291   shProg->InfoLog = ralloc_strdup(shProg, "");
292}
293
294
295/**
296 * Free all the data that hangs off a shader program object, but not the
297 * object itself.
298 */
299void
300_mesa_free_shader_program_data(struct gl_context *ctx,
301                               struct gl_shader_program *shProg)
302{
303   GLuint i;
304   gl_shader_type sh;
305
306   assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
307
308   _mesa_clear_shader_program_data(ctx, shProg);
309
310   if (shProg->Attributes) {
311      _mesa_free_parameter_list(shProg->Attributes);
312      shProg->Attributes = NULL;
313   }
314
315   /* detach shaders */
316   for (i = 0; i < shProg->NumShaders; i++) {
317      _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
318   }
319   shProg->NumShaders = 0;
320
321   if (shProg->Shaders) {
322      free(shProg->Shaders);
323      shProg->Shaders = NULL;
324   }
325
326   /* Transform feedback varying vars */
327   for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
328      free(shProg->TransformFeedback.VaryingNames[i]);
329   }
330   free(shProg->TransformFeedback.VaryingNames);
331   shProg->TransformFeedback.VaryingNames = NULL;
332   shProg->TransformFeedback.NumVarying = 0;
333
334
335   for (sh = 0; sh < MESA_SHADER_TYPES; sh++) {
336      if (shProg->_LinkedShaders[sh] != NULL) {
337	 ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[sh]);
338	 shProg->_LinkedShaders[sh] = NULL;
339      }
340   }
341}
342
343
344/**
345 * Free/delete a shader program object.
346 * Called via ctx->Driver.DeleteShaderProgram().
347 */
348static void
349_mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg)
350{
351   _mesa_free_shader_program_data(ctx, shProg);
352
353   ralloc_free(shProg);
354}
355
356
357/**
358 * Lookup a GLSL program object.
359 */
360struct gl_shader_program *
361_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
362{
363   struct gl_shader_program *shProg;
364   if (name) {
365      shProg = (struct gl_shader_program *)
366         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
367      /* Note that both gl_shader and gl_shader_program objects are kept
368       * in the same hash table.  Check the object's type to be sure it's
369       * what we're expecting.
370       */
371      if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
372         return NULL;
373      }
374      return shProg;
375   }
376   return NULL;
377}
378
379
380/**
381 * As above, but record an error if program is not found.
382 */
383struct gl_shader_program *
384_mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
385                                const char *caller)
386{
387   if (!name) {
388      _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
389      return NULL;
390   }
391   else {
392      struct gl_shader_program *shProg = (struct gl_shader_program *)
393         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
394      if (!shProg) {
395         _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
396         return NULL;
397      }
398      if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
399         _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
400         return NULL;
401      }
402      return shProg;
403   }
404}
405
406
407void
408_mesa_init_shader_object_functions(struct dd_function_table *driver)
409{
410   driver->NewShader = _mesa_new_shader;
411   driver->DeleteShader = _mesa_delete_shader;
412   driver->NewShaderProgram = _mesa_new_shader_program;
413   driver->DeleteShaderProgram = _mesa_delete_shader_program;
414   driver->LinkShader = _mesa_ir_link_shader;
415}
416