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1 /*
2  * Copyright © 2012 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "glthread_marshal.h"
25 #include "dispatch.h"
26 #include "uniforms.h"
27 
28 struct marshal_cmd_ShaderSource
29 {
30    struct marshal_cmd_base cmd_base;
31    GLuint shader;
32    GLsizei count;
33    /* Followed by GLint length[count], then the contents of all strings,
34     * concatenated.
35     */
36 };
37 
38 
39 uint32_t
_mesa_unmarshal_ShaderSource(struct gl_context * ctx,const struct marshal_cmd_ShaderSource * cmd,const uint64_t * last)40 _mesa_unmarshal_ShaderSource(struct gl_context *ctx,
41                              const struct marshal_cmd_ShaderSource *cmd,
42                              const uint64_t *last)
43 {
44    const GLint *cmd_length = (const GLint *) (cmd + 1);
45    const GLchar *cmd_strings = (const GLchar *) (cmd_length + cmd->count);
46    /* TODO: how to deal with malloc failure? */
47    const GLchar * *string = malloc(cmd->count * sizeof(const GLchar *));
48    int i;
49 
50    for (i = 0; i < cmd->count; ++i) {
51       string[i] = cmd_strings;
52       cmd_strings += cmd_length[i];
53    }
54    CALL_ShaderSource(ctx->CurrentServerDispatch,
55                      (cmd->shader, cmd->count, string, cmd_length));
56    free((void *)string);
57    return cmd->cmd_base.cmd_size;
58 }
59 
60 
61 static size_t
measure_ShaderSource_strings(GLsizei count,const GLchar * const * string,const GLint * length_in,GLint * length_out)62 measure_ShaderSource_strings(GLsizei count, const GLchar * const *string,
63                              const GLint *length_in, GLint *length_out)
64 {
65    int i;
66    size_t total_string_length = 0;
67 
68    for (i = 0; i < count; ++i) {
69       if (length_in == NULL || length_in[i] < 0) {
70          if (string[i])
71             length_out[i] = strlen(string[i]);
72       } else {
73          length_out[i] = length_in[i];
74       }
75       total_string_length += length_out[i];
76    }
77    return total_string_length;
78 }
79 
80 
81 void GLAPIENTRY
_mesa_marshal_ShaderSource(GLuint shader,GLsizei count,const GLchar * const * string,const GLint * length)82 _mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
83                            const GLchar * const *string, const GLint *length)
84 {
85    /* TODO: how to report an error if count < 0? */
86 
87    GET_CURRENT_CONTEXT(ctx);
88    /* TODO: how to deal with malloc failure? */
89    const size_t fixed_cmd_size = sizeof(struct marshal_cmd_ShaderSource);
90    STATIC_ASSERT(sizeof(struct marshal_cmd_ShaderSource) % sizeof(GLint) == 0);
91    size_t length_size = count * sizeof(GLint);
92    GLint *length_tmp = malloc(length_size);
93    size_t total_string_length =
94       measure_ShaderSource_strings(count, string, length, length_tmp);
95    size_t total_cmd_size = fixed_cmd_size + length_size + total_string_length;
96 
97    if (total_cmd_size <= MARSHAL_MAX_CMD_SIZE && count > 0) {
98       struct marshal_cmd_ShaderSource *cmd =
99          _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_ShaderSource,
100                                          total_cmd_size);
101       GLint *cmd_length = (GLint *) (cmd + 1);
102       GLchar *cmd_strings = (GLchar *) (cmd_length + count);
103       int i;
104 
105       cmd->shader = shader;
106       cmd->count = count;
107       memcpy(cmd_length, length_tmp, length_size);
108       for (i = 0; i < count; ++i) {
109          memcpy(cmd_strings, string[i], cmd_length[i]);
110          cmd_strings += cmd_length[i];
111       }
112    } else {
113       _mesa_glthread_finish(ctx);
114       CALL_ShaderSource(ctx->CurrentServerDispatch,
115                         (shader, count, string, length_tmp));
116    }
117    free(length_tmp);
118 }
119 
120 void
_mesa_glthread_ProgramChanged(struct gl_context * ctx)121 _mesa_glthread_ProgramChanged(struct gl_context *ctx)
122 {
123    struct glthread_state *glthread = &ctx->GLThread;
124 
125    /* Track the last change. */
126    p_atomic_set(&glthread->LastProgramChangeBatch, glthread->next);
127    _mesa_glthread_flush_batch(ctx);
128 }
129 
130 uint32_t
_mesa_unmarshal_GetActiveUniform(struct gl_context * ctx,const struct marshal_cmd_GetActiveUniform * cmd,const uint64_t * last)131 _mesa_unmarshal_GetActiveUniform(struct gl_context *ctx,
132                                  const struct marshal_cmd_GetActiveUniform *cmd,
133                                  const uint64_t *last)
134 {
135    unreachable("never executed");
136    return 0;
137 }
138 
139 static void
wait_for_glLinkProgram(struct gl_context * ctx)140 wait_for_glLinkProgram(struct gl_context *ctx)
141 {
142    /* Wait for the last glLinkProgram call. */
143    int batch = p_atomic_read(&ctx->GLThread.LastProgramChangeBatch);
144    if (batch != -1) {
145       util_queue_fence_wait(&ctx->GLThread.batches[batch].fence);
146       assert(p_atomic_read(&ctx->GLThread.LastProgramChangeBatch) == -1);
147    }
148 }
149 
150 void GLAPIENTRY
_mesa_marshal_GetActiveUniform(GLuint program,GLuint index,GLsizei bufSize,GLsizei * length,GLint * size,GLenum * type,GLchar * name)151 _mesa_marshal_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize,
152                                GLsizei *length, GLint *size, GLenum *type,
153                                GLchar * name)
154 {
155    GET_CURRENT_CONTEXT(ctx);
156 
157    wait_for_glLinkProgram(ctx);
158 
159    /* We can execute glGetActiveUniform without syncing if we are sync'd to
160     * the last calls of glLinkProgram and glDeleteProgram because shader
161     * object IDs and their contents are immutable after those calls and
162     * also thread-safe because they are shared between contexts.
163     * glCreateShaderProgram calls glLinkProgram internally and it always
164     * syncs, so it doesn't need any handling.
165     */
166    _mesa_GetActiveUniform_impl(program, index, bufSize, length, size, type,
167                                name, true);
168 }
169 
170 uint32_t
_mesa_unmarshal_GetUniformLocation(struct gl_context * ctx,const struct marshal_cmd_GetUniformLocation * cmd,const uint64_t * last)171 _mesa_unmarshal_GetUniformLocation(struct gl_context *ctx,
172                                    const struct marshal_cmd_GetUniformLocation *cmd,
173                                    const uint64_t *last)
174 {
175    unreachable("never executed");
176    return 0;
177 }
178 
179 GLint GLAPIENTRY
_mesa_marshal_GetUniformLocation(GLuint program,const GLchar * name)180 _mesa_marshal_GetUniformLocation(GLuint program, const GLchar *name)
181 {
182    GET_CURRENT_CONTEXT(ctx);
183 
184    wait_for_glLinkProgram(ctx);
185 
186    /* This is thread-safe. See the comment in _mesa_marshal_GetActiveUniform. */
187    return _mesa_GetUniformLocation_impl(program, name, true);
188 }
189