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 #include "api_exec_decl.h"
28
29 struct marshal_cmd_ShaderSource
30 {
31 struct marshal_cmd_base cmd_base;
32 GLuint shader;
33 GLsizei count;
34 /* Followed by GLint length[count], then the contents of all strings,
35 * concatenated.
36 */
37 };
38
39
40 uint32_t
_mesa_unmarshal_ShaderSource(struct gl_context * ctx,const struct marshal_cmd_ShaderSource * cmd,const uint64_t * last)41 _mesa_unmarshal_ShaderSource(struct gl_context *ctx,
42 const struct marshal_cmd_ShaderSource *cmd,
43 const uint64_t *last)
44 {
45 const GLint *cmd_length = (const GLint *) (cmd + 1);
46 const GLchar *cmd_strings = (const GLchar *) (cmd_length + cmd->count);
47 /* TODO: how to deal with malloc failure? */
48 const GLchar * *string = malloc(cmd->count * sizeof(const GLchar *));
49 int i;
50
51 for (i = 0; i < cmd->count; ++i) {
52 string[i] = cmd_strings;
53 cmd_strings += cmd_length[i];
54 }
55 CALL_ShaderSource(ctx->CurrentServerDispatch,
56 (cmd->shader, cmd->count, string, cmd_length));
57 free((void *)string);
58 return cmd->cmd_base.cmd_size;
59 }
60
61
62 static size_t
measure_ShaderSource_strings(GLsizei count,const GLchar * const * string,const GLint * length_in,GLint * length_out)63 measure_ShaderSource_strings(GLsizei count, const GLchar * const *string,
64 const GLint *length_in, GLint *length_out)
65 {
66 int i;
67 size_t total_string_length = 0;
68
69 for (i = 0; i < count; ++i) {
70 if (length_in == NULL || length_in[i] < 0) {
71 if (string[i])
72 length_out[i] = strlen(string[i]);
73 } else {
74 length_out[i] = length_in[i];
75 }
76 total_string_length += length_out[i];
77 }
78 return total_string_length;
79 }
80
81
82 void GLAPIENTRY
_mesa_marshal_ShaderSource(GLuint shader,GLsizei count,const GLchar * const * string,const GLint * length)83 _mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
84 const GLchar * const *string, const GLint *length)
85 {
86 /* TODO: how to report an error if count < 0? */
87
88 GET_CURRENT_CONTEXT(ctx);
89 /* TODO: how to deal with malloc failure? */
90 const size_t fixed_cmd_size = sizeof(struct marshal_cmd_ShaderSource);
91 STATIC_ASSERT(sizeof(struct marshal_cmd_ShaderSource) % sizeof(GLint) == 0);
92 size_t length_size = count * sizeof(GLint);
93 GLint *length_tmp = malloc(length_size);
94 size_t total_string_length =
95 measure_ShaderSource_strings(count, string, length, length_tmp);
96 size_t total_cmd_size = fixed_cmd_size + length_size + total_string_length;
97
98 if (total_cmd_size <= MARSHAL_MAX_CMD_SIZE && count > 0) {
99 struct marshal_cmd_ShaderSource *cmd =
100 _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_ShaderSource,
101 total_cmd_size);
102 GLint *cmd_length = (GLint *) (cmd + 1);
103 GLchar *cmd_strings = (GLchar *) (cmd_length + count);
104 int i;
105
106 cmd->shader = shader;
107 cmd->count = count;
108 memcpy(cmd_length, length_tmp, length_size);
109 for (i = 0; i < count; ++i) {
110 memcpy(cmd_strings, string[i], cmd_length[i]);
111 cmd_strings += cmd_length[i];
112 }
113 } else {
114 _mesa_glthread_finish(ctx);
115 CALL_ShaderSource(ctx->CurrentServerDispatch,
116 (shader, count, string, length_tmp));
117 }
118 free(length_tmp);
119 }
120
121 void
_mesa_glthread_ProgramChanged(struct gl_context * ctx)122 _mesa_glthread_ProgramChanged(struct gl_context *ctx)
123 {
124 struct glthread_state *glthread = &ctx->GLThread;
125
126 /* Track the last change. */
127 p_atomic_set(&glthread->LastProgramChangeBatch, glthread->next);
128 _mesa_glthread_flush_batch(ctx);
129 }
130
131 uint32_t
_mesa_unmarshal_GetActiveUniform(struct gl_context * ctx,const struct marshal_cmd_GetActiveUniform * cmd,const uint64_t * last)132 _mesa_unmarshal_GetActiveUniform(struct gl_context *ctx,
133 const struct marshal_cmd_GetActiveUniform *cmd,
134 const uint64_t *last)
135 {
136 unreachable("never executed");
137 return 0;
138 }
139
140 static void
wait_for_glLinkProgram(struct gl_context * ctx)141 wait_for_glLinkProgram(struct gl_context *ctx)
142 {
143 /* Wait for the last glLinkProgram call. */
144 int batch = p_atomic_read(&ctx->GLThread.LastProgramChangeBatch);
145 if (batch != -1) {
146 util_queue_fence_wait(&ctx->GLThread.batches[batch].fence);
147 assert(p_atomic_read(&ctx->GLThread.LastProgramChangeBatch) == -1);
148 }
149 }
150
151 void GLAPIENTRY
_mesa_marshal_GetActiveUniform(GLuint program,GLuint index,GLsizei bufSize,GLsizei * length,GLint * size,GLenum * type,GLchar * name)152 _mesa_marshal_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize,
153 GLsizei *length, GLint *size, GLenum *type,
154 GLchar * name)
155 {
156 GET_CURRENT_CONTEXT(ctx);
157
158 wait_for_glLinkProgram(ctx);
159
160 /* We can execute glGetActiveUniform without syncing if we are sync'd to
161 * the last calls of glLinkProgram and glDeleteProgram because shader
162 * object IDs and their contents are immutable after those calls and
163 * also thread-safe because they are shared between contexts.
164 * glCreateShaderProgram calls glLinkProgram internally and it always
165 * syncs, so it doesn't need any handling.
166 */
167 _mesa_GetActiveUniform_impl(program, index, bufSize, length, size, type,
168 name, true);
169 }
170
171 uint32_t
_mesa_unmarshal_GetUniformLocation(struct gl_context * ctx,const struct marshal_cmd_GetUniformLocation * cmd,const uint64_t * last)172 _mesa_unmarshal_GetUniformLocation(struct gl_context *ctx,
173 const struct marshal_cmd_GetUniformLocation *cmd,
174 const uint64_t *last)
175 {
176 unreachable("never executed");
177 return 0;
178 }
179
180 GLint GLAPIENTRY
_mesa_marshal_GetUniformLocation(GLuint program,const GLchar * name)181 _mesa_marshal_GetUniformLocation(GLuint program, const GLchar *name)
182 {
183 GET_CURRENT_CONTEXT(ctx);
184
185 wait_for_glLinkProgram(ctx);
186
187 /* This is thread-safe. See the comment in _mesa_marshal_GetActiveUniform. */
188 return _mesa_GetUniformLocation_impl(program, name, true);
189 }
190