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 "compiler/glsl/string_to_uint_map.h"
34 #include "main/glheader.h"
35 #include "main/context.h"
36 #include "main/glspirv.h"
37 #include "main/hash.h"
38 #include "main/mtypes.h"
39 #include "main/shaderapi.h"
40 #include "main/shaderobj.h"
41 #include "main/uniforms.h"
42 #include "program/program.h"
43 #include "program/prog_parameter.h"
44 #include "util/ralloc.h"
45 #include "util/u_atomic.h"
46
47 /**********************************************************************/
48 /*** Shader object functions ***/
49 /**********************************************************************/
50
51
52 /**
53 * Set ptr to point to sh.
54 * If ptr is pointing to another shader, decrement its refcount (and delete
55 * if refcount hits zero).
56 * Then set ptr to point to sh, incrementing its refcount.
57 */
58 void
_mesa_reference_shader(struct gl_context * ctx,struct gl_shader ** ptr,struct gl_shader * sh)59 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
60 struct gl_shader *sh)
61 {
62 assert(ptr);
63 if (*ptr == sh) {
64 /* no-op */
65 return;
66 }
67 if (*ptr) {
68 /* Unreference the old shader */
69 struct gl_shader *old = *ptr;
70
71 assert(old->RefCount > 0);
72
73 if (p_atomic_dec_zero(&old->RefCount)) {
74 if (old->Name != 0)
75 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
76 _mesa_delete_shader(ctx, old);
77 }
78
79 *ptr = NULL;
80 }
81 assert(!*ptr);
82
83 if (sh) {
84 /* reference new */
85 p_atomic_inc(&sh->RefCount);
86 *ptr = sh;
87 }
88 }
89
90 static void
_mesa_init_shader(struct gl_shader * shader)91 _mesa_init_shader(struct gl_shader *shader)
92 {
93 shader->RefCount = 1;
94 shader->info.Geom.VerticesOut = -1;
95 shader->info.Geom.InputType = GL_TRIANGLES;
96 shader->info.Geom.OutputType = GL_TRIANGLE_STRIP;
97 }
98
99 /**
100 * Allocate a new gl_shader object, initialize it.
101 */
102 struct gl_shader *
_mesa_new_shader(GLuint name,gl_shader_stage stage)103 _mesa_new_shader(GLuint name, gl_shader_stage stage)
104 {
105 struct gl_shader *shader;
106 shader = rzalloc(NULL, struct gl_shader);
107 if (shader) {
108 shader->Stage = stage;
109 shader->Name = name;
110 #ifdef DEBUG
111 shader->SourceChecksum = 0xa110c; /* alloc */
112 #endif
113 _mesa_init_shader(shader);
114 }
115 return shader;
116 }
117
118
119 /**
120 * Delete a shader object.
121 */
122 void
_mesa_delete_shader(struct gl_context * ctx,struct gl_shader * sh)123 _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
124 {
125 _mesa_shader_spirv_data_reference(&sh->spirv_data, NULL);
126 free((void *)sh->Source);
127 free((void *)sh->FallbackSource);
128 free(sh->Label);
129 ralloc_free(sh);
130 }
131
132
133 /**
134 * Delete a shader object.
135 */
136 void
_mesa_delete_linked_shader(struct gl_context * ctx,struct gl_linked_shader * sh)137 _mesa_delete_linked_shader(struct gl_context *ctx,
138 struct gl_linked_shader *sh)
139 {
140 _mesa_reference_program(ctx, &sh->Program, NULL);
141 ralloc_free(sh);
142 }
143
144
145 /**
146 * Lookup a GLSL shader object.
147 */
148 struct gl_shader *
_mesa_lookup_shader(struct gl_context * ctx,GLuint name)149 _mesa_lookup_shader(struct gl_context *ctx, GLuint name)
150 {
151 if (name) {
152 struct gl_shader *sh = (struct gl_shader *)
153 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
154 /* Note that both gl_shader and gl_shader_program objects are kept
155 * in the same hash table. Check the object's type to be sure it's
156 * what we're expecting.
157 */
158 if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
159 return NULL;
160 }
161 return sh;
162 }
163 return NULL;
164 }
165
166
167 /**
168 * As above, but record an error if shader is not found.
169 */
170 struct gl_shader *
_mesa_lookup_shader_err(struct gl_context * ctx,GLuint name,const char * caller)171 _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
172 {
173 if (!name) {
174 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
175 return NULL;
176 }
177 else {
178 struct gl_shader *sh = (struct gl_shader *)
179 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
180 if (!sh) {
181 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
182 return NULL;
183 }
184 if (sh->Type == GL_SHADER_PROGRAM_MESA) {
185 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
186 return NULL;
187 }
188 return sh;
189 }
190 }
191
192
193
194 /**********************************************************************/
195 /*** Shader Program object functions ***/
196 /**********************************************************************/
197
198 void
_mesa_reference_shader_program_data(struct gl_context * ctx,struct gl_shader_program_data ** ptr,struct gl_shader_program_data * data)199 _mesa_reference_shader_program_data(struct gl_context *ctx,
200 struct gl_shader_program_data **ptr,
201 struct gl_shader_program_data *data)
202 {
203 if (*ptr == data)
204 return;
205
206 if (*ptr) {
207 struct gl_shader_program_data *oldData = *ptr;
208
209 assert(oldData->RefCount > 0);
210
211 if (p_atomic_dec_zero(&oldData->RefCount)) {
212 assert(ctx);
213 assert(oldData->NumUniformStorage == 0 ||
214 oldData->UniformStorage);
215
216 for (unsigned i = 0; i < oldData->NumUniformStorage; ++i)
217 _mesa_uniform_detach_all_driver_storage(&oldData->UniformStorage[i]);
218
219 ralloc_free(oldData);
220 }
221
222 *ptr = NULL;
223 }
224
225 if (data)
226 p_atomic_inc(&data->RefCount);
227
228 *ptr = data;
229 }
230
231 /**
232 * Set ptr to point to shProg.
233 * If ptr is pointing to another object, decrement its refcount (and delete
234 * if refcount hits zero).
235 * Then set ptr to point to shProg, incrementing its refcount.
236 */
237 void
_mesa_reference_shader_program_(struct gl_context * ctx,struct gl_shader_program ** ptr,struct gl_shader_program * shProg)238 _mesa_reference_shader_program_(struct gl_context *ctx,
239 struct gl_shader_program **ptr,
240 struct gl_shader_program *shProg)
241 {
242 assert(ptr);
243 if (*ptr == shProg) {
244 /* no-op */
245 return;
246 }
247 if (*ptr) {
248 /* Unreference the old shader program */
249 struct gl_shader_program *old = *ptr;
250
251 assert(old->RefCount > 0);
252
253 if (p_atomic_dec_zero(&old->RefCount)) {
254 if (old->Name != 0)
255 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
256 _mesa_delete_shader_program(ctx, old);
257 }
258
259 *ptr = NULL;
260 }
261 assert(!*ptr);
262
263 if (shProg) {
264 p_atomic_inc(&shProg->RefCount);
265 *ptr = shProg;
266 }
267 }
268
269 struct gl_shader_program_data *
_mesa_create_shader_program_data()270 _mesa_create_shader_program_data()
271 {
272 struct gl_shader_program_data *data;
273 data = rzalloc(NULL, struct gl_shader_program_data);
274 if (data) {
275 data->RefCount = 1;
276 data->InfoLog = ralloc_strdup(data, "");
277 }
278
279 return data;
280 }
281
282 static void
init_shader_program(struct gl_shader_program * prog)283 init_shader_program(struct gl_shader_program *prog)
284 {
285 prog->Type = GL_SHADER_PROGRAM_MESA;
286 prog->RefCount = 1;
287
288 prog->AttributeBindings = string_to_uint_map_ctor();
289 prog->FragDataBindings = string_to_uint_map_ctor();
290 prog->FragDataIndexBindings = string_to_uint_map_ctor();
291
292 prog->Geom.UsesEndPrimitive = false;
293 prog->Geom.UsesStreams = false;
294
295 prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
296
297 exec_list_make_empty(&prog->EmptyUniformLocations);
298 }
299
300 /**
301 * Allocate a new gl_shader_program object, initialize it.
302 */
303 struct gl_shader_program *
_mesa_new_shader_program(GLuint name)304 _mesa_new_shader_program(GLuint name)
305 {
306 struct gl_shader_program *shProg;
307 shProg = rzalloc(NULL, struct gl_shader_program);
308 if (shProg) {
309 shProg->Name = name;
310 shProg->data = _mesa_create_shader_program_data();
311 if (!shProg->data) {
312 ralloc_free(shProg);
313 return NULL;
314 }
315 init_shader_program(shProg);
316 }
317 return shProg;
318 }
319
320
321 /**
322 * Clear (free) the shader program state that gets produced by linking.
323 */
324 void
_mesa_clear_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)325 _mesa_clear_shader_program_data(struct gl_context *ctx,
326 struct gl_shader_program *shProg)
327 {
328 for (gl_shader_stage sh = 0; sh < MESA_SHADER_STAGES; sh++) {
329 if (shProg->_LinkedShaders[sh] != NULL) {
330 _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]);
331 shProg->_LinkedShaders[sh] = NULL;
332 }
333 }
334
335 if (shProg->UniformRemapTable) {
336 ralloc_free(shProg->UniformRemapTable);
337 shProg->NumUniformRemapTable = 0;
338 shProg->UniformRemapTable = NULL;
339 }
340
341 if (shProg->UniformHash) {
342 string_to_uint_map_dtor(shProg->UniformHash);
343 shProg->UniformHash = NULL;
344 }
345
346 _mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
347 }
348
349
350 /**
351 * Free all the data that hangs off a shader program object, but not the
352 * object itself.
353 */
354 void
_mesa_free_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)355 _mesa_free_shader_program_data(struct gl_context *ctx,
356 struct gl_shader_program *shProg)
357 {
358 GLuint i;
359
360 assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
361
362 _mesa_clear_shader_program_data(ctx, shProg);
363
364 if (shProg->AttributeBindings) {
365 string_to_uint_map_dtor(shProg->AttributeBindings);
366 shProg->AttributeBindings = NULL;
367 }
368
369 if (shProg->FragDataBindings) {
370 string_to_uint_map_dtor(shProg->FragDataBindings);
371 shProg->FragDataBindings = NULL;
372 }
373
374 if (shProg->FragDataIndexBindings) {
375 string_to_uint_map_dtor(shProg->FragDataIndexBindings);
376 shProg->FragDataIndexBindings = NULL;
377 }
378
379 /* detach shaders */
380 for (i = 0; i < shProg->NumShaders; i++) {
381 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
382 }
383 shProg->NumShaders = 0;
384
385 free(shProg->Shaders);
386 shProg->Shaders = NULL;
387
388 /* Transform feedback varying vars */
389 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
390 free(shProg->TransformFeedback.VaryingNames[i]);
391 }
392 free(shProg->TransformFeedback.VaryingNames);
393 shProg->TransformFeedback.VaryingNames = NULL;
394 shProg->TransformFeedback.NumVarying = 0;
395
396 free(shProg->Label);
397 shProg->Label = NULL;
398 }
399
400
401 /**
402 * Free/delete a shader program object.
403 */
404 void
_mesa_delete_shader_program(struct gl_context * ctx,struct gl_shader_program * shProg)405 _mesa_delete_shader_program(struct gl_context *ctx,
406 struct gl_shader_program *shProg)
407 {
408 _mesa_free_shader_program_data(ctx, shProg);
409 ralloc_free(shProg);
410 }
411
412
413 /**
414 * Lookup a GLSL program object.
415 */
416 struct gl_shader_program *
_mesa_lookup_shader_program(struct gl_context * ctx,GLuint name)417 _mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
418 {
419 struct gl_shader_program *shProg;
420 if (name) {
421 shProg = (struct gl_shader_program *)
422 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
423 /* Note that both gl_shader and gl_shader_program objects are kept
424 * in the same hash table. Check the object's type to be sure it's
425 * what we're expecting.
426 */
427 if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
428 return NULL;
429 }
430 return shProg;
431 }
432 return NULL;
433 }
434
435
436 /**
437 * As above, but record an error if program is not found.
438 */
439 struct gl_shader_program *
_mesa_lookup_shader_program_err(struct gl_context * ctx,GLuint name,const char * caller)440 _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
441 const char *caller)
442 {
443 if (!name) {
444 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
445 return NULL;
446 }
447 else {
448 struct gl_shader_program *shProg = (struct gl_shader_program *)
449 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
450 if (!shProg) {
451 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
452 return NULL;
453 }
454 if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
455 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
456 return NULL;
457 }
458 return shProg;
459 }
460 }
461
462
463 void
_mesa_init_shader_object_functions(struct dd_function_table * driver)464 _mesa_init_shader_object_functions(struct dd_function_table *driver)
465 {
466 driver->LinkShader = _mesa_ir_link_shader;
467 }
468