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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 "util/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 static void
_reference_shader(struct gl_context * ctx,struct gl_shader ** ptr,struct gl_shader * sh,bool skip_locking)59 _reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
60                        struct gl_shader *sh, bool skip_locking)
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             if (skip_locking)
76                _mesa_HashRemoveLocked(&ctx->Shared->ShaderObjects, old->Name);
77             else
78                _mesa_HashRemove(&ctx->Shared->ShaderObjects, old->Name);
79          }
80          _mesa_delete_shader(ctx, old);
81       }
82 
83       *ptr = NULL;
84    }
85    assert(!*ptr);
86 
87    if (sh) {
88       /* reference new */
89       p_atomic_inc(&sh->RefCount);
90       *ptr = sh;
91    }
92 }
93 
94 void
_mesa_reference_shader(struct gl_context * ctx,struct gl_shader ** ptr,struct gl_shader * sh)95 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
96                        struct gl_shader *sh)
97 {
98    _reference_shader(ctx, ptr, sh, false);
99 }
100 
101 static void
_mesa_init_shader(struct gl_shader * shader)102 _mesa_init_shader(struct gl_shader *shader)
103 {
104    shader->RefCount = 1;
105    shader->info.Geom.VerticesOut = -1;
106    shader->info.Geom.InputType = MESA_PRIM_TRIANGLES;
107    shader->info.Geom.OutputType = MESA_PRIM_TRIANGLE_STRIP;
108 }
109 
110 /**
111  * Allocate a new gl_shader object, initialize it.
112  */
113 struct gl_shader *
_mesa_new_shader(GLuint name,gl_shader_stage stage)114 _mesa_new_shader(GLuint name, gl_shader_stage stage)
115 {
116    struct gl_shader *shader;
117    shader = rzalloc(NULL, struct gl_shader);
118    if (shader) {
119       shader->Stage = stage;
120       shader->Name = name;
121       _mesa_init_shader(shader);
122    }
123    return shader;
124 }
125 
126 
127 /**
128  * Delete a shader object.
129  */
130 void
_mesa_delete_shader(struct gl_context * ctx,struct gl_shader * sh)131 _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
132 {
133    _mesa_shader_spirv_data_reference(&sh->spirv_data, NULL);
134    free((void *)sh->Source);
135    free((void *)sh->FallbackSource);
136    free(sh->Label);
137    ralloc_free(sh->nir);
138    ralloc_free(sh);
139 }
140 
141 
142 /**
143  * Delete a shader object.
144  */
145 void
_mesa_delete_linked_shader(struct gl_context * ctx,struct gl_linked_shader * sh)146 _mesa_delete_linked_shader(struct gl_context *ctx,
147                            struct gl_linked_shader *sh)
148 {
149    _mesa_shader_spirv_data_reference(&sh->spirv_data, NULL);
150    _mesa_reference_program(ctx, &sh->Program, NULL);
151    ralloc_free(sh);
152 }
153 
154 
155 /**
156  * Lookup a GLSL shader object.
157  */
158 struct gl_shader *
_mesa_lookup_shader(struct gl_context * ctx,GLuint name)159 _mesa_lookup_shader(struct gl_context *ctx, GLuint name)
160 {
161    if (name) {
162       struct gl_shader *sh = (struct gl_shader *)
163          _mesa_HashLookup(&ctx->Shared->ShaderObjects, name);
164       /* Note that both gl_shader and gl_shader_program objects are kept
165        * in the same hash table.  Check the object's type to be sure it's
166        * what we're expecting.
167        */
168       if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
169          return NULL;
170       }
171       return sh;
172    }
173    return NULL;
174 }
175 
176 
177 /**
178  * As above, but record an error if shader is not found.
179  */
180 struct gl_shader *
_mesa_lookup_shader_err(struct gl_context * ctx,GLuint name,const char * caller)181 _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
182 {
183    if (!name) {
184       _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
185       return NULL;
186    }
187    else {
188       struct gl_shader *sh = (struct gl_shader *)
189          _mesa_HashLookup(&ctx->Shared->ShaderObjects, name);
190       if (!sh) {
191          _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
192          return NULL;
193       }
194       if (sh->Type == GL_SHADER_PROGRAM_MESA) {
195          _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
196          return NULL;
197       }
198       return sh;
199    }
200 }
201 
202 
203 
204 /**********************************************************************/
205 /*** Shader Program object functions                                ***/
206 /**********************************************************************/
207 
208 void
_mesa_reference_shader_program_data(struct gl_shader_program_data ** ptr,struct gl_shader_program_data * data)209 _mesa_reference_shader_program_data(struct gl_shader_program_data **ptr,
210                                     struct gl_shader_program_data *data)
211 {
212    if (*ptr == data)
213       return;
214 
215    if (*ptr) {
216       struct gl_shader_program_data *oldData = *ptr;
217 
218       assert(oldData->RefCount > 0);
219 
220       if (p_atomic_dec_zero(&oldData->RefCount)) {
221          assert(oldData->NumUniformStorage == 0 ||
222                 oldData->UniformStorage);
223 
224          for (unsigned i = 0; i < oldData->NumUniformStorage; ++i)
225             _mesa_uniform_detach_all_driver_storage(&oldData->UniformStorage[i]);
226 
227          ralloc_free(oldData);
228       }
229 
230       *ptr = NULL;
231    }
232 
233    if (data)
234       p_atomic_inc(&data->RefCount);
235 
236    *ptr = data;
237 }
238 
239 /**
240  * Set ptr to point to shProg.
241  * If ptr is pointing to another object, decrement its refcount (and delete
242  * if refcount hits zero).
243  * Then set ptr to point to shProg, incrementing its refcount.
244  */
245 void
_mesa_reference_shader_program_(struct gl_context * ctx,struct gl_shader_program ** ptr,struct gl_shader_program * shProg)246 _mesa_reference_shader_program_(struct gl_context *ctx,
247                                 struct gl_shader_program **ptr,
248                                 struct gl_shader_program *shProg)
249 {
250    assert(ptr);
251    if (*ptr == shProg) {
252       /* no-op */
253       return;
254    }
255    if (*ptr) {
256       /* Unreference the old shader program */
257       struct gl_shader_program *old = *ptr;
258 
259       assert(old->RefCount > 0);
260 
261       if (p_atomic_dec_zero(&old->RefCount)) {
262          _mesa_HashLockMutex(&ctx->Shared->ShaderObjects);
263          if (old->Name != 0)
264 	         _mesa_HashRemoveLocked(&ctx->Shared->ShaderObjects, old->Name);
265          _mesa_delete_shader_program(ctx, old);
266          _mesa_HashUnlockMutex(&ctx->Shared->ShaderObjects);
267       }
268 
269       *ptr = NULL;
270    }
271    assert(!*ptr);
272 
273    if (shProg) {
274       p_atomic_inc(&shProg->RefCount);
275       *ptr = shProg;
276    }
277 }
278 
279 struct gl_shader_program_data *
_mesa_create_shader_program_data()280 _mesa_create_shader_program_data()
281 {
282    struct gl_shader_program_data *data;
283    data = rzalloc(NULL, struct gl_shader_program_data);
284    if (data) {
285       data->RefCount = 1;
286       data->InfoLog = ralloc_strdup(data, "");
287    }
288 
289    return data;
290 }
291 
292 static void
init_shader_program(struct gl_shader_program * prog)293 init_shader_program(struct gl_shader_program *prog)
294 {
295    prog->Type = GL_SHADER_PROGRAM_MESA;
296    prog->RefCount = 1;
297 
298    prog->AttributeBindings = string_to_uint_map_ctor();
299    prog->FragDataBindings = string_to_uint_map_ctor();
300    prog->FragDataIndexBindings = string_to_uint_map_ctor();
301 
302    prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
303 
304    exec_list_make_empty(&prog->EmptyUniformLocations);
305 }
306 
307 /**
308  * Allocate a new gl_shader_program object, initialize it.
309  */
310 struct gl_shader_program *
_mesa_new_shader_program(GLuint name)311 _mesa_new_shader_program(GLuint name)
312 {
313    struct gl_shader_program *shProg;
314    shProg = rzalloc(NULL, struct gl_shader_program);
315    if (shProg) {
316       shProg->Name = name;
317       shProg->data = _mesa_create_shader_program_data();
318       if (!shProg->data) {
319          ralloc_free(shProg);
320          return NULL;
321       }
322       init_shader_program(shProg);
323    }
324    return shProg;
325 }
326 
327 
328 /**
329  * Clear (free) the shader program state that gets produced by linking.
330  */
331 void
_mesa_clear_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)332 _mesa_clear_shader_program_data(struct gl_context *ctx,
333                                 struct gl_shader_program *shProg)
334 {
335    for (gl_shader_stage sh = 0; sh < MESA_SHADER_STAGES; sh++) {
336       if (shProg->_LinkedShaders[sh] != NULL) {
337          _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]);
338          shProg->_LinkedShaders[sh] = NULL;
339       }
340    }
341 
342    if (shProg->UniformRemapTable) {
343       ralloc_free(shProg->UniformRemapTable);
344       shProg->NumUniformRemapTable = 0;
345       shProg->UniformRemapTable = NULL;
346    }
347 
348    if (shProg->data)
349       _mesa_program_resource_hash_destroy(shProg);
350 
351    _mesa_reference_shader_program_data(&shProg->data, NULL);
352 }
353 
354 
355 /**
356  * Free all the data that hangs off a shader program object, but not the
357  * object itself.
358  * Must be called with shared->ShaderObjects locked.
359  */
360 void
_mesa_free_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)361 _mesa_free_shader_program_data(struct gl_context *ctx,
362                                struct gl_shader_program *shProg)
363 {
364    GLuint i;
365 
366    assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
367 
368    _mesa_clear_shader_program_data(ctx, shProg);
369 
370    if (shProg->AttributeBindings) {
371       string_to_uint_map_dtor(shProg->AttributeBindings);
372       shProg->AttributeBindings = NULL;
373    }
374 
375    if (shProg->FragDataBindings) {
376       string_to_uint_map_dtor(shProg->FragDataBindings);
377       shProg->FragDataBindings = NULL;
378    }
379 
380    if (shProg->FragDataIndexBindings) {
381       string_to_uint_map_dtor(shProg->FragDataIndexBindings);
382       shProg->FragDataIndexBindings = NULL;
383    }
384 
385    /* detach shaders */
386    for (i = 0; i < shProg->NumShaders; i++) {
387       _reference_shader(ctx, &shProg->Shaders[i], NULL, true);
388    }
389    shProg->NumShaders = 0;
390 
391    free(shProg->Shaders);
392    shProg->Shaders = NULL;
393 
394    /* Transform feedback varying vars */
395    for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
396       free(shProg->TransformFeedback.VaryingNames[i]);
397    }
398    free(shProg->TransformFeedback.VaryingNames);
399    shProg->TransformFeedback.VaryingNames = NULL;
400    shProg->TransformFeedback.NumVarying = 0;
401 
402    free(shProg->Label);
403    shProg->Label = NULL;
404 }
405 
406 
407 /**
408  * Free/delete a shader program object.
409  */
410 void
_mesa_delete_shader_program(struct gl_context * ctx,struct gl_shader_program * shProg)411 _mesa_delete_shader_program(struct gl_context *ctx,
412                             struct gl_shader_program *shProg)
413 {
414    _mesa_free_shader_program_data(ctx, shProg);
415    ralloc_free(shProg);
416 }
417 
418 
419 /**
420  * Lookup a GLSL program object.
421  */
422 struct gl_shader_program *
_mesa_lookup_shader_program(struct gl_context * ctx,GLuint name)423 _mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
424 {
425    struct gl_shader_program *shProg;
426    if (name) {
427       shProg = (struct gl_shader_program *)
428          _mesa_HashLookup(&ctx->Shared->ShaderObjects, name);
429       /* Note that both gl_shader and gl_shader_program objects are kept
430        * in the same hash table.  Check the object's type to be sure it's
431        * what we're expecting.
432        */
433       if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
434          return NULL;
435       }
436       return shProg;
437    }
438    return NULL;
439 }
440 
441 
442 /**
443  * As above, but record an error if program is not found.
444  */
445 struct gl_shader_program *
_mesa_lookup_shader_program_err_glthread(struct gl_context * ctx,GLuint name,bool glthread,const char * caller)446 _mesa_lookup_shader_program_err_glthread(struct gl_context *ctx, GLuint name,
447                                          bool glthread, const char *caller)
448 {
449    if (!name) {
450       _mesa_error_glthread_safe(ctx, GL_INVALID_VALUE, glthread, "%s", caller);
451       return NULL;
452    }
453    else {
454       struct gl_shader_program *shProg = (struct gl_shader_program *)
455          _mesa_HashLookup(&ctx->Shared->ShaderObjects, name);
456       if (!shProg) {
457          _mesa_error_glthread_safe(ctx, GL_INVALID_VALUE, glthread,
458                                    "%s", caller);
459          return NULL;
460       }
461       if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
462          _mesa_error_glthread_safe(ctx, GL_INVALID_OPERATION, glthread,
463                                    "%s", caller);
464          return NULL;
465       }
466       return shProg;
467    }
468 }
469 
470 
471 struct gl_shader_program *
_mesa_lookup_shader_program_err(struct gl_context * ctx,GLuint name,const char * caller)472 _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
473                                 const char *caller)
474 {
475    return _mesa_lookup_shader_program_err_glthread(ctx, name, false, caller);
476 }
477