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