xref: /third_party/mesa3d/src/mesa/main/shaderobj.c (revision bf215546)
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 */
58static void
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
94void
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
101static void
102_mesa_init_shader(struct gl_shader *shader)
103{
104   shader->RefCount = 1;
105   shader->info.Geom.VerticesOut = -1;
106   shader->info.Geom.InputType = SHADER_PRIM_TRIANGLES;
107   shader->info.Geom.OutputType = SHADER_PRIM_TRIANGLE_STRIP;
108}
109
110/**
111 * Allocate a new gl_shader object, initialize it.
112 */
113struct gl_shader *
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 */
130void
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 */
144void
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 */
157struct gl_shader *
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 */
179struct gl_shader *
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
207void
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 */
244void
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
278struct gl_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
291static void
292init_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->Geom.UsesEndPrimitive = false;
302   prog->Geom.ActiveStreamMask = 0;
303
304   prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
305
306   exec_list_make_empty(&prog->EmptyUniformLocations);
307}
308
309/**
310 * Allocate a new gl_shader_program object, initialize it.
311 */
312struct gl_shader_program *
313_mesa_new_shader_program(GLuint name)
314{
315   struct gl_shader_program *shProg;
316   shProg = rzalloc(NULL, struct gl_shader_program);
317   if (shProg) {
318      shProg->Name = name;
319      shProg->data = _mesa_create_shader_program_data();
320      if (!shProg->data) {
321         ralloc_free(shProg);
322         return NULL;
323      }
324      init_shader_program(shProg);
325   }
326   return shProg;
327}
328
329
330/**
331 * Clear (free) the shader program state that gets produced by linking.
332 */
333void
334_mesa_clear_shader_program_data(struct gl_context *ctx,
335                                struct gl_shader_program *shProg)
336{
337   for (gl_shader_stage sh = 0; sh < MESA_SHADER_STAGES; sh++) {
338      if (shProg->_LinkedShaders[sh] != NULL) {
339         _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]);
340         shProg->_LinkedShaders[sh] = NULL;
341      }
342   }
343
344   if (shProg->UniformRemapTable) {
345      ralloc_free(shProg->UniformRemapTable);
346      shProg->NumUniformRemapTable = 0;
347      shProg->UniformRemapTable = NULL;
348   }
349
350   if (shProg->UniformHash) {
351      string_to_uint_map_dtor(shProg->UniformHash);
352      shProg->UniformHash = NULL;
353   }
354
355   if (shProg->data)
356      _mesa_program_resource_hash_destroy(shProg);
357
358   _mesa_reference_shader_program_data(&shProg->data, NULL);
359}
360
361
362/**
363 * Free all the data that hangs off a shader program object, but not the
364 * object itself.
365 * Must be called with shared->ShaderObjects locked.
366 */
367void
368_mesa_free_shader_program_data(struct gl_context *ctx,
369                               struct gl_shader_program *shProg)
370{
371   GLuint i;
372
373   assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
374
375   _mesa_clear_shader_program_data(ctx, shProg);
376
377   if (shProg->AttributeBindings) {
378      string_to_uint_map_dtor(shProg->AttributeBindings);
379      shProg->AttributeBindings = NULL;
380   }
381
382   if (shProg->FragDataBindings) {
383      string_to_uint_map_dtor(shProg->FragDataBindings);
384      shProg->FragDataBindings = NULL;
385   }
386
387   if (shProg->FragDataIndexBindings) {
388      string_to_uint_map_dtor(shProg->FragDataIndexBindings);
389      shProg->FragDataIndexBindings = NULL;
390   }
391
392   /* detach shaders */
393   for (i = 0; i < shProg->NumShaders; i++) {
394      _reference_shader(ctx, &shProg->Shaders[i], NULL, true);
395   }
396   shProg->NumShaders = 0;
397
398   free(shProg->Shaders);
399   shProg->Shaders = NULL;
400
401   /* Transform feedback varying vars */
402   for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
403      free(shProg->TransformFeedback.VaryingNames[i]);
404   }
405   free(shProg->TransformFeedback.VaryingNames);
406   shProg->TransformFeedback.VaryingNames = NULL;
407   shProg->TransformFeedback.NumVarying = 0;
408
409   free(shProg->Label);
410   shProg->Label = NULL;
411}
412
413
414/**
415 * Free/delete a shader program object.
416 */
417void
418_mesa_delete_shader_program(struct gl_context *ctx,
419                            struct gl_shader_program *shProg)
420{
421   _mesa_free_shader_program_data(ctx, shProg);
422   ralloc_free(shProg);
423}
424
425
426/**
427 * Lookup a GLSL program object.
428 */
429struct gl_shader_program *
430_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
431{
432   struct gl_shader_program *shProg;
433   if (name) {
434      shProg = (struct gl_shader_program *)
435         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
436      /* Note that both gl_shader and gl_shader_program objects are kept
437       * in the same hash table.  Check the object's type to be sure it's
438       * what we're expecting.
439       */
440      if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
441         return NULL;
442      }
443      return shProg;
444   }
445   return NULL;
446}
447
448
449/**
450 * As above, but record an error if program is not found.
451 */
452struct gl_shader_program *
453_mesa_lookup_shader_program_err_glthread(struct gl_context *ctx, GLuint name,
454                                         bool glthread, const char *caller)
455{
456   if (!name) {
457      _mesa_error_glthread_safe(ctx, GL_INVALID_VALUE, glthread, "%s", caller);
458      return NULL;
459   }
460   else {
461      struct gl_shader_program *shProg = (struct gl_shader_program *)
462         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
463      if (!shProg) {
464         _mesa_error_glthread_safe(ctx, GL_INVALID_VALUE, glthread,
465                                   "%s", caller);
466         return NULL;
467      }
468      if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
469         _mesa_error_glthread_safe(ctx, GL_INVALID_OPERATION, glthread,
470                                   "%s", caller);
471         return NULL;
472      }
473      return shProg;
474   }
475}
476
477
478struct gl_shader_program *
479_mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
480                                const char *caller)
481{
482   return _mesa_lookup_shader_program_err_glthread(ctx, name, false, caller);
483}
484