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 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 = GL_TRIANGLES;
107 shader->info.Geom.OutputType = GL_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 #ifdef DEBUG
122 shader->SourceChecksum = 0xa110c; /* alloc */
123 #endif
124 _mesa_init_shader(shader);
125 }
126 return shader;
127 }
128
129
130 /**
131 * Delete a shader object.
132 */
133 void
_mesa_delete_shader(struct gl_context * ctx,struct gl_shader * sh)134 _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
135 {
136 _mesa_shader_spirv_data_reference(&sh->spirv_data, NULL);
137 free((void *)sh->Source);
138 free((void *)sh->FallbackSource);
139 free(sh->Label);
140 ralloc_free(sh);
141 }
142
143
144 /**
145 * Delete a shader object.
146 */
147 void
_mesa_delete_linked_shader(struct gl_context * ctx,struct gl_linked_shader * sh)148 _mesa_delete_linked_shader(struct gl_context *ctx,
149 struct gl_linked_shader *sh)
150 {
151 _mesa_shader_spirv_data_reference(&sh->spirv_data, NULL);
152 _mesa_reference_program(ctx, &sh->Program, NULL);
153 ralloc_free(sh);
154 }
155
156
157 /**
158 * Lookup a GLSL shader object.
159 */
160 struct gl_shader *
_mesa_lookup_shader(struct gl_context * ctx,GLuint name)161 _mesa_lookup_shader(struct gl_context *ctx, GLuint name)
162 {
163 if (name) {
164 struct gl_shader *sh = (struct gl_shader *)
165 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
166 /* Note that both gl_shader and gl_shader_program objects are kept
167 * in the same hash table. Check the object's type to be sure it's
168 * what we're expecting.
169 */
170 if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
171 return NULL;
172 }
173 return sh;
174 }
175 return NULL;
176 }
177
178
179 /**
180 * As above, but record an error if shader is not found.
181 */
182 struct gl_shader *
_mesa_lookup_shader_err(struct gl_context * ctx,GLuint name,const char * caller)183 _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
184 {
185 if (!name) {
186 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
187 return NULL;
188 }
189 else {
190 struct gl_shader *sh = (struct gl_shader *)
191 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
192 if (!sh) {
193 _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
194 return NULL;
195 }
196 if (sh->Type == GL_SHADER_PROGRAM_MESA) {
197 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
198 return NULL;
199 }
200 return sh;
201 }
202 }
203
204
205
206 /**********************************************************************/
207 /*** Shader Program object functions ***/
208 /**********************************************************************/
209
210 void
_mesa_reference_shader_program_data(struct gl_context * ctx,struct gl_shader_program_data ** ptr,struct gl_shader_program_data * data)211 _mesa_reference_shader_program_data(struct gl_context *ctx,
212 struct gl_shader_program_data **ptr,
213 struct gl_shader_program_data *data)
214 {
215 if (*ptr == data)
216 return;
217
218 if (*ptr) {
219 struct gl_shader_program_data *oldData = *ptr;
220
221 assert(oldData->RefCount > 0);
222
223 if (p_atomic_dec_zero(&oldData->RefCount)) {
224 assert(ctx);
225 assert(oldData->NumUniformStorage == 0 ||
226 oldData->UniformStorage);
227
228 for (unsigned i = 0; i < oldData->NumUniformStorage; ++i)
229 _mesa_uniform_detach_all_driver_storage(&oldData->UniformStorage[i]);
230
231 ralloc_free(oldData);
232 }
233
234 *ptr = NULL;
235 }
236
237 if (data)
238 p_atomic_inc(&data->RefCount);
239
240 *ptr = data;
241 }
242
243 /**
244 * Set ptr to point to shProg.
245 * If ptr is pointing to another object, decrement its refcount (and delete
246 * if refcount hits zero).
247 * Then set ptr to point to shProg, incrementing its refcount.
248 */
249 void
_mesa_reference_shader_program_(struct gl_context * ctx,struct gl_shader_program ** ptr,struct gl_shader_program * shProg)250 _mesa_reference_shader_program_(struct gl_context *ctx,
251 struct gl_shader_program **ptr,
252 struct gl_shader_program *shProg)
253 {
254 assert(ptr);
255 if (*ptr == shProg) {
256 /* no-op */
257 return;
258 }
259 if (*ptr) {
260 /* Unreference the old shader program */
261 struct gl_shader_program *old = *ptr;
262
263 assert(old->RefCount > 0);
264
265 if (p_atomic_dec_zero(&old->RefCount)) {
266 _mesa_HashLockMutex(ctx->Shared->ShaderObjects);
267 if (old->Name != 0)
268 _mesa_HashRemoveLocked(ctx->Shared->ShaderObjects, old->Name);
269 _mesa_delete_shader_program(ctx, old);
270 _mesa_HashUnlockMutex(ctx->Shared->ShaderObjects);
271 }
272
273 *ptr = NULL;
274 }
275 assert(!*ptr);
276
277 if (shProg) {
278 p_atomic_inc(&shProg->RefCount);
279 *ptr = shProg;
280 }
281 }
282
283 struct gl_shader_program_data *
_mesa_create_shader_program_data()284 _mesa_create_shader_program_data()
285 {
286 struct gl_shader_program_data *data;
287 data = rzalloc(NULL, struct gl_shader_program_data);
288 if (data) {
289 data->RefCount = 1;
290 data->InfoLog = ralloc_strdup(data, "");
291 }
292
293 return data;
294 }
295
296 static void
init_shader_program(struct gl_shader_program * prog)297 init_shader_program(struct gl_shader_program *prog)
298 {
299 prog->Type = GL_SHADER_PROGRAM_MESA;
300 prog->RefCount = 1;
301
302 prog->AttributeBindings = string_to_uint_map_ctor();
303 prog->FragDataBindings = string_to_uint_map_ctor();
304 prog->FragDataIndexBindings = string_to_uint_map_ctor();
305
306 prog->Geom.UsesEndPrimitive = false;
307 prog->Geom.ActiveStreamMask = 0;
308
309 prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
310
311 exec_list_make_empty(&prog->EmptyUniformLocations);
312 }
313
314 /**
315 * Allocate a new gl_shader_program object, initialize it.
316 */
317 struct gl_shader_program *
_mesa_new_shader_program(GLuint name)318 _mesa_new_shader_program(GLuint name)
319 {
320 struct gl_shader_program *shProg;
321 shProg = rzalloc(NULL, struct gl_shader_program);
322 if (shProg) {
323 shProg->Name = name;
324 shProg->data = _mesa_create_shader_program_data();
325 if (!shProg->data) {
326 ralloc_free(shProg);
327 return NULL;
328 }
329 init_shader_program(shProg);
330 }
331 return shProg;
332 }
333
334
335 /**
336 * Clear (free) the shader program state that gets produced by linking.
337 */
338 void
_mesa_clear_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)339 _mesa_clear_shader_program_data(struct gl_context *ctx,
340 struct gl_shader_program *shProg)
341 {
342 for (gl_shader_stage sh = 0; sh < MESA_SHADER_STAGES; sh++) {
343 if (shProg->_LinkedShaders[sh] != NULL) {
344 _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]);
345 shProg->_LinkedShaders[sh] = NULL;
346 }
347 }
348
349 if (shProg->UniformRemapTable) {
350 ralloc_free(shProg->UniformRemapTable);
351 shProg->NumUniformRemapTable = 0;
352 shProg->UniformRemapTable = NULL;
353 }
354
355 if (shProg->UniformHash) {
356 string_to_uint_map_dtor(shProg->UniformHash);
357 shProg->UniformHash = NULL;
358 }
359
360 if (shProg->data && shProg->data->ProgramResourceHash) {
361 _mesa_hash_table_u64_destroy(shProg->data->ProgramResourceHash);
362 shProg->data->ProgramResourceHash = NULL;
363 }
364
365 _mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
366 }
367
368
369 /**
370 * Free all the data that hangs off a shader program object, but not the
371 * object itself.
372 * Must be called with shared->ShaderObjects locked.
373 */
374 void
_mesa_free_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)375 _mesa_free_shader_program_data(struct gl_context *ctx,
376 struct gl_shader_program *shProg)
377 {
378 GLuint i;
379
380 assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
381
382 _mesa_clear_shader_program_data(ctx, shProg);
383
384 if (shProg->AttributeBindings) {
385 string_to_uint_map_dtor(shProg->AttributeBindings);
386 shProg->AttributeBindings = NULL;
387 }
388
389 if (shProg->FragDataBindings) {
390 string_to_uint_map_dtor(shProg->FragDataBindings);
391 shProg->FragDataBindings = NULL;
392 }
393
394 if (shProg->FragDataIndexBindings) {
395 string_to_uint_map_dtor(shProg->FragDataIndexBindings);
396 shProg->FragDataIndexBindings = NULL;
397 }
398
399 /* detach shaders */
400 for (i = 0; i < shProg->NumShaders; i++) {
401 _reference_shader(ctx, &shProg->Shaders[i], NULL, true);
402 }
403 shProg->NumShaders = 0;
404
405 free(shProg->Shaders);
406 shProg->Shaders = NULL;
407
408 /* Transform feedback varying vars */
409 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
410 free(shProg->TransformFeedback.VaryingNames[i]);
411 }
412 free(shProg->TransformFeedback.VaryingNames);
413 shProg->TransformFeedback.VaryingNames = NULL;
414 shProg->TransformFeedback.NumVarying = 0;
415
416 free(shProg->Label);
417 shProg->Label = NULL;
418 }
419
420
421 /**
422 * Free/delete a shader program object.
423 */
424 void
_mesa_delete_shader_program(struct gl_context * ctx,struct gl_shader_program * shProg)425 _mesa_delete_shader_program(struct gl_context *ctx,
426 struct gl_shader_program *shProg)
427 {
428 _mesa_free_shader_program_data(ctx, shProg);
429 ralloc_free(shProg);
430 }
431
432
433 /**
434 * Lookup a GLSL program object.
435 */
436 struct gl_shader_program *
_mesa_lookup_shader_program(struct gl_context * ctx,GLuint name)437 _mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
438 {
439 struct gl_shader_program *shProg;
440 if (name) {
441 shProg = (struct gl_shader_program *)
442 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
443 /* Note that both gl_shader and gl_shader_program objects are kept
444 * in the same hash table. Check the object's type to be sure it's
445 * what we're expecting.
446 */
447 if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
448 return NULL;
449 }
450 return shProg;
451 }
452 return NULL;
453 }
454
455
456 /**
457 * As above, but record an error if program is not found.
458 */
459 struct gl_shader_program *
_mesa_lookup_shader_program_err_glthread(struct gl_context * ctx,GLuint name,bool glthread,const char * caller)460 _mesa_lookup_shader_program_err_glthread(struct gl_context *ctx, GLuint name,
461 bool glthread, const char *caller)
462 {
463 if (!name) {
464 _mesa_error_glthread_safe(ctx, GL_INVALID_VALUE, glthread, "%s", caller);
465 return NULL;
466 }
467 else {
468 struct gl_shader_program *shProg = (struct gl_shader_program *)
469 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
470 if (!shProg) {
471 _mesa_error_glthread_safe(ctx, GL_INVALID_VALUE, glthread,
472 "%s", caller);
473 return NULL;
474 }
475 if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
476 _mesa_error_glthread_safe(ctx, GL_INVALID_OPERATION, glthread,
477 "%s", caller);
478 return NULL;
479 }
480 return shProg;
481 }
482 }
483
484
485 struct gl_shader_program *
_mesa_lookup_shader_program_err(struct gl_context * ctx,GLuint name,const char * caller)486 _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
487 const char *caller)
488 {
489 return _mesa_lookup_shader_program_err_glthread(ctx, name, false, caller);
490 }
491
492
493 void
_mesa_init_shader_object_functions(struct dd_function_table * driver)494 _mesa_init_shader_object_functions(struct dd_function_table *driver)
495 {
496 driver->LinkShader = _mesa_ir_link_shader;
497 }
498