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* Mesa 3-D graphics library
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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* Shared-context state
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#include "atifragshader.h"
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#include "bufferobj.h"
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#include "program/program.h"
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#include "externalobjects.h"
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#include "samplerobj.h"
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#include "shaderapi.h"
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#include "shaderobj.h"
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#include "texturebindless.h"
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#include "util/hash_table.h"
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#include "util/u_memory.h"
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free_shared_state(struct gl_context *ctx, struct gl_shared_state *shared);
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* Allocate and initialize a shared context state structure.
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* Initializes the display list, texture objects and vertex programs hash
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* tables, allocates the texture objects. If it runs out of memory, frees
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* everything already allocated before returning NULL.
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* \return pointer to a gl_shared_state structure on success, or NULL on
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struct gl_shared_state *
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_mesa_alloc_shared_state(struct gl_context *ctx)
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struct gl_shared_state *shared;
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shared = CALLOC_STRUCT(gl_shared_state);
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simple_mtx_init(&shared->Mutex, mtx_plain);
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shared->DisplayList = _mesa_NewHashTable();
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shared->BitmapAtlas = _mesa_NewHashTable();
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shared->TexObjects = _mesa_NewHashTable();
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shared->Programs = _mesa_NewHashTable();
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shared->DefaultVertexProgram =
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ctx->Driver.NewProgram(ctx, MESA_SHADER_VERTEX, 0, true);
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shared->DefaultFragmentProgram =
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ctx->Driver.NewProgram(ctx, MESA_SHADER_FRAGMENT, 0, true);
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shared->ATIShaders = _mesa_NewHashTable();
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shared->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
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shared->ShaderObjects = _mesa_NewHashTable();
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shared->BufferObjects = _mesa_NewHashTable();
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shared->ZombieBufferObjects = _mesa_set_create(NULL, _mesa_hash_pointer,
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_mesa_key_pointer_equal);
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/* GL_ARB_sampler_objects */
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shared->SamplerObjects = _mesa_NewHashTable();
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/* GL_ARB_bindless_texture */
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_mesa_init_shared_handles(shared);
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/* ARB_shading_language_include */
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_mesa_init_shader_includes(shared);
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simple_mtx_init(&shared->ShaderIncludeMutex, mtx_plain);
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/* Create default texture objects */
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for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
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/* NOTE: the order of these enums matches the TEXTURE_x_INDEX values */
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static const GLenum targets[] = {
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GL_TEXTURE_2D_MULTISAMPLE,
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GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
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GL_TEXTURE_CUBE_MAP_ARRAY,
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GL_TEXTURE_2D_ARRAY_EXT,
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GL_TEXTURE_1D_ARRAY_EXT,
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GL_TEXTURE_EXTERNAL_OES,
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GL_TEXTURE_RECTANGLE_NV,
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STATIC_ASSERT(ARRAY_SIZE(targets) == NUM_TEXTURE_TARGETS);
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shared->DefaultTex[i] = _mesa_new_texture_object(ctx, 0, targets[i]);
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/* Need to explicitly set/overwrite the TargetIndex field here since
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* the call to _mesa_tex_target_to_index() in NewTextureObject() may
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* fail if the texture target is not supported.
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shared->DefaultTex[i]->TargetIndex = i;
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assert(shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount == 1);
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/* Mutex and timestamp for texobj state validation */
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simple_mtx_init(&shared->TexMutex, mtx_plain);
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shared->TextureStateStamp = 0;
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shared->FrameBuffers = _mesa_NewHashTable();
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shared->RenderBuffers = _mesa_NewHashTable();
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shared->SyncObjects = _mesa_set_create(NULL, _mesa_hash_pointer,
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_mesa_key_pointer_equal);
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shared->MemoryObjects = _mesa_NewHashTable();
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shared->SemaphoreObjects = _mesa_NewHashTable();
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* Callback for deleting a display list. Called by _mesa_HashDeleteAll().
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delete_displaylist_cb(void *data, void *userData)
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struct gl_display_list *list = (struct gl_display_list *) data;
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struct gl_context *ctx = (struct gl_context *) userData;
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_mesa_delete_list(ctx, list);
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* Callback for deleting a bitmap atlas. Called by _mesa_HashDeleteAll().
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delete_bitmap_atlas_cb(void *data, void *userData)
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struct gl_bitmap_atlas *atlas = (struct gl_bitmap_atlas *) data;
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struct gl_context *ctx = (struct gl_context *) userData;
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_mesa_delete_bitmap_atlas(ctx, atlas);
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* Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
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delete_texture_cb(void *data, void *userData)
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struct gl_texture_object *texObj = (struct gl_texture_object *) data;
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struct gl_context *ctx = (struct gl_context *) userData;
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_mesa_delete_texture_object(ctx, texObj);
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* Callback for deleting a program object. Called by _mesa_HashDeleteAll().
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delete_program_cb(void *data, void *userData)
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struct gl_program *prog = (struct gl_program *) data;
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struct gl_context *ctx = (struct gl_context *) userData;
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if(prog != &_mesa_DummyProgram) {
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assert(prog->RefCount == 1); /* should only be referenced by hash table */
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prog->RefCount = 0; /* now going away */
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_mesa_delete_program(ctx, prog);
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* Callback for deleting an ATI fragment shader object.
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* Called by _mesa_HashDeleteAll().
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delete_fragshader_cb(void *data, void *userData)
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struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
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struct gl_context *ctx = (struct gl_context *) userData;
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_mesa_delete_ati_fragment_shader(ctx, shader);
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* Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
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delete_bufferobj_cb(void *data, void *userData)
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struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
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struct gl_context *ctx = (struct gl_context *) userData;
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_mesa_buffer_unmap_all_mappings(ctx, bufObj);
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_mesa_reference_buffer_object(ctx, &bufObj, NULL);
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* Callback for freeing shader program data. Call it before delete_shader_cb
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* to avoid memory access error.
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free_shader_program_data_cb(void *data, void *userData)
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struct gl_context *ctx = (struct gl_context *) userData;
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struct gl_shader_program *shProg = (struct gl_shader_program *) data;
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if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
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_mesa_free_shader_program_data(ctx, shProg);
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* Callback for deleting shader and shader programs objects.
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* Called by _mesa_HashDeleteAll().
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delete_shader_cb(void *data, void *userData)
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struct gl_context *ctx = (struct gl_context *) userData;
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struct gl_shader *sh = (struct gl_shader *) data;
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if (_mesa_validate_shader_target(ctx, sh->Type)) {
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_mesa_delete_shader(ctx, sh);
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struct gl_shader_program *shProg = (struct gl_shader_program *) data;
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assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
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_mesa_delete_shader_program(ctx, shProg);
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* Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
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delete_framebuffer_cb(void *data, UNUSED void *userData)
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struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
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/* The fact that the framebuffer is in the hashtable means its refcount
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* is one, but we're removing from the hashtable now. So clear refcount.
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/*assert(fb->RefCount == 1);*/
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/* NOTE: Delete should always be defined but there are two reports
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* of it being NULL (bugs 13507, 14293). Work-around for now.
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* Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
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delete_renderbuffer_cb(void *data, void *userData)
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struct gl_context *ctx = (struct gl_context *) userData;
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struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
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rb->RefCount = 0; /* see comment for FBOs above */
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* Callback for deleting a sampler object. Called by _mesa_HashDeleteAll()
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delete_sampler_object_cb(void *data, void *userData)
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struct gl_context *ctx = (struct gl_context *) userData;
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struct gl_sampler_object *sampObj = (struct gl_sampler_object *) data;
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_mesa_reference_sampler_object(ctx, &sampObj, NULL);
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* Callback for deleting a memory object. Called by _mesa_HashDeleteAll().
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delete_memory_object_cb(void *data, void *userData)
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struct gl_memory_object *memObj = (struct gl_memory_object *) data;
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struct gl_context *ctx = (struct gl_context *) userData;
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_mesa_delete_memory_object(ctx, memObj);
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* Callback for deleting a memory object. Called by _mesa_HashDeleteAll().
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delete_semaphore_object_cb(void *data, void *userData)
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struct gl_semaphore_object *semObj = (struct gl_semaphore_object *) data;
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struct gl_context *ctx = (struct gl_context *) userData;
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_mesa_delete_semaphore_object(ctx, semObj);
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* Deallocate a shared state object and all children structures.
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* \param ctx GL context.
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* \param shared shared state pointer.
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* Frees the display lists, the texture objects (calling the driver texture
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* deletion callback to free its private data) and the vertex programs, as well
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* as their hash tables.
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* \sa alloc_shared_state().
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free_shared_state(struct gl_context *ctx, struct gl_shared_state *shared)
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/* Free the dummy/fallback texture objects */
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for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
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if (shared->FallbackTex[i])
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_mesa_delete_texture_object(ctx, shared->FallbackTex[i]);
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if (shared->DisplayList) {
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_mesa_HashDeleteAll(shared->DisplayList, delete_displaylist_cb, ctx);
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_mesa_DeleteHashTable(shared->DisplayList);
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free(shared->small_dlist_store.ptr);
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util_idalloc_fini(&shared->small_dlist_store.free_idx);
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if (shared->BitmapAtlas) {
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_mesa_HashDeleteAll(shared->BitmapAtlas, delete_bitmap_atlas_cb, ctx);
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_mesa_DeleteHashTable(shared->BitmapAtlas);
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if (shared->ShaderObjects) {
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_mesa_HashWalk(shared->ShaderObjects, free_shader_program_data_cb, ctx);
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_mesa_HashDeleteAll(shared->ShaderObjects, delete_shader_cb, ctx);
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_mesa_DeleteHashTable(shared->ShaderObjects);
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if (shared->Programs) {
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_mesa_HashDeleteAll(shared->Programs, delete_program_cb, ctx);
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_mesa_DeleteHashTable(shared->Programs);
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if (shared->DefaultVertexProgram)
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_mesa_reference_program(ctx, &shared->DefaultVertexProgram, NULL);
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if (shared->DefaultFragmentProgram)
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_mesa_reference_program(ctx, &shared->DefaultFragmentProgram, NULL);
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if (shared->DefaultFragmentShader)
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_mesa_delete_ati_fragment_shader(ctx, shared->DefaultFragmentShader);
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if (shared->ATIShaders) {
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_mesa_HashDeleteAll(shared->ATIShaders, delete_fragshader_cb, ctx);
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_mesa_DeleteHashTable(shared->ATIShaders);
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if (shared->BufferObjects) {
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_mesa_HashDeleteAll(shared->BufferObjects, delete_bufferobj_cb, ctx);
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_mesa_DeleteHashTable(shared->BufferObjects);
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if (shared->ZombieBufferObjects) {
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set_foreach(shared->ZombieBufferObjects, entry) {
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assert(!"ZombieBufferObjects should be empty");
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_mesa_set_destroy(shared->ZombieBufferObjects, NULL);
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if (shared->FrameBuffers) {
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_mesa_HashDeleteAll(shared->FrameBuffers, delete_framebuffer_cb, ctx);
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_mesa_DeleteHashTable(shared->FrameBuffers);
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if (shared->RenderBuffers) {
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_mesa_HashDeleteAll(shared->RenderBuffers, delete_renderbuffer_cb, ctx);
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_mesa_DeleteHashTable(shared->RenderBuffers);
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if (shared->SyncObjects) {
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set_foreach(shared->SyncObjects, entry) {
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_mesa_unref_sync_object(ctx, (struct gl_sync_object *) entry->key, 1);
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_mesa_set_destroy(shared->SyncObjects, NULL);
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if (shared->SamplerObjects) {
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_mesa_HashDeleteAll(shared->SamplerObjects, delete_sampler_object_cb,
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_mesa_DeleteHashTable(shared->SamplerObjects);
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* Free texture objects (after FBOs since some textures might have
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* been bound to FBOs).
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/* the default textures */
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for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
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if (shared->DefaultTex[i])
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_mesa_delete_texture_object(ctx, shared->DefaultTex[i]);
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/* all other textures */
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if (shared->TexObjects) {
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_mesa_HashDeleteAll(shared->TexObjects, delete_texture_cb, ctx);
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_mesa_DeleteHashTable(shared->TexObjects);
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_mesa_free_shared_handles(shared);
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/* ARB_shading_language_include */
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_mesa_destroy_shader_includes(shared);
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simple_mtx_destroy(&shared->ShaderIncludeMutex);
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if (shared->MemoryObjects) {
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_mesa_HashDeleteAll(shared->MemoryObjects, delete_memory_object_cb, ctx);
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_mesa_DeleteHashTable(shared->MemoryObjects);
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if (shared->SemaphoreObjects) {
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_mesa_HashDeleteAll(shared->SemaphoreObjects, delete_semaphore_object_cb, ctx);
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_mesa_DeleteHashTable(shared->SemaphoreObjects);
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simple_mtx_destroy(&shared->Mutex);
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simple_mtx_destroy(&shared->TexMutex);
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* gl_shared_state objects are ref counted.
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* If ptr's refcount goes to zero, free the shared state.
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_mesa_reference_shared_state(struct gl_context *ctx,
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struct gl_shared_state **ptr,
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struct gl_shared_state *state)
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/* unref old state */
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struct gl_shared_state *old = *ptr;
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simple_mtx_lock(&old->Mutex);
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assert(old->RefCount >= 1);
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delete = (old->RefCount == 0);
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simple_mtx_unlock(&old->Mutex);
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free_shared_state(ctx, old);
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/* reference new state */
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simple_mtx_lock(&state->Mutex);
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simple_mtx_unlock(&state->Mutex);