~mmach/netext73/mesa_2004

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
/*
 * Copyright © 2012 Intel Corporation
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 * IN THE SOFTWARE.
 */

#include "glthread_marshal.h"
#include "dispatch.h"
#include "uniforms.h"

struct marshal_cmd_ShaderSource
{
   struct marshal_cmd_base cmd_base;
   GLuint shader;
   GLsizei count;
   /* Followed by GLint length[count], then the contents of all strings,
    * concatenated.
    */
};


void
_mesa_unmarshal_ShaderSource(struct gl_context *ctx,
                             const struct marshal_cmd_ShaderSource *cmd)
{
   const GLint *cmd_length = (const GLint *) (cmd + 1);
   const GLchar *cmd_strings = (const GLchar *) (cmd_length + cmd->count);
   /* TODO: how to deal with malloc failure? */
   const GLchar * *string = malloc(cmd->count * sizeof(const GLchar *));
   int i;

   for (i = 0; i < cmd->count; ++i) {
      string[i] = cmd_strings;
      cmd_strings += cmd_length[i];
   }
   CALL_ShaderSource(ctx->CurrentServerDispatch,
                     (cmd->shader, cmd->count, string, cmd_length));
   free((void *)string);
}


static size_t
measure_ShaderSource_strings(GLsizei count, const GLchar * const *string,
                             const GLint *length_in, GLint *length_out)
{
   int i;
   size_t total_string_length = 0;

   for (i = 0; i < count; ++i) {
      if (length_in == NULL || length_in[i] < 0) {
         if (string[i])
            length_out[i] = strlen(string[i]);
      } else {
         length_out[i] = length_in[i];
      }
      total_string_length += length_out[i];
   }
   return total_string_length;
}


void GLAPIENTRY
_mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
                           const GLchar * const *string, const GLint *length)
{
   /* TODO: how to report an error if count < 0? */

   GET_CURRENT_CONTEXT(ctx);
   /* TODO: how to deal with malloc failure? */
   const size_t fixed_cmd_size = sizeof(struct marshal_cmd_ShaderSource);
   STATIC_ASSERT(sizeof(struct marshal_cmd_ShaderSource) % sizeof(GLint) == 0);
   size_t length_size = count * sizeof(GLint);
   GLint *length_tmp = malloc(length_size);
   size_t total_string_length =
      measure_ShaderSource_strings(count, string, length, length_tmp);
   size_t total_cmd_size = fixed_cmd_size + length_size + total_string_length;

   if (total_cmd_size <= MARSHAL_MAX_CMD_SIZE && count > 0) {
      struct marshal_cmd_ShaderSource *cmd =
         _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_ShaderSource,
                                         total_cmd_size);
      GLint *cmd_length = (GLint *) (cmd + 1);
      GLchar *cmd_strings = (GLchar *) (cmd_length + count);
      int i;

      cmd->shader = shader;
      cmd->count = count;
      memcpy(cmd_length, length_tmp, length_size);
      for (i = 0; i < count; ++i) {
         memcpy(cmd_strings, string[i], cmd_length[i]);
         cmd_strings += cmd_length[i];
      }
   } else {
      _mesa_glthread_finish(ctx);
      CALL_ShaderSource(ctx->CurrentServerDispatch,
                        (shader, count, string, length_tmp));
   }
   free(length_tmp);
}

void
_mesa_glthread_ProgramChanged(struct gl_context *ctx)
{
   struct glthread_state *glthread = &ctx->GLThread;

   /* Track the last change. */
   p_atomic_set(&glthread->LastProgramChangeBatch, glthread->next);
   _mesa_glthread_flush_batch(ctx);
}

void
_mesa_unmarshal_GetActiveUniform(struct gl_context *ctx,
                                 const struct marshal_cmd_GetActiveUniform *cmd)
{
   unreachable("never executed");
}

void GLAPIENTRY
_mesa_marshal_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize,
                               GLsizei *length, GLint *size, GLenum *type,
                               GLchar * name)
{
   GET_CURRENT_CONTEXT(ctx);

   /* Wait for the last glLinkProgram call. */
   int batch = p_atomic_read(&ctx->GLThread.LastProgramChangeBatch);
   if (batch != -1) {
      util_queue_fence_wait(&ctx->GLThread.batches[batch].fence);
      assert(p_atomic_read(&ctx->GLThread.LastProgramChangeBatch) == -1);
   }

   /* We can execute glGetActiveUniform without syncing if we are sync'd to
    * the last calls of glLinkProgram and glDeleteProgram because shader
    * object IDs and their contents are immutable after those calls and
    * also thread-safe because they are shared between contexts.
    * glCreateShaderProgram calls glLinkProgram internally and it always
    * syncs, so it doesn't need any handling.
    */
   _mesa_GetActiveUniform_impl(program, index, bufSize, length, size, type,
                               name, true);
}