📄 program.c
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/* * Mesa 3-D graphics library * Version: 6.5.3 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * 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 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 * BRIAN PAUL 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. *//** * \file program.c * Vertex and fragment program support functions. * \author Brian Paul */#include "glheader.h"#include "context.h"#include "hash.h"#include "program.h"#include "prog_parameter.h"#include "prog_instruction.h"/** * A pointer to this dummy program is put into the hash table when * glGenPrograms is called. */struct gl_program _mesa_DummyProgram;/** * Init context's vertex/fragment program state */void_mesa_init_program(GLcontext *ctx){ GLuint i; ctx->Program.ErrorPos = -1; ctx->Program.ErrorString = _mesa_strdup("");#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program ctx->VertexProgram.Enabled = GL_FALSE; ctx->VertexProgram.PointSizeEnabled = GL_FALSE; ctx->VertexProgram.TwoSideEnabled = GL_FALSE; _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, ctx->Shared->DefaultVertexProgram); assert(ctx->VertexProgram.Current); for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) { ctx->VertexProgram.TrackMatrix[i] = GL_NONE; ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV; }#endif#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program ctx->FragmentProgram.Enabled = GL_FALSE; _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, ctx->Shared->DefaultFragmentProgram); assert(ctx->FragmentProgram.Current);#endif /* XXX probably move this stuff */#if FEATURE_ATI_fragment_shader ctx->ATIFragmentShader.Enabled = GL_FALSE; ctx->ATIFragmentShader.Current = ctx->Shared->DefaultFragmentShader; assert(ctx->ATIFragmentShader.Current); ctx->ATIFragmentShader.Current->RefCount++;#endif}/** * Free a context's vertex/fragment program state */void_mesa_free_program_data(GLcontext *ctx){#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);#endif#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);#endif /* XXX probably move this stuff */#if FEATURE_ATI_fragment_shader if (ctx->ATIFragmentShader.Current) { ctx->ATIFragmentShader.Current->RefCount--; if (ctx->ATIFragmentShader.Current->RefCount <= 0) { _mesa_free(ctx->ATIFragmentShader.Current); } }#endif _mesa_free((void *) ctx->Program.ErrorString);}/** * Update the default program objects in the given context to reference those * specified in the shared state and release those referencing the old * shared state. */void_mesa_update_default_objects_program(GLcontext *ctx){#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, (struct gl_vertex_program *) ctx->Shared->DefaultVertexProgram); assert(ctx->VertexProgram.Current);#endif#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, (struct gl_fragment_program *) ctx->Shared->DefaultFragmentProgram); assert(ctx->FragmentProgram.Current);#endif /* XXX probably move this stuff */#if FEATURE_ATI_fragment_shader if (ctx->ATIFragmentShader.Current) { ctx->ATIFragmentShader.Current->RefCount--; if (ctx->ATIFragmentShader.Current->RefCount <= 0) { _mesa_free(ctx->ATIFragmentShader.Current); } } ctx->ATIFragmentShader.Current = (struct ati_fragment_shader *) ctx->Shared->DefaultFragmentShader; assert(ctx->ATIFragmentShader.Current); ctx->ATIFragmentShader.Current->RefCount++;#endif}/** * Set the vertex/fragment program error state (position and error string). * This is generally called from within the parsers. */void_mesa_set_program_error(GLcontext *ctx, GLint pos, const char *string){ ctx->Program.ErrorPos = pos; _mesa_free((void *) ctx->Program.ErrorString); if (!string) string = ""; ctx->Program.ErrorString = _mesa_strdup(string);}/** * Find the line number and column for 'pos' within 'string'. * Return a copy of the line which contains 'pos'. Free the line with * _mesa_free(). * \param string the program string * \param pos the position within the string * \param line returns the line number corresponding to 'pos'. * \param col returns the column number corresponding to 'pos'. * \return copy of the line containing 'pos'. */const GLubyte *_mesa_find_line_column(const GLubyte *string, const GLubyte *pos, GLint *line, GLint *col){ const GLubyte *lineStart = string; const GLubyte *p = string; GLubyte *s; int len; *line = 1; while (p != pos) { if (*p == (GLubyte) '\n') { (*line)++; lineStart = p + 1; } p++; } *col = (pos - lineStart) + 1; /* return copy of this line */ while (*p != 0 && *p != '\n') p++; len = p - lineStart; s = (GLubyte *) _mesa_malloc(len + 1); _mesa_memcpy(s, lineStart, len); s[len] = 0; return s;}/** * Initialize a new vertex/fragment program object. */static struct gl_program *_mesa_init_program_struct( GLcontext *ctx, struct gl_program *prog, GLenum target, GLuint id){ (void) ctx; if (prog) { GLuint i; _mesa_bzero(prog, sizeof(*prog)); prog->Id = id; prog->Target = target; prog->Resident = GL_TRUE; prog->RefCount = 1; prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB; /* default mapping from samplers to texture units */ for (i = 0; i < MAX_SAMPLERS; i++) prog->SamplerUnits[i] = i; } return prog;}/** * Initialize a new fragment program object. */struct gl_program *_mesa_init_fragment_program( GLcontext *ctx, struct gl_fragment_program *prog, GLenum target, GLuint id){ if (prog) return _mesa_init_program_struct( ctx, &prog->Base, target, id ); else return NULL;}/** * Initialize a new vertex program object. */struct gl_program *_mesa_init_vertex_program( GLcontext *ctx, struct gl_vertex_program *prog, GLenum target, GLuint id){ if (prog) return _mesa_init_program_struct( ctx, &prog->Base, target, id ); else return NULL;}/** * Allocate and initialize a new fragment/vertex program object but * don't put it into the program hash table. Called via * ctx->Driver.NewProgram. May be overridden (ie. replaced) by a * device driver function to implement OO deriviation with additional * types not understood by this function. * * \param ctx context * \param id program id/number * \param target program target/type * \return pointer to new program object */struct gl_program *_mesa_new_program(GLcontext *ctx, GLenum target, GLuint id){ struct gl_program *prog; switch (target) { case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */ prog = _mesa_init_vertex_program(ctx, CALLOC_STRUCT(gl_vertex_program), target, id ); break; case GL_FRAGMENT_PROGRAM_NV: case GL_FRAGMENT_PROGRAM_ARB: prog =_mesa_init_fragment_program(ctx, CALLOC_STRUCT(gl_fragment_program), target, id ); break; default: _mesa_problem(ctx, "bad target in _mesa_new_program"); prog = NULL; } return prog;}/** * Delete a program and remove it from the hash table, ignoring the * reference count. * Called via ctx->Driver.DeleteProgram. May be wrapped (OO deriviation) * by a device driver function. */void_mesa_delete_program(GLcontext *ctx, struct gl_program *prog){ (void) ctx; ASSERT(prog); ASSERT(prog->RefCount==0); if (prog == &_mesa_DummyProgram) return; if (prog->String) _mesa_free(prog->String); _mesa_free_instructions(prog->Instructions, prog->NumInstructions); if (prog->Parameters) { _mesa_free_parameter_list(prog->Parameters); } if (prog->Varying) { _mesa_free_parameter_list(prog->Varying); } if (prog->Attributes) { _mesa_free_parameter_list(prog->Attributes); } /* XXX this is a little ugly */ if (prog->Target == GL_VERTEX_PROGRAM_ARB) { struct gl_vertex_program *vprog = (struct gl_vertex_program *) prog; if (vprog->TnlData) _mesa_free(vprog->TnlData); } _mesa_free(prog);}/** * Return the gl_program object for a given ID. * Basically just a wrapper for _mesa_HashLookup() to avoid a lot of * casts elsewhere. */struct gl_program *_mesa_lookup_program(GLcontext *ctx, GLuint id){ if (id) return (struct gl_program *) _mesa_HashLookup(ctx->Shared->Programs, id); else return NULL;}/** * Reference counting for vertex/fragment programs */void_mesa_reference_program(GLcontext *ctx, struct gl_program **ptr, struct gl_program *prog){ assert(ptr); if (*ptr && prog) { /* sanity check */ ASSERT((*ptr)->Target == prog->Target); } if (*ptr == prog) { return; /* no change */ } if (*ptr) { GLboolean deleteFlag; /*_glthread_LOCK_MUTEX((*ptr)->Mutex);*/#if 0 printf("Program %p ID=%u Target=%s Refcount-- to %d\n", *ptr, (*ptr)->Id, ((*ptr)->Target == GL_VERTEX_PROGRAM_ARB ? "VP" : "FP"), (*ptr)->RefCount - 1);#endif ASSERT((*ptr)->RefCount > 0); (*ptr)->RefCount--; deleteFlag = ((*ptr)->RefCount == 0); /*_glthread_UNLOCK_MUTEX((*ptr)->Mutex);*/
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