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📄 program.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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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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