mesa: move shared context state functions to new shared.c file

This commit is contained in:
Brian Paul 2009-03-07 13:14:37 -07:00
parent 2e798e4b7e
commit 4045a2c7d3
6 changed files with 418 additions and 366 deletions

View File

@ -81,6 +81,7 @@ if env['platform'] != 'winddk':
'main/renderbuffer.c',
'main/scissor.c',
'main/shaders.c',
'main/shared.c',
'main/state.c',
'main/stencil.c',
'main/texcompress.c',

View File

@ -133,6 +133,7 @@
#include "rastpos.h"
#endif
#include "scissor.h"
#include "shared.h"
#include "simple_list.h"
#include "state.h"
#include "stencil.h"
@ -445,362 +446,6 @@ one_time_init( GLcontext *ctx )
}
/**
* Allocate and initialize a shared context state structure.
* Initializes the display list, texture objects and vertex programs hash
* tables, allocates the texture objects. If it runs out of memory, frees
* everything already allocated before returning NULL.
*
* \return pointer to a gl_shared_state structure on success, or NULL on
* failure.
*/
static GLboolean
alloc_shared_state( GLcontext *ctx )
{
GLuint i;
struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
if (!ss)
return GL_FALSE;
ctx->Shared = ss;
_glthread_INIT_MUTEX(ss->Mutex);
ss->DisplayList = _mesa_NewHashTable();
ss->TexObjects = _mesa_NewHashTable();
ss->Programs = _mesa_NewHashTable();
#if FEATURE_ARB_vertex_program
ss->DefaultVertexProgram = (struct gl_vertex_program *)
ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
if (!ss->DefaultVertexProgram)
goto cleanup;
#endif
#if FEATURE_ARB_fragment_program
ss->DefaultFragmentProgram = (struct gl_fragment_program *)
ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!ss->DefaultFragmentProgram)
goto cleanup;
#endif
#if FEATURE_ATI_fragment_shader
ss->ATIShaders = _mesa_NewHashTable();
ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
if (!ss->DefaultFragmentShader)
goto cleanup;
#endif
#if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
ss->BufferObjects = _mesa_NewHashTable();
#endif
ss->ArrayObjects = _mesa_NewHashTable();
#if FEATURE_ARB_shader_objects
ss->ShaderObjects = _mesa_NewHashTable();
#endif
/* Create default texture objects */
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
/* NOTE: the order of these enums matches the TEXTURE_x_INDEX values */
static const GLenum targets[NUM_TEXTURE_TARGETS] = {
GL_TEXTURE_2D_ARRAY_EXT,
GL_TEXTURE_1D_ARRAY_EXT,
GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_3D,
GL_TEXTURE_RECTANGLE_NV,
GL_TEXTURE_2D,
GL_TEXTURE_1D
};
ss->DefaultTex[i] = ctx->Driver.NewTextureObject(ctx, 0, targets[i]);
if (!ss->DefaultTex[i])
goto cleanup;
}
/* sanity check */
assert(ss->DefaultTex[TEXTURE_1D_INDEX]->RefCount == 1);
_glthread_INIT_MUTEX(ss->TexMutex);
ss->TextureStateStamp = 0;
#if FEATURE_EXT_framebuffer_object
ss->FrameBuffers = _mesa_NewHashTable();
if (!ss->FrameBuffers)
goto cleanup;
ss->RenderBuffers = _mesa_NewHashTable();
if (!ss->RenderBuffers)
goto cleanup;
#endif
return GL_TRUE;
cleanup:
/* Ran out of memory at some point. Free everything and return NULL */
if (ss->DisplayList)
_mesa_DeleteHashTable(ss->DisplayList);
if (ss->TexObjects)
_mesa_DeleteHashTable(ss->TexObjects);
if (ss->Programs)
_mesa_DeleteHashTable(ss->Programs);
#if FEATURE_ARB_vertex_program
_mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
#endif
#if FEATURE_ARB_fragment_program
_mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
#endif
#if FEATURE_ATI_fragment_shader
if (ss->DefaultFragmentShader)
_mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
#endif
#if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
if (ss->BufferObjects)
_mesa_DeleteHashTable(ss->BufferObjects);
#endif
if (ss->ArrayObjects)
_mesa_DeleteHashTable (ss->ArrayObjects);
#if FEATURE_ARB_shader_objects
if (ss->ShaderObjects)
_mesa_DeleteHashTable (ss->ShaderObjects);
#endif
#if FEATURE_EXT_framebuffer_object
if (ss->FrameBuffers)
_mesa_DeleteHashTable(ss->FrameBuffers);
if (ss->RenderBuffers)
_mesa_DeleteHashTable(ss->RenderBuffers);
#endif
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
if (ss->DefaultTex[i])
ctx->Driver.DeleteTexture(ctx, ss->DefaultTex[i]);
}
_mesa_free(ss);
return GL_FALSE;
}
/**
* Callback for deleting a display list. Called by _mesa_HashDeleteAll().
*/
static void
delete_displaylist_cb(GLuint id, void *data, void *userData)
{
#if FEATURE_dlist
struct gl_display_list *list = (struct gl_display_list *) data;
GLcontext *ctx = (GLcontext *) userData;
_mesa_delete_list(ctx, list);
#endif
}
/**
* Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
*/
static void
delete_texture_cb(GLuint id, void *data, void *userData)
{
struct gl_texture_object *texObj = (struct gl_texture_object *) data;
GLcontext *ctx = (GLcontext *) userData;
ctx->Driver.DeleteTexture(ctx, texObj);
}
/**
* Callback for deleting a program object. Called by _mesa_HashDeleteAll().
*/
static void
delete_program_cb(GLuint id, void *data, void *userData)
{
struct gl_program *prog = (struct gl_program *) data;
GLcontext *ctx = (GLcontext *) userData;
ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
prog->RefCount = 0; /* now going away */
ctx->Driver.DeleteProgram(ctx, prog);
}
#if FEATURE_ATI_fragment_shader
/**
* Callback for deleting an ATI fragment shader object.
* Called by _mesa_HashDeleteAll().
*/
static void
delete_fragshader_cb(GLuint id, void *data, void *userData)
{
struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
GLcontext *ctx = (GLcontext *) userData;
_mesa_delete_ati_fragment_shader(ctx, shader);
}
#endif
/**
* Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
*/
static void
delete_bufferobj_cb(GLuint id, void *data, void *userData)
{
struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
GLcontext *ctx = (GLcontext *) userData;
ctx->Driver.DeleteBuffer(ctx, bufObj);
}
/**
* Callback for deleting an array object. Called by _mesa_HashDeleteAll().
*/
static void
delete_arrayobj_cb(GLuint id, void *data, void *userData)
{
struct gl_array_object *arrayObj = (struct gl_array_object *) data;
GLcontext *ctx = (GLcontext *) userData;
_mesa_delete_array_object(ctx, arrayObj);
}
/**
* Callback for freeing shader program data. Call it before delete_shader_cb
* to avoid memory access error.
*/
static void
free_shader_program_data_cb(GLuint id, void *data, void *userData)
{
GLcontext *ctx = (GLcontext *) userData;
struct gl_shader_program *shProg = (struct gl_shader_program *) data;
if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
_mesa_free_shader_program_data(ctx, shProg);
}
}
/**
* Callback for deleting shader and shader programs objects.
* Called by _mesa_HashDeleteAll().
*/
static void
delete_shader_cb(GLuint id, void *data, void *userData)
{
GLcontext *ctx = (GLcontext *) userData;
struct gl_shader *sh = (struct gl_shader *) data;
if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
_mesa_free_shader(ctx, sh);
}
else {
struct gl_shader_program *shProg = (struct gl_shader_program *) data;
ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
_mesa_free_shader_program(ctx, shProg);
}
}
/**
* Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
*/
static void
delete_framebuffer_cb(GLuint id, void *data, void *userData)
{
struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
/* The fact that the framebuffer is in the hashtable means its refcount
* is one, but we're removing from the hashtable now. So clear refcount.
*/
/*assert(fb->RefCount == 1);*/
fb->RefCount = 0;
/* NOTE: Delete should always be defined but there are two reports
* of it being NULL (bugs 13507, 14293). Work-around for now.
*/
if (fb->Delete)
fb->Delete(fb);
}
/**
* Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
*/
static void
delete_renderbuffer_cb(GLuint id, void *data, void *userData)
{
struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
rb->RefCount = 0; /* see comment for FBOs above */
if (rb->Delete)
rb->Delete(rb);
}
/**
* Deallocate a shared state object and all children structures.
*
* \param ctx GL context.
* \param ss shared state pointer.
*
* Frees the display lists, the texture objects (calling the driver texture
* deletion callback to free its private data) and the vertex programs, as well
* as their hash tables.
*
* \sa alloc_shared_state().
*/
static void
free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
{
GLuint i;
/*
* Free display lists
*/
_mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
_mesa_DeleteHashTable(ss->DisplayList);
#if FEATURE_ARB_shader_objects
_mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx);
_mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
_mesa_DeleteHashTable(ss->ShaderObjects);
#endif
_mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
_mesa_DeleteHashTable(ss->Programs);
#if FEATURE_ARB_vertex_program
_mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
#endif
#if FEATURE_ARB_fragment_program
_mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
#endif
#if FEATURE_ATI_fragment_shader
_mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
_mesa_DeleteHashTable(ss->ATIShaders);
_mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
#endif
#if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
_mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
_mesa_DeleteHashTable(ss->BufferObjects);
#endif
_mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
_mesa_DeleteHashTable(ss->ArrayObjects);
#if FEATURE_EXT_framebuffer_object
_mesa_HashDeleteAll(ss->FrameBuffers, delete_framebuffer_cb, ctx);
_mesa_DeleteHashTable(ss->FrameBuffers);
_mesa_HashDeleteAll(ss->RenderBuffers, delete_renderbuffer_cb, ctx);
_mesa_DeleteHashTable(ss->RenderBuffers);
#endif
/*
* Free texture objects (after FBOs since some textures might have
* been bound to FBOs).
*/
ASSERT(ctx->Driver.DeleteTexture);
/* the default textures */
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
ctx->Driver.DeleteTexture(ctx, ss->DefaultTex[i]);
}
/* all other textures */
_mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
_mesa_DeleteHashTable(ss->TexObjects);
_glthread_DESTROY_MUTEX(ss->Mutex);
_mesa_free(ss);
}
/**
* Initialize fields of gl_current_attrib (aka ctx->Current.*)
*/
@ -1180,6 +825,8 @@ _mesa_initialize_context(GLcontext *ctx,
const struct dd_function_table *driverFunctions,
void *driverContext)
{
struct gl_shared_state *shared;
/*ASSERT(driverContext);*/
assert(driverFunctions->NewTextureObject);
assert(driverFunctions->FreeTexImageData);
@ -1203,20 +850,22 @@ _mesa_initialize_context(GLcontext *ctx,
if (share_list) {
/* share state with another context */
ctx->Shared = share_list->Shared;
shared = share_list->Shared;
}
else {
/* allocate new, unshared state */
if (!alloc_shared_state( ctx )) {
shared = _mesa_alloc_shared_state(ctx);
if (!shared)
return GL_FALSE;
}
}
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount++;
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
_glthread_LOCK_MUTEX(shared->Mutex);
ctx->Shared = shared;
shared->RefCount++;
_glthread_UNLOCK_MUTEX(shared->Mutex);
if (!init_attrib_groups( ctx )) {
free_shared_state(ctx, ctx->Shared);
_mesa_free_shared_state(ctx, ctx->Shared);
return GL_FALSE;
}
@ -1224,7 +873,7 @@ _mesa_initialize_context(GLcontext *ctx,
ctx->Exec = alloc_dispatch_table();
ctx->Save = alloc_dispatch_table();
if (!ctx->Exec || !ctx->Save) {
free_shared_state(ctx, ctx->Shared);
_mesa_free_shared_state(ctx, ctx->Shared);
if (ctx->Exec)
_mesa_free(ctx->Exec);
}
@ -1369,7 +1018,7 @@ _mesa_free_context_data( GLcontext *ctx )
assert(RefCount >= 0);
if (RefCount == 0) {
/* free shared state */
free_shared_state( ctx, ctx->Shared );
_mesa_free_shared_state( ctx, ctx->Shared );
}
if (ctx->Extensions.String)
@ -1753,7 +1402,7 @@ _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
oldSharedState->RefCount--;
if (oldSharedState->RefCount == 0) {
free_shared_state(ctx, oldSharedState);
_mesa_free_shared_state(ctx, oldSharedState);
}
return GL_TRUE;

356
src/mesa/main/shared.c Normal file
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@ -0,0 +1,356 @@
/*
* Mesa 3-D graphics library
* Version: 7.5
*
* Copyright (C) 2009 VMware, Inc. 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 shared.c
* Shared-context state
*/
#include "imports.h"
#include "mtypes.h"
#include "hash.h"
#include "arrayobj.h"
#include "shared.h"
#include "shader/program.h"
#include "shader/shader_api.h"
#if FEATURE_dlist
#include "dlist.h"
#endif
#if FEATURE_ATI_fragment_shader
#include "shader/atifragshader.h"
#endif
/**
* Allocate and initialize a shared context state structure.
* Initializes the display list, texture objects and vertex programs hash
* tables, allocates the texture objects. If it runs out of memory, frees
* everything already allocated before returning NULL.
*
* \return pointer to a gl_shared_state structure on success, or NULL on
* failure.
*/
struct gl_shared_state *
_mesa_alloc_shared_state(GLcontext *ctx)
{
struct gl_shared_state *shared;
GLuint i;
shared = CALLOC_STRUCT(gl_shared_state);
if (!shared)
return NULL;
_glthread_INIT_MUTEX(shared->Mutex);
shared->DisplayList = _mesa_NewHashTable();
shared->TexObjects = _mesa_NewHashTable();
shared->Programs = _mesa_NewHashTable();
#if FEATURE_ARB_vertex_program
shared->DefaultVertexProgram = (struct gl_vertex_program *)
ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
#endif
#if FEATURE_ARB_fragment_program
shared->DefaultFragmentProgram = (struct gl_fragment_program *)
ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
#endif
#if FEATURE_ATI_fragment_shader
shared->ATIShaders = _mesa_NewHashTable();
shared->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
#endif
#if FEATURE_ARB_shader_objects
shared->ShaderObjects = _mesa_NewHashTable();
#endif
#if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
shared->BufferObjects = _mesa_NewHashTable();
#endif
shared->ArrayObjects = _mesa_NewHashTable();
/* Create default texture objects */
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
/* NOTE: the order of these enums matches the TEXTURE_x_INDEX values */
static const GLenum targets[NUM_TEXTURE_TARGETS] = {
GL_TEXTURE_2D_ARRAY_EXT,
GL_TEXTURE_1D_ARRAY_EXT,
GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_3D,
GL_TEXTURE_RECTANGLE_NV,
GL_TEXTURE_2D,
GL_TEXTURE_1D
};
shared->DefaultTex[i] = ctx->Driver.NewTextureObject(ctx, 0, targets[i]);
}
/* sanity check */
assert(shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount == 1);
/* Mutex and timestamp for texobj state validation */
_glthread_INIT_MUTEX(shared->TexMutex);
shared->TextureStateStamp = 0;
#if FEATURE_EXT_framebuffer_object
shared->FrameBuffers = _mesa_NewHashTable();
shared->RenderBuffers = _mesa_NewHashTable();
#endif
return shared;
}
/**
* Callback for deleting a display list. Called by _mesa_HashDeleteAll().
*/
static void
delete_displaylist_cb(GLuint id, void *data, void *userData)
{
#if FEATURE_dlist
struct gl_display_list *list = (struct gl_display_list *) data;
GLcontext *ctx = (GLcontext *) userData;
_mesa_delete_list(ctx, list);
#endif
}
/**
* Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
*/
static void
delete_texture_cb(GLuint id, void *data, void *userData)
{
struct gl_texture_object *texObj = (struct gl_texture_object *) data;
GLcontext *ctx = (GLcontext *) userData;
ctx->Driver.DeleteTexture(ctx, texObj);
}
/**
* Callback for deleting a program object. Called by _mesa_HashDeleteAll().
*/
static void
delete_program_cb(GLuint id, void *data, void *userData)
{
struct gl_program *prog = (struct gl_program *) data;
GLcontext *ctx = (GLcontext *) userData;
ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
prog->RefCount = 0; /* now going away */
ctx->Driver.DeleteProgram(ctx, prog);
}
#if FEATURE_ATI_fragment_shader
/**
* Callback for deleting an ATI fragment shader object.
* Called by _mesa_HashDeleteAll().
*/
static void
delete_fragshader_cb(GLuint id, void *data, void *userData)
{
struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
GLcontext *ctx = (GLcontext *) userData;
_mesa_delete_ati_fragment_shader(ctx, shader);
}
#endif
/**
* Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
*/
static void
delete_bufferobj_cb(GLuint id, void *data, void *userData)
{
struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
GLcontext *ctx = (GLcontext *) userData;
ctx->Driver.DeleteBuffer(ctx, bufObj);
}
/**
* Callback for deleting an array object. Called by _mesa_HashDeleteAll().
*/
static void
delete_arrayobj_cb(GLuint id, void *data, void *userData)
{
struct gl_array_object *arrayObj = (struct gl_array_object *) data;
GLcontext *ctx = (GLcontext *) userData;
_mesa_delete_array_object(ctx, arrayObj);
}
/**
* Callback for freeing shader program data. Call it before delete_shader_cb
* to avoid memory access error.
*/
static void
free_shader_program_data_cb(GLuint id, void *data, void *userData)
{
GLcontext *ctx = (GLcontext *) userData;
struct gl_shader_program *shProg = (struct gl_shader_program *) data;
if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
_mesa_free_shader_program_data(ctx, shProg);
}
}
/**
* Callback for deleting shader and shader programs objects.
* Called by _mesa_HashDeleteAll().
*/
static void
delete_shader_cb(GLuint id, void *data, void *userData)
{
GLcontext *ctx = (GLcontext *) userData;
struct gl_shader *sh = (struct gl_shader *) data;
if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
_mesa_free_shader(ctx, sh);
}
else {
struct gl_shader_program *shProg = (struct gl_shader_program *) data;
ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
_mesa_free_shader_program(ctx, shProg);
}
}
/**
* Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
*/
static void
delete_framebuffer_cb(GLuint id, void *data, void *userData)
{
struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
/* The fact that the framebuffer is in the hashtable means its refcount
* is one, but we're removing from the hashtable now. So clear refcount.
*/
/*assert(fb->RefCount == 1);*/
fb->RefCount = 0;
/* NOTE: Delete should always be defined but there are two reports
* of it being NULL (bugs 13507, 14293). Work-around for now.
*/
if (fb->Delete)
fb->Delete(fb);
}
/**
* Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
*/
static void
delete_renderbuffer_cb(GLuint id, void *data, void *userData)
{
struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
rb->RefCount = 0; /* see comment for FBOs above */
if (rb->Delete)
rb->Delete(rb);
}
/**
* Deallocate a shared state object and all children structures.
*
* \param ctx GL context.
* \param ss shared state pointer.
*
* Frees the display lists, the texture objects (calling the driver texture
* deletion callback to free its private data) and the vertex programs, as well
* as their hash tables.
*
* \sa alloc_shared_state().
*/
void
_mesa_free_shared_state(GLcontext *ctx, struct gl_shared_state *shared)
{
GLuint i;
/*
* Free display lists
*/
_mesa_HashDeleteAll(shared->DisplayList, delete_displaylist_cb, ctx);
_mesa_DeleteHashTable(shared->DisplayList);
#if FEATURE_ARB_shader_objects
_mesa_HashWalk(shared->ShaderObjects, free_shader_program_data_cb, ctx);
_mesa_HashDeleteAll(shared->ShaderObjects, delete_shader_cb, ctx);
_mesa_DeleteHashTable(shared->ShaderObjects);
#endif
_mesa_HashDeleteAll(shared->Programs, delete_program_cb, ctx);
_mesa_DeleteHashTable(shared->Programs);
_mesa_HashDeleteAll(shared->ArrayObjects, delete_arrayobj_cb, ctx);
_mesa_DeleteHashTable(shared->ArrayObjects);
#if FEATURE_ARB_vertex_program
_mesa_reference_vertprog(ctx, &shared->DefaultVertexProgram, NULL);
#endif
#if FEATURE_ARB_fragment_program
_mesa_reference_fragprog(ctx, &shared->DefaultFragmentProgram, NULL);
#endif
#if FEATURE_ATI_fragment_shader
_mesa_HashDeleteAll(shared->ATIShaders, delete_fragshader_cb, ctx);
_mesa_DeleteHashTable(shared->ATIShaders);
_mesa_delete_ati_fragment_shader(ctx, shared->DefaultFragmentShader);
#endif
#if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
_mesa_HashDeleteAll(shared->BufferObjects, delete_bufferobj_cb, ctx);
_mesa_DeleteHashTable(shared->BufferObjects);
#endif
#if FEATURE_EXT_framebuffer_object
_mesa_HashDeleteAll(shared->FrameBuffers, delete_framebuffer_cb, ctx);
_mesa_DeleteHashTable(shared->FrameBuffers);
_mesa_HashDeleteAll(shared->RenderBuffers, delete_renderbuffer_cb, ctx);
_mesa_DeleteHashTable(shared->RenderBuffers);
#endif
/*
* Free texture objects (after FBOs since some textures might have
* been bound to FBOs).
*/
ASSERT(ctx->Driver.DeleteTexture);
/* the default textures */
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
ctx->Driver.DeleteTexture(ctx, shared->DefaultTex[i]);
}
/* all other textures */
_mesa_HashDeleteAll(shared->TexObjects, delete_texture_cb, ctx);
_mesa_DeleteHashTable(shared->TexObjects);
_glthread_DESTROY_MUTEX(shared->Mutex);
_glthread_DESTROY_MUTEX(shared->TexMutex);
_mesa_free(shared);
}

37
src/mesa/main/shared.h Normal file
View File

@ -0,0 +1,37 @@
/*
* Mesa 3-D graphics library
* Version: 7.5
*
* Copyright (C) 2009 VMware, Inc. 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.
*/
#ifndef SHARED_H
#define SHARED_H
struct gl_shared_state *
_mesa_alloc_shared_state(GLcontext *ctx);
void
_mesa_free_shared_state(GLcontext *ctx, struct gl_shared_state *shared);
#endif

View File

@ -58,6 +58,7 @@ MAIN_SOURCES = \
main/renderbuffer.c \
main/scissor.c \
main/shaders.c \
main/shared.c \
main/state.c \
main/stencil.c \
main/texcompress.c \

View File

@ -838,6 +838,10 @@
RelativePath="..\..\..\..\src\mesa\main\shaders.c"
>
</File>
<File
RelativePath="..\..\..\..\src\mesa\main\shared.c"
>
</File>
<File
RelativePath="..\..\..\..\src\mesa\shader\slang\slang_builtin.c"
>
@ -1703,6 +1707,10 @@
RelativePath="..\..\..\..\src\mesa\main\shaders.h"
>
</File>
<File
RelativePath="..\..\..\..\src\mesa\main\shared.h"
>
</File>
<File
RelativePath="..\..\..\..\src\mesa\main\simple_list.h"
>