blob: 89f21f924d936c760a45ae1861b7e443cfc7d4ee [file] [log] [blame]
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/shader_manager.h"
#include <utility>
#include "base/logging.h"
#include "base/strings/string_util.h"
namespace gpu {
namespace gles2 {
Shader::Shader(GLuint service_id, GLenum shader_type)
: use_count_(0),
service_id_(service_id),
shader_type_(shader_type),
valid_(false) {
}
Shader::~Shader() {
}
void Shader::IncUseCount() {
++use_count_;
}
void Shader::DecUseCount() {
--use_count_;
DCHECK_GE(use_count_, 0);
}
void Shader::MarkAsDeleted() {
DCHECK_NE(service_id_, 0u);
service_id_ = 0;
}
void Shader::SetStatus(
bool valid, const char* log, ShaderTranslatorInterface* translator) {
valid_ = valid;
log_info_.reset(log ? new std::string(log) : NULL);
if (translator && valid) {
attrib_map_ = translator->attrib_map();
uniform_map_ = translator->uniform_map();
varying_map_ = translator->varying_map();
name_map_ = translator->name_map();
} else {
attrib_map_.clear();
uniform_map_.clear();
varying_map_.clear();
name_map_.clear();
}
if (valid && source_.get()) {
signature_source_.reset(new std::string(source_->c_str()));
} else {
signature_source_.reset();
}
}
const Shader::VariableInfo*
Shader::GetAttribInfo(
const std::string& name) const {
VariableMap::const_iterator it = attrib_map_.find(name);
return it != attrib_map_.end() ? &it->second : NULL;
}
const std::string* Shader::GetAttribMappedName(
const std::string& original_name) const {
for (VariableMap::const_iterator it = attrib_map_.begin();
it != attrib_map_.end(); ++it) {
if (it->second.name == original_name)
return &(it->first);
}
return NULL;
}
const std::string* Shader::GetOriginalNameFromHashedName(
const std::string& hashed_name) const {
NameMap::const_iterator it = name_map_.find(hashed_name);
if (it != name_map_.end())
return &(it->second);
return NULL;
}
const Shader::VariableInfo*
Shader::GetUniformInfo(
const std::string& name) const {
VariableMap::const_iterator it = uniform_map_.find(name);
return it != uniform_map_.end() ? &it->second : NULL;
}
ShaderManager::ShaderManager() {}
ShaderManager::~ShaderManager() {
DCHECK(shaders_.empty());
}
void ShaderManager::Destroy(bool have_context) {
while (!shaders_.empty()) {
if (have_context) {
Shader* shader = shaders_.begin()->second.get();
if (!shader->IsDeleted()) {
glDeleteShader(shader->service_id());
shader->MarkAsDeleted();
}
}
shaders_.erase(shaders_.begin());
}
}
Shader* ShaderManager::CreateShader(
GLuint client_id,
GLuint service_id,
GLenum shader_type) {
std::pair<ShaderMap::iterator, bool> result =
shaders_.insert(std::make_pair(
client_id, scoped_refptr<Shader>(
new Shader(service_id, shader_type))));
DCHECK(result.second);
return result.first->second.get();
}
Shader* ShaderManager::GetShader(GLuint client_id) {
ShaderMap::iterator it = shaders_.find(client_id);
return it != shaders_.end() ? it->second.get() : NULL;
}
bool ShaderManager::GetClientId(GLuint service_id, GLuint* client_id) const {
// This doesn't need to be fast. It's only used during slow queries.
for (ShaderMap::const_iterator it = shaders_.begin();
it != shaders_.end(); ++it) {
if (it->second->service_id() == service_id) {
*client_id = it->first;
return true;
}
}
return false;
}
bool ShaderManager::IsOwned(Shader* shader) {
for (ShaderMap::iterator it = shaders_.begin();
it != shaders_.end(); ++it) {
if (it->second.get() == shader) {
return true;
}
}
return false;
}
void ShaderManager::RemoveShader(Shader* shader) {
DCHECK(shader);
DCHECK(IsOwned(shader));
if (shader->IsDeleted() && !shader->InUse()) {
for (ShaderMap::iterator it = shaders_.begin();
it != shaders_.end(); ++it) {
if (it->second.get() == shader) {
shaders_.erase(it);
return;
}
}
NOTREACHED();
}
}
void ShaderManager::MarkAsDeleted(Shader* shader) {
DCHECK(shader);
DCHECK(IsOwned(shader));
shader->MarkAsDeleted();
RemoveShader(shader);
}
void ShaderManager::UseShader(Shader* shader) {
DCHECK(shader);
DCHECK(IsOwned(shader));
shader->IncUseCount();
}
void ShaderManager::UnuseShader(Shader* shader) {
DCHECK(shader);
DCHECK(IsOwned(shader));
shader->DecUseCount();
RemoveShader(shader);
}
} // namespace gles2
} // namespace gpu