blob: aeb53a63bb6de556c4eeaa94b8eb4df13c603a46 [file]
// 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/string_util.h"
namespace gpu {
namespace gles2 {
ShaderManager::ShaderInfo::ShaderInfo(GLuint service_id, GLenum shader_type)
: use_count_(0),
service_id_(service_id),
shader_type_(shader_type),
valid_(false),
compilation_status_(NOT_COMPILED) {
}
ShaderManager::ShaderInfo::~ShaderInfo() {
}
void ShaderManager::ShaderInfo::IncUseCount() {
++use_count_;
}
void ShaderManager::ShaderInfo::DecUseCount() {
--use_count_;
DCHECK_GE(use_count_, 0);
}
void ShaderManager::ShaderInfo::MarkAsDeleted() {
DCHECK_NE(service_id_, 0u);
service_id_ = 0;
}
void ShaderManager::ShaderInfo::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();
} else {
attrib_map_.clear();
uniform_map_.clear();
}
}
const ShaderManager::ShaderInfo::VariableInfo*
ShaderManager::ShaderInfo::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* ShaderManager::ShaderInfo::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 ShaderManager::ShaderInfo::VariableInfo*
ShaderManager::ShaderInfo::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(shader_infos_.empty());
}
void ShaderManager::Destroy(bool have_context) {
while (!shader_infos_.empty()) {
if (have_context) {
ShaderInfo* info = shader_infos_.begin()->second;
if (!info->IsDeleted()) {
glDeleteShader(info->service_id());
info->MarkAsDeleted();
}
}
shader_infos_.erase(shader_infos_.begin());
}
}
ShaderManager::ShaderInfo* ShaderManager::CreateShaderInfo(
GLuint client_id,
GLuint service_id,
GLenum shader_type) {
std::pair<ShaderInfoMap::iterator, bool> result =
shader_infos_.insert(std::make_pair(
client_id, ShaderInfo::Ref(new ShaderInfo(service_id, shader_type))));
DCHECK(result.second);
return result.first->second;
}
ShaderManager::ShaderInfo* ShaderManager::GetShaderInfo(GLuint client_id) {
ShaderInfoMap::iterator it = shader_infos_.find(client_id);
return it != shader_infos_.end() ? it->second : 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 (ShaderInfoMap::const_iterator it = shader_infos_.begin();
it != shader_infos_.end(); ++it) {
if (it->second->service_id() == service_id) {
*client_id = it->first;
return true;
}
}
return false;
}
bool ShaderManager::IsOwned(ShaderManager::ShaderInfo* info) {
for (ShaderInfoMap::iterator it = shader_infos_.begin();
it != shader_infos_.end(); ++it) {
if (it->second.get() == info) {
return true;
}
}
return false;
}
void ShaderManager::RemoveShaderInfoIfUnused(ShaderManager::ShaderInfo* info) {
DCHECK(info);
DCHECK(IsOwned(info));
if (info->IsDeleted() && !info->InUse()) {
for (ShaderInfoMap::iterator it = shader_infos_.begin();
it != shader_infos_.end(); ++it) {
if (it->second.get() == info) {
shader_infos_.erase(it);
return;
}
}
NOTREACHED();
}
}
void ShaderManager::MarkAsDeleted(ShaderManager::ShaderInfo* info) {
DCHECK(info);
DCHECK(IsOwned(info));
info->MarkAsDeleted();
RemoveShaderInfoIfUnused(info);
}
void ShaderManager::UseShader(ShaderManager::ShaderInfo* info) {
DCHECK(info);
DCHECK(IsOwned(info));
info->IncUseCount();
}
void ShaderManager::UnuseShader(ShaderManager::ShaderInfo* info) {
DCHECK(info);
DCHECK(IsOwned(info));
info->DecUseCount();
RemoveShaderInfoIfUnused(info);
}
} // namespace gles2
} // namespace gpu