// 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 "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) { } 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 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