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// Copyright (c) 2010 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"
namespace gpu {
namespace gles2 {
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 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());
}
}
void 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);
}
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;
}
void ShaderManager::RemoveShaderInfoIfUnused(ShaderManager::ShaderInfo* info) {
DCHECK(info);
if (info->IsDeleted() && !info->InUse()) {
for (ShaderInfoMap::iterator it = shader_infos_.begin();
it != shader_infos_.end(); ++it) {
if (it->second->service_id() == info->service_id()) {
shader_infos_.erase(it);
return;
}
}
NOTREACHED();
}
}
void ShaderManager::MarkAsDeleted(ShaderManager::ShaderInfo* info) {
DCHECK(info);
info->MarkAsDeleted();
RemoveShaderInfoIfUnused(info);
}
void ShaderManager::UseShader(ShaderManager::ShaderInfo* info) {
DCHECK(info);
info->IncUseCount();
}
void ShaderManager::UnuseShader(ShaderManager::ShaderInfo* info) {
DCHECK(info);
info->DecUseCount();
RemoveShaderInfoIfUnused(info);
}
} // namespace gles2
} // namespace gpu
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