root/gpu/command_buffer/service/shader_manager.cc

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DEFINITIONS

This source file includes following definitions.
  1. valid_
  2. IncUseCount
  3. DecUseCount
  4. MarkAsDeleted
  5. SetStatus
  6. GetAttribInfo
  7. GetAttribMappedName
  8. GetOriginalNameFromHashedName
  9. GetUniformInfo
  10. Destroy
  11. CreateShader
  12. GetShader
  13. GetClientId
  14. IsOwned
  15. RemoveShader
  16. MarkAsDeleted
  17. UseShader
  18. UnuseShader

// 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



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