Files
MobileGL/MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp
T
BZLZHH 07fa84fb8d [Fix] (MG_State, MG_Impl): defer deletion of the program in use
glDeleteProgram on the current program now only flags it: the name (and
every glGetProgram* query) stays valid until the program stops being
current, at which point UseProgram frees the slot and releases orphaned
attached shaders. Previously the name died immediately, so a second
glDeleteProgram - as issued by common CTS utility teardown - recorded
GL_INVALID_VALUE that poisoned the next test iteration's build
(KHR-GL33.clip_distance.functional now passes its build phase).

glIsProgram/glIsShader piggyback on the same rule: a flagged name is
still a program/shader while it stays GL-visible, which resolves the
long-standing FIXMEs there.
2026-07-31 18:21:14 -04:00

131 lines
5.9 KiB
C++

// MobileGL - MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "ProgramState.h"
namespace MobileGL::MG_State::GLState {
Uint ProgramState::CreateProgram() {
Uint programId = 0;
m_programIndexGenerator.Generate(1, &programId);
EnsureIndexAvail(programId, m_programObjects);
auto programObject = MakeShared<ProgramObject>(programId);
if (programObject == nullptr) return 0;
m_programObjects[programId] = programObject;
return programId;
}
const SharedPtr<ProgramObject>& ProgramState::GetProgramObject(const Uint id) {
static SharedPtr<ProgramObject> nullProgramObject = nullptr;
if (!CheckIndexAvail(id, m_programObjects)) return nullProgramObject; // FIXME: add error reporting here
return m_programObjects[id];
}
void ProgramState::MarkProgramObjectForDeletion(const Uint program) {
if (!CheckIndexAvail(program, m_programObjects)) return; // FIXME: add error reporting here
auto& programObject = m_programObjects[program];
if (programObject != nullptr) {
programObject->MarkAsDeleted();
// A program in use is only FLAGGED: its name (and every program query) stays
// valid until it stops being current, at which point UseProgram finishes the job.
if (programObject == m_currentProgram) return;
DestroyProgramSlot(program);
}
}
void ProgramState::DestroyProgramSlot(const Uint program) {
auto& programObject = m_programObjects[program];
// Snapshot the attachments: deleting the program is a detach point for shaders
// that were flagged with glDeleteShader while still attached.
const Vector<SharedPtr<ShaderObject>> attachedShaders = programObject->GetAttachedShaders();
programObject.reset();
m_programIndexGenerator.Delete(program);
for (const auto& shader : attachedShaders) {
const Uint shaderName = shader->GetExternalIndex();
if (CheckIndexAvail(shaderName, m_shaderObjects) && m_shaderObjects[shaderName] == shader) {
ReleaseShaderNameIfOrphaned(shaderName);
}
}
}
Bool ProgramState::ValidateProgramObject(const Uint program) const {
return CheckIndexAvail(program, m_programObjects) && m_programObjects[program] != nullptr;
}
void ProgramState::UseProgram(Uint program) {
const SharedPtr<ProgramObject> previous = m_currentProgram;
if (program == 0) m_currentProgram.reset();
if (CheckIndexAvail(program, m_programObjects)) {
m_currentProgram = m_programObjects[program];
}
// A deletion flagged while the program was current takes effect the moment it
// stops being current.
if (previous != nullptr && previous != m_currentProgram && previous->GetDeleteStatus()) {
const Uint previousName = previous->GetExternalIndex();
if (CheckIndexAvail(previousName, m_programObjects) && m_programObjects[previousName] == previous) {
DestroyProgramSlot(previousName);
}
}
}
Uint ProgramState::CreateShader(ShaderStage stage) {
Uint shaderId = 0;
m_shaderIndexGenerator.Generate(1, &shaderId);
EnsureIndexAvail(shaderId, m_shaderObjects);
auto shaderObject = MakeShared<ShaderObject>(stage, shaderId);
if (shaderObject == nullptr) return 0;
m_shaderObjects[shaderId] = shaderObject;
return shaderId;
}
const SharedPtr<ShaderObject>& ProgramState::GetShaderObject(const Uint shader) {
static SharedPtr<ShaderObject> nullShaderObject = nullptr;
if (!CheckIndexAvail(shader, m_shaderObjects)) return nullShaderObject;
return m_shaderObjects[shader];
}
void ProgramState::MarkShaderObjectForDeletion(Uint shader) {
if (!CheckIndexAvail(shader, m_shaderObjects)) return;
auto& shaderObject = m_shaderObjects[shader];
if (shaderObject != nullptr) {
// glDeleteShader on an attached shader only FLAGS it; the name stays valid (and
// glShaderSource/glCompileShader keep working on it) until the shader is detached
// from every program. The GL CTS compiles shaders through exactly this
// create-attach-delete-source-compile sequence (uniform_block.common.name_matching).
shaderObject->MarkAsDeleted();
ReleaseShaderNameIfOrphaned(shader);
}
}
Bool ProgramState::ShaderHasGLVisibleAttachment(const SharedPtr<ShaderObject>& shaderObject) const {
for (const auto& programObject : m_programObjects) {
if (programObject != nullptr && programObject->ShaderIsAttachedGLVisible(shaderObject)) {
return true;
}
}
// A program deleted while current vacates its table slot but stays alive as the
// current program; its attachments still count.
return m_currentProgram != nullptr && m_currentProgram->ShaderIsAttachedGLVisible(shaderObject);
}
void ProgramState::ReleaseShaderNameIfOrphaned(Uint shader) {
if (!CheckIndexAvail(shader, m_shaderObjects)) return;
auto& shaderObject = m_shaderObjects[shader];
if (shaderObject == nullptr || !shaderObject->GetDeleteStatus()) return;
if (ShaderHasGLVisibleAttachment(shaderObject)) return;
shaderObject.reset();
m_shaderIndexGenerator.Delete(shader);
}
Bool ProgramState::ValidateShaderObject(Uint shader) const {
return CheckIndexAvail(shader, m_shaderObjects) && m_shaderObjects[shader] != nullptr;
}
} // namespace MobileGL::MG_State::GLState