mirror of
https://github.com/MobileGL-Dev/MobileGL
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176 lines
9.1 KiB
C++
176 lines
9.1 KiB
C++
// MobileGL - MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#include "ProgramState.h"
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namespace MobileGL::MG_State::GLState {
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Uint ProgramState::CreateProgram() {
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Uint programId = 0;
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m_programShaderNameGenerator.Generate(1, &programId);
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EnsureIndexAvail(programId, m_programObjects);
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auto programObject = MakeShared<ProgramObject>(programId);
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if (programObject == nullptr) return 0;
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m_programObjects[programId] = programObject;
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return programId;
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}
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const SharedPtr<ProgramObject>& ProgramState::GetProgramObject(const Uint id) {
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static SharedPtr<ProgramObject> nullProgramObject = nullptr;
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if (!CheckIndexAvail(id, m_programObjects)) return nullProgramObject; // FIXME: add error reporting here
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return m_programObjects[id];
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}
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void ProgramState::MarkProgramObjectForDeletion(const Uint program) {
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if (!CheckIndexAvail(program, m_programObjects)) return; // FIXME: add error reporting here
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auto& programObject = m_programObjects[program];
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if (programObject != nullptr) {
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programObject->MarkAsDeleted();
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// A program in use is only FLAGGED: its name (and every program query) stays
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// valid until it stops being current, at which point UseProgram finishes the job.
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if (programObject == m_currentProgram) return;
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DestroyProgramSlot(program);
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}
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}
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void ProgramState::DestroyProgramSlot(const Uint program) {
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auto& programObject = m_programObjects[program];
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// P1 join site J4/J5 (glDeleteProgram, and the deferred destroy UseProgram performs
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// when a deletion-flagged program stops being current). The program's name is about
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// to go, so nothing can observe its link any more: cancel-not-join, so a delete never
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// blocks the GL thread on a worker. Explicit rather than left to ~ProgramObject,
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// because the reset below only destroys the object if this table held the last
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// reference - a program still bound as current, or still referenced by a pipeline,
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// outlives it, and its link should stop the moment the name does.
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programObject->CancelLink();
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// Snapshot the attachments: deleting the program is a detach point for shaders
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// that were flagged with glDeleteShader while still attached.
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const Vector<SharedPtr<ShaderObject>> attachedShaders = programObject->GetAttachedShaders();
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programObject.reset();
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m_programShaderNameGenerator.Delete(program);
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for (const auto& shader : attachedShaders) {
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const Uint shaderName = shader->GetExternalIndex();
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if (CheckIndexAvail(shaderName, m_shaderObjects) && m_shaderObjects[shaderName] == shader) {
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ReleaseShaderNameIfOrphaned(shaderName);
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}
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}
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}
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Bool ProgramState::ValidateProgramObject(const Uint program) const {
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return CheckIndexAvail(program, m_programObjects) && m_programObjects[program] != nullptr;
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}
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void ProgramState::UseProgram(Uint program) {
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const SharedPtr<ProgramObject> previous = m_currentProgram;
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if (program == 0) m_currentProgram.reset();
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if (CheckIndexAvail(program, m_programObjects)) {
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m_currentProgram = m_programObjects[program];
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}
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// A deletion flagged while the program was current takes effect the moment it
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// stops being current.
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if (previous != nullptr && previous != m_currentProgram && previous->GetDeleteStatus()) {
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const Uint previousName = previous->GetExternalIndex();
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if (CheckIndexAvail(previousName, m_programObjects) && m_programObjects[previousName] == previous) {
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DestroyProgramSlot(previousName);
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}
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}
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}
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Uint ProgramState::CreateShader(ShaderStage stage) {
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Uint shaderId = 0;
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m_programShaderNameGenerator.Generate(1, &shaderId);
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EnsureIndexAvail(shaderId, m_shaderObjects);
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auto shaderObject =
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MakeShared<ShaderObject>(stage, shaderId, m_shaderPreprocessCache, m_shaderCompileAdoptionMap);
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if (shaderObject == nullptr) return 0;
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m_shaderObjects[shaderId] = shaderObject;
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return shaderId;
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}
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const SharedPtr<ShaderObject>& ProgramState::GetShaderObject(const Uint shader) {
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static SharedPtr<ShaderObject> nullShaderObject = nullptr;
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if (!CheckIndexAvail(shader, m_shaderObjects)) return nullShaderObject;
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return m_shaderObjects[shader];
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}
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void ProgramState::JoinAllPendingWork() {
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// Programs first: a link joins the compiles it depends on, so the shader pass that
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// follows finds most of them already settled. The reverse order would be correct but
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// would wait on each compile twice - once here, once inside the link's own prologue.
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//
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// A copy of each slot rather than a reference into the vector, and an index rather
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// than an iterator: publishing a link replays deferred diagnostics, which reach
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// pGLContext->RecordError. That does not touch these tables today, but it is a sink
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// that can grow, and a reallocation underneath this loop would be a use-after-free
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// that only shows up on the one GL call that walks the whole table. The copy costs a
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// refcount bump on a path a mode switch takes at most once.
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// BOTH phases per program. This is the glMaxShaderCompilerThreadsKHR(0) path, whose
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// contract is that nothing is outstanding when it returns - a program left with its
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// SPIR-V job in flight would make the very next GL_COMPLETION_STATUS_KHR read GL_FALSE
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// in a mode the extension says cannot have anything pending.
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for (SizeT i = 0; i < m_programObjects.size(); ++i) {
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const SharedPtr<ProgramObject> program = m_programObjects[i];
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if (program) program->JoinLinkAndSpirv();
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}
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for (SizeT i = 0; i < m_shaderObjects.size(); ++i) {
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const SharedPtr<ShaderObject> shader = m_shaderObjects[i];
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if (shader) shader->JoinCompile();
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}
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// The currently-used program is reachable through m_programObjects unless
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// glDeleteProgram already freed its slot while it stayed current. Nothing else holds
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// a GL-visible name for it, but a draw would still join it, so settle it here too.
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if (m_currentProgram) m_currentProgram->JoinLinkAndSpirv();
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}
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void ProgramState::MarkShaderObjectForDeletion(Uint shader) {
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if (!CheckIndexAvail(shader, m_shaderObjects)) return;
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auto& shaderObject = m_shaderObjects[shader];
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if (shaderObject != nullptr) {
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// glDeleteShader on an attached shader only FLAGS it; the name stays valid (and
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// glShaderSource/glCompileShader keep working on it) until the shader is detached
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// from every program. The GL CTS compiles shaders through exactly this
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// create-attach-delete-source-compile sequence (uniform_block.common.name_matching).
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shaderObject->MarkAsDeleted();
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ReleaseShaderNameIfOrphaned(shader);
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}
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}
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Bool ProgramState::ShaderHasGLVisibleAttachment(const SharedPtr<ShaderObject>& shaderObject) const {
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for (const auto& programObject : m_programObjects) {
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if (programObject != nullptr && programObject->ShaderIsAttachedGLVisible(shaderObject)) {
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return true;
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}
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}
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// A program deleted while current vacates its table slot but stays alive as the
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// current program; its attachments still count.
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return m_currentProgram != nullptr && m_currentProgram->ShaderIsAttachedGLVisible(shaderObject);
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}
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void ProgramState::ReleaseShaderNameIfOrphaned(Uint shader) {
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if (!CheckIndexAvail(shader, m_shaderObjects)) return;
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auto& shaderObject = m_shaderObjects[shader];
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if (shaderObject == nullptr || !shaderObject->GetDeleteStatus()) return;
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if (ShaderHasGLVisibleAttachment(shaderObject)) return;
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// The name is about to go, so nothing can observe this shader's compile through THIS
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// object any more and a job still in flight for it is pure waste - unless another
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// shader object adopted the same node (stage 6) or a pending link pinned it, which is
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// exactly what ReleaseCompileNode weighs before it cancels anything. Cancel-not-join
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// either way: the job owns its inputs, so dropping the object out from under it is
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// safe and the GL thread never blocks on a delete.
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shaderObject->ReleaseCompileNode();
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shaderObject.reset();
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m_programShaderNameGenerator.Delete(shader);
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}
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Bool ProgramState::ValidateShaderObject(Uint shader) const {
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return CheckIndexAvail(shader, m_shaderObjects) && m_shaderObjects[shader] != nullptr;
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}
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} // namespace MobileGL::MG_State::GLState
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