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MobileGL/MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp
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// 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_programShaderNameGenerator.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];
// P1 join site J4/J5 (glDeleteProgram, and the deferred destroy UseProgram performs
// when a deletion-flagged program stops being current). The program's name is about
// to go, so nothing can observe its link any more: cancel-not-join, so a delete never
// blocks the GL thread on a worker. Explicit rather than left to ~ProgramObject,
// because the reset below only destroys the object if this table held the last
// reference - a program still bound as current, or still referenced by a pipeline,
// outlives it, and its link should stop the moment the name does.
programObject->CancelLink();
// 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_programShaderNameGenerator.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_programShaderNameGenerator.Generate(1, &shaderId);
EnsureIndexAvail(shaderId, m_shaderObjects);
auto shaderObject =
MakeShared<ShaderObject>(stage, shaderId, m_shaderPreprocessCache, m_shaderCompileAdoptionMap);
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::JoinAllPendingWork() {
// Programs first: a link joins the compiles it depends on, so the shader pass that
// follows finds most of them already settled. The reverse order would be correct but
// would wait on each compile twice - once here, once inside the link's own prologue.
//
// A copy of each slot rather than a reference into the vector, and an index rather
// than an iterator: publishing a link replays deferred diagnostics, which reach
// pGLContext->RecordError. That does not touch these tables today, but it is a sink
// that can grow, and a reallocation underneath this loop would be a use-after-free
// that only shows up on the one GL call that walks the whole table. The copy costs a
// refcount bump on a path a mode switch takes at most once.
// BOTH phases per program. This is the glMaxShaderCompilerThreadsKHR(0) path, whose
// contract is that nothing is outstanding when it returns - a program left with its
// SPIR-V job in flight would make the very next GL_COMPLETION_STATUS_KHR read GL_FALSE
// in a mode the extension says cannot have anything pending.
for (SizeT i = 0; i < m_programObjects.size(); ++i) {
const SharedPtr<ProgramObject> program = m_programObjects[i];
if (program) program->JoinLinkAndSpirv();
}
for (SizeT i = 0; i < m_shaderObjects.size(); ++i) {
const SharedPtr<ShaderObject> shader = m_shaderObjects[i];
if (shader) shader->JoinCompile();
}
// The currently-used program is reachable through m_programObjects unless
// glDeleteProgram already freed its slot while it stayed current. Nothing else holds
// a GL-visible name for it, but a draw would still join it, so settle it here too.
if (m_currentProgram) m_currentProgram->JoinLinkAndSpirv();
}
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;
// The name is about to go, so nothing can observe this shader's compile through THIS
// object any more and a job still in flight for it is pure waste - unless another
// shader object adopted the same node (stage 6) or a pending link pinned it, which is
// exactly what ReleaseCompileNode weighs before it cancels anything. Cancel-not-join
// either way: the job owns its inputs, so dropping the object out from under it is
// safe and the GL thread never blocks on a delete.
shaderObject->ReleaseCompileNode();
shaderObject.reset();
m_programShaderNameGenerator.Delete(shader);
}
Bool ProgramState::ValidateShaderObject(Uint shader) const {
return CheckIndexAvail(shader, m_shaderObjects) && m_shaderObjects[shader] != nullptr;
}
} // namespace MobileGL::MG_State::GLState