Fix the problem of memory leak in gradient pixmap generating. The problem caused by we do not call glDeleteShader when destroy a shader program. This patch will split the gradient pixmap generating to three category. If nstops < 6, we will use the no array version of the shader, which has the best performance. Else if nstops < 16, we use array version of the shader, which is compiled and linked at screen init stage. Else if nstops > 16, we dynamically create a new shader program, and this program will be cached until bigger nstops. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
90 lines
4.0 KiB
C
90 lines
4.0 KiB
C
#include "glamor_priv.h"
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#include <dlfcn.h>
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#define INIT_FUNC(dst,func_name,get) \
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dst->func_name = get(#func_name); \
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if (dst->func_name == NULL) { \
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dst->func_name = (void *)dlsym(NULL, #func_name); \
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if (dst->func_name == NULL) { \
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ErrorF("Failed to get function %s\n", #func_name);\
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goto fail; \
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} \
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} \
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_X_EXPORT Bool
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glamor_gl_dispatch_init_impl(struct glamor_gl_dispatch *dispatch,
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int gl_version,
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void *(*get_proc_address) (const char *))
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{
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#ifndef GLAMOR_GLES2
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INIT_FUNC(dispatch, glMatrixMode, get_proc_address);
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INIT_FUNC(dispatch, glLoadIdentity, get_proc_address);
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INIT_FUNC(dispatch, glRasterPos2i, get_proc_address);
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INIT_FUNC(dispatch, glDrawPixels, get_proc_address);
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INIT_FUNC(dispatch, glLogicOp, get_proc_address);
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INIT_FUNC(dispatch, glMapBuffer, get_proc_address);
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INIT_FUNC(dispatch, glMapBufferRange, get_proc_address);
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INIT_FUNC(dispatch, glUnmapBuffer, get_proc_address);
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INIT_FUNC(dispatch, glBlitFramebuffer, get_proc_address);
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#endif
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INIT_FUNC(dispatch, glViewport, get_proc_address);
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INIT_FUNC(dispatch, glDrawArrays, get_proc_address);
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INIT_FUNC(dispatch, glDrawElements, get_proc_address);
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INIT_FUNC(dispatch, glReadPixels, get_proc_address);
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INIT_FUNC(dispatch, glPixelStorei, get_proc_address);
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INIT_FUNC(dispatch, glTexParameteri, get_proc_address);
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INIT_FUNC(dispatch, glTexImage2D, get_proc_address);
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INIT_FUNC(dispatch, glGenTextures, get_proc_address);
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INIT_FUNC(dispatch, glDeleteTextures, get_proc_address);
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INIT_FUNC(dispatch, glBindTexture, get_proc_address);
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INIT_FUNC(dispatch, glTexSubImage2D, get_proc_address);
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INIT_FUNC(dispatch, glFlush, get_proc_address);
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INIT_FUNC(dispatch, glFinish, get_proc_address);
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INIT_FUNC(dispatch, glGetIntegerv, get_proc_address);
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INIT_FUNC(dispatch, glGetString, get_proc_address);
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INIT_FUNC(dispatch, glScissor, get_proc_address);
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INIT_FUNC(dispatch, glEnable, get_proc_address);
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INIT_FUNC(dispatch, glDisable, get_proc_address);
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INIT_FUNC(dispatch, glBlendFunc, get_proc_address);
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INIT_FUNC(dispatch, glActiveTexture, get_proc_address);
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INIT_FUNC(dispatch, glGenBuffers, get_proc_address);
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INIT_FUNC(dispatch, glBufferData, get_proc_address);
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INIT_FUNC(dispatch, glBindBuffer, get_proc_address);
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INIT_FUNC(dispatch, glDeleteBuffers, get_proc_address);
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INIT_FUNC(dispatch, glFramebufferTexture2D, get_proc_address);
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INIT_FUNC(dispatch, glBindFramebuffer, get_proc_address);
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INIT_FUNC(dispatch, glDeleteFramebuffers, get_proc_address);
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INIT_FUNC(dispatch, glGenFramebuffers, get_proc_address);
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INIT_FUNC(dispatch, glCheckFramebufferStatus, get_proc_address);
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INIT_FUNC(dispatch, glVertexAttribPointer, get_proc_address);
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INIT_FUNC(dispatch, glDisableVertexAttribArray, get_proc_address);
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INIT_FUNC(dispatch, glEnableVertexAttribArray, get_proc_address);
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INIT_FUNC(dispatch, glBindAttribLocation, get_proc_address);
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INIT_FUNC(dispatch, glLinkProgram, get_proc_address);
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INIT_FUNC(dispatch, glShaderSource, get_proc_address);
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INIT_FUNC(dispatch, glUseProgram, get_proc_address);
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INIT_FUNC(dispatch, glUniform1i, get_proc_address);
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INIT_FUNC(dispatch, glUniform1f, get_proc_address);
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INIT_FUNC(dispatch, glUniform4f, get_proc_address);
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INIT_FUNC(dispatch, glUniform4fv, get_proc_address);
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INIT_FUNC(dispatch, glUniform1fv, get_proc_address);
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INIT_FUNC(dispatch, glUniform2fv, get_proc_address);
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INIT_FUNC(dispatch, glUniformMatrix3fv, get_proc_address);
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INIT_FUNC(dispatch, glCreateProgram, get_proc_address);
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INIT_FUNC(dispatch, glDeleteProgram, get_proc_address);
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INIT_FUNC(dispatch, glCreateShader, get_proc_address);
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INIT_FUNC(dispatch, glCompileShader, get_proc_address);
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INIT_FUNC(dispatch, glAttachShader, get_proc_address);
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INIT_FUNC(dispatch, glDeleteShader, get_proc_address);
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INIT_FUNC(dispatch, glGetShaderiv, get_proc_address);
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INIT_FUNC(dispatch, glGetShaderInfoLog, get_proc_address);
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INIT_FUNC(dispatch, glGetProgramiv, get_proc_address);
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INIT_FUNC(dispatch, glGetProgramInfoLog, get_proc_address);
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INIT_FUNC(dispatch, glGetUniformLocation, get_proc_address);
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return TRUE;
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fail:
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return FALSE;
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}
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