diff options
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/Program.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Program.cpp | 4966 |
1 files changed, 4966 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Program.cpp b/gfx/angle/checkout/src/libANGLE/Program.cpp new file mode 100644 index 0000000000..6dc5e97a72 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Program.cpp @@ -0,0 +1,4966 @@ +// +// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Program.cpp: Implements the gl::Program class. Implements GL program objects +// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. + +#include "libANGLE/Program.h" + +#include <algorithm> +#include <utility> + +#include "common/bitset_utils.h" +#include "common/debug.h" +#include "common/platform.h" +#include "common/string_utils.h" +#include "common/utilities.h" +#include "common/version.h" +#include "compiler/translator/blocklayout.h" +#include "libANGLE/Context.h" +#include "libANGLE/MemoryProgramCache.h" +#include "libANGLE/ProgramLinkedResources.h" +#include "libANGLE/ResourceManager.h" +#include "libANGLE/Uniform.h" +#include "libANGLE/VaryingPacking.h" +#include "libANGLE/Version.h" +#include "libANGLE/features.h" +#include "libANGLE/histogram_macros.h" +#include "libANGLE/queryconversions.h" +#include "libANGLE/renderer/GLImplFactory.h" +#include "libANGLE/renderer/ProgramImpl.h" +#include "platform/FrontendFeatures.h" +#include "platform/Platform.h" + +namespace gl +{ + +namespace +{ + +// This simplified cast function doesn't need to worry about advanced concepts like +// depth range values, or casting to bool. +template <typename DestT, typename SrcT> +DestT UniformStateQueryCast(SrcT value); + +// From-Float-To-Integer Casts +template <> +GLint UniformStateQueryCast(GLfloat value) +{ + return clampCast<GLint>(roundf(value)); +} + +template <> +GLuint UniformStateQueryCast(GLfloat value) +{ + return clampCast<GLuint>(roundf(value)); +} + +// From-Integer-to-Integer Casts +template <> +GLint UniformStateQueryCast(GLuint value) +{ + return clampCast<GLint>(value); +} + +template <> +GLuint UniformStateQueryCast(GLint value) +{ + return clampCast<GLuint>(value); +} + +// From-Boolean-to-Anything Casts +template <> +GLfloat UniformStateQueryCast(GLboolean value) +{ + return (ConvertToBool(value) ? 1.0f : 0.0f); +} + +template <> +GLint UniformStateQueryCast(GLboolean value) +{ + return (ConvertToBool(value) ? 1 : 0); +} + +template <> +GLuint UniformStateQueryCast(GLboolean value) +{ + return (ConvertToBool(value) ? 1u : 0u); +} + +// Default to static_cast +template <typename DestT, typename SrcT> +DestT UniformStateQueryCast(SrcT value) +{ + return static_cast<DestT>(value); +} + +template <typename SrcT, typename DestT> +void UniformStateQueryCastLoop(DestT *dataOut, const uint8_t *srcPointer, int components) +{ + for (int comp = 0; comp < components; ++comp) + { + // We only work with strides of 4 bytes for uniform components. (GLfloat/GLint) + // Don't use SrcT stride directly since GLboolean has a stride of 1 byte. + size_t offset = comp * 4; + const SrcT *typedSrcPointer = reinterpret_cast<const SrcT *>(&srcPointer[offset]); + dataOut[comp] = UniformStateQueryCast<DestT>(*typedSrcPointer); + } +} + +template <typename VarT> +GLuint GetResourceIndexFromName(const std::vector<VarT> &list, const std::string &name) +{ + std::string nameAsArrayName = name + "[0]"; + for (size_t index = 0; index < list.size(); index++) + { + const VarT &resource = list[index]; + if (resource.name == name || (resource.isArray() && resource.name == nameAsArrayName)) + { + return static_cast<GLuint>(index); + } + } + + return GL_INVALID_INDEX; +} + +template <typename VarT> +GLint GetVariableLocation(const std::vector<VarT> &list, + const std::vector<VariableLocation> &locationList, + const std::string &name) +{ + size_t nameLengthWithoutArrayIndex; + unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex); + + for (size_t location = 0u; location < locationList.size(); ++location) + { + const VariableLocation &variableLocation = locationList[location]; + if (!variableLocation.used()) + { + continue; + } + + const VarT &variable = list[variableLocation.index]; + + // Array output variables may be bound out of order, so we need to ensure we only pick the + // first element if given the base name. Uniforms don't allow this behavior and some code + // seemingly depends on the opposite behavior, so only enable it for output variables. + if (angle::BeginsWith(variable.name, name) && + (!std::is_base_of<sh::OutputVariable, VarT>::value || variableLocation.arrayIndex == 0)) + { + if (name.length() == variable.name.length()) + { + ASSERT(name == variable.name); + // GLES 3.1 November 2016 page 87. + // The string exactly matches the name of the active variable. + return static_cast<GLint>(location); + } + if (name.length() + 3u == variable.name.length() && variable.isArray()) + { + ASSERT(name + "[0]" == variable.name); + // The string identifies the base name of an active array, where the string would + // exactly match the name of the variable if the suffix "[0]" were appended to the + // string. + return static_cast<GLint>(location); + } + } + if (variable.isArray() && variableLocation.arrayIndex == arrayIndex && + nameLengthWithoutArrayIndex + 3u == variable.name.length() && + angle::BeginsWith(variable.name, name, nameLengthWithoutArrayIndex)) + { + ASSERT(name.substr(0u, nameLengthWithoutArrayIndex) + "[0]" == variable.name); + // The string identifies an active element of the array, where the string ends with the + // concatenation of the "[" character, an integer (with no "+" sign, extra leading + // zeroes, or whitespace) identifying an array element, and the "]" character, the + // integer is less than the number of active elements of the array variable, and where + // the string would exactly match the enumerated name of the array if the decimal + // integer were replaced with zero. + return static_cast<GLint>(location); + } + } + + return -1; +} + +void CopyStringToBuffer(GLchar *buffer, + const std::string &string, + GLsizei bufSize, + GLsizei *lengthOut) +{ + ASSERT(bufSize > 0); + size_t length = std::min<size_t>(bufSize - 1, string.length()); + memcpy(buffer, string.c_str(), length); + buffer[length] = '\0'; + + if (lengthOut) + { + *lengthOut = length; + } +} + +bool IncludeSameArrayElement(const std::set<std::string> &nameSet, const std::string &name) +{ + std::vector<unsigned int> subscripts; + std::string baseName = ParseResourceName(name, &subscripts); + for (const std::string &nameInSet : nameSet) + { + std::vector<unsigned int> arrayIndices; + std::string arrayName = ParseResourceName(nameInSet, &arrayIndices); + if (baseName == arrayName && + (subscripts.empty() || arrayIndices.empty() || subscripts == arrayIndices)) + { + return true; + } + } + return false; +} + +std::string GetInterfaceBlockLimitName(ShaderType shaderType, sh::BlockType blockType) +{ + std::ostringstream stream; + stream << "GL_MAX_" << GetShaderTypeString(shaderType) << "_"; + + switch (blockType) + { + case sh::BlockType::BLOCK_UNIFORM: + stream << "UNIFORM_BUFFERS"; + break; + case sh::BlockType::BLOCK_BUFFER: + stream << "SHADER_STORAGE_BLOCKS"; + break; + default: + UNREACHABLE(); + return ""; + } + + if (shaderType == ShaderType::Geometry) + { + stream << "_EXT"; + } + + return stream.str(); +} + +const char *GetInterfaceBlockTypeString(sh::BlockType blockType) +{ + switch (blockType) + { + case sh::BlockType::BLOCK_UNIFORM: + return "uniform block"; + case sh::BlockType::BLOCK_BUFFER: + return "shader storage block"; + default: + UNREACHABLE(); + return ""; + } +} + +void LogInterfaceBlocksExceedLimit(InfoLog &infoLog, + ShaderType shaderType, + sh::BlockType blockType, + GLuint limit) +{ + infoLog << GetShaderTypeString(shaderType) << " shader " + << GetInterfaceBlockTypeString(blockType) << " count exceeds " + << GetInterfaceBlockLimitName(shaderType, blockType) << " (" << limit << ")"; +} + +bool ValidateInterfaceBlocksCount(GLuint maxInterfaceBlocks, + const std::vector<sh::InterfaceBlock> &interfaceBlocks, + ShaderType shaderType, + sh::BlockType blockType, + GLuint *combinedInterfaceBlocksCount, + InfoLog &infoLog) +{ + GLuint blockCount = 0; + for (const sh::InterfaceBlock &block : interfaceBlocks) + { + if (IsActiveInterfaceBlock(block)) + { + blockCount += std::max(block.arraySize, 1u); + if (blockCount > maxInterfaceBlocks) + { + LogInterfaceBlocksExceedLimit(infoLog, shaderType, blockType, maxInterfaceBlocks); + return false; + } + } + } + + // [OpenGL ES 3.1] Chapter 7.6.2 Page 105: + // If a uniform block is used by multiple shader stages, each such use counts separately + // against this combined limit. + // [OpenGL ES 3.1] Chapter 7.8 Page 111: + // If a shader storage block in a program is referenced by multiple shaders, each such + // reference counts separately against this combined limit. + if (combinedInterfaceBlocksCount) + { + *combinedInterfaceBlocksCount += blockCount; + } + + return true; +} + +GLuint GetInterfaceBlockIndex(const std::vector<InterfaceBlock> &list, const std::string &name) +{ + std::vector<unsigned int> subscripts; + std::string baseName = ParseResourceName(name, &subscripts); + + unsigned int numBlocks = static_cast<unsigned int>(list.size()); + for (unsigned int blockIndex = 0; blockIndex < numBlocks; blockIndex++) + { + const auto &block = list[blockIndex]; + if (block.name == baseName) + { + const bool arrayElementZero = + (subscripts.empty() && (!block.isArray || block.arrayElement == 0)); + const bool arrayElementMatches = + (subscripts.size() == 1 && subscripts[0] == block.arrayElement); + if (arrayElementMatches || arrayElementZero) + { + return blockIndex; + } + } + } + + return GL_INVALID_INDEX; +} + +void GetInterfaceBlockName(const GLuint index, + const std::vector<InterfaceBlock> &list, + GLsizei bufSize, + GLsizei *length, + GLchar *name) +{ + ASSERT(index < list.size()); + + const auto &block = list[index]; + + if (bufSize > 0) + { + std::string blockName = block.name; + + if (block.isArray) + { + blockName += ArrayString(block.arrayElement); + } + CopyStringToBuffer(name, blockName, bufSize, length); + } +} + +void InitUniformBlockLinker(const ProgramState &state, UniformBlockLinker *blockLinker) +{ + for (ShaderType shaderType : AllShaderTypes()) + { + Shader *shader = state.getAttachedShader(shaderType); + if (shader) + { + blockLinker->addShaderBlocks(shaderType, &shader->getUniformBlocks()); + } + } +} + +void InitShaderStorageBlockLinker(const ProgramState &state, ShaderStorageBlockLinker *blockLinker) +{ + for (ShaderType shaderType : AllShaderTypes()) + { + Shader *shader = state.getAttachedShader(shaderType); + if (shader != nullptr) + { + blockLinker->addShaderBlocks(shaderType, &shader->getShaderStorageBlocks()); + } + } +} + +// Find the matching varying or field by name. +const sh::ShaderVariable *FindVaryingOrField(const ProgramMergedVaryings &varyings, + const std::string &name) +{ + const sh::ShaderVariable *var = nullptr; + for (const auto &ref : varyings) + { + const sh::Varying *varying = ref.second.get(); + if (varying->name == name) + { + var = varying; + break; + } + GLuint fieldIndex = 0; + var = FindShaderVarField(*varying, name, &fieldIndex); + if (var != nullptr) + { + break; + } + } + return var; +} + +void AddParentPrefix(const std::string &parentName, std::string *mismatchedFieldName) +{ + ASSERT(mismatchedFieldName); + if (mismatchedFieldName->empty()) + { + *mismatchedFieldName = parentName; + } + else + { + std::ostringstream stream; + stream << parentName << "." << *mismatchedFieldName; + *mismatchedFieldName = stream.str(); + } +} + +const char *GetLinkMismatchErrorString(LinkMismatchError linkError) +{ + switch (linkError) + { + case LinkMismatchError::TYPE_MISMATCH: + return "Type"; + case LinkMismatchError::ARRAY_SIZE_MISMATCH: + return "Array size"; + case LinkMismatchError::PRECISION_MISMATCH: + return "Precision"; + case LinkMismatchError::STRUCT_NAME_MISMATCH: + return "Structure name"; + case LinkMismatchError::FIELD_NUMBER_MISMATCH: + return "Field number"; + case LinkMismatchError::FIELD_NAME_MISMATCH: + return "Field name"; + + case LinkMismatchError::INTERPOLATION_TYPE_MISMATCH: + return "Interpolation type"; + case LinkMismatchError::INVARIANCE_MISMATCH: + return "Invariance"; + + case LinkMismatchError::BINDING_MISMATCH: + return "Binding layout qualifier"; + case LinkMismatchError::LOCATION_MISMATCH: + return "Location layout qualifier"; + case LinkMismatchError::OFFSET_MISMATCH: + return "Offset layout qualifier"; + case LinkMismatchError::INSTANCE_NAME_MISMATCH: + return "Instance name qualifier"; + + case LinkMismatchError::LAYOUT_QUALIFIER_MISMATCH: + return "Layout qualifier"; + case LinkMismatchError::MATRIX_PACKING_MISMATCH: + return "Matrix Packing"; + default: + UNREACHABLE(); + return ""; + } +} + +LinkMismatchError LinkValidateInterfaceBlockFields(const sh::InterfaceBlockField &blockField1, + const sh::InterfaceBlockField &blockField2, + bool webglCompatibility, + std::string *mismatchedBlockFieldName) +{ + if (blockField1.name != blockField2.name) + { + return LinkMismatchError::FIELD_NAME_MISMATCH; + } + + // If webgl, validate precision of UBO fields, otherwise don't. See Khronos bug 10287. + LinkMismatchError linkError = Program::LinkValidateVariablesBase( + blockField1, blockField2, webglCompatibility, true, mismatchedBlockFieldName); + if (linkError != LinkMismatchError::NO_MISMATCH) + { + AddParentPrefix(blockField1.name, mismatchedBlockFieldName); + return linkError; + } + + if (blockField1.isRowMajorLayout != blockField2.isRowMajorLayout) + { + AddParentPrefix(blockField1.name, mismatchedBlockFieldName); + return LinkMismatchError::MATRIX_PACKING_MISMATCH; + } + + return LinkMismatchError::NO_MISMATCH; +} + +LinkMismatchError AreMatchingInterfaceBlocks(const sh::InterfaceBlock &interfaceBlock1, + const sh::InterfaceBlock &interfaceBlock2, + bool webglCompatibility, + std::string *mismatchedBlockFieldName) +{ + // validate blocks for the same member types + if (interfaceBlock1.fields.size() != interfaceBlock2.fields.size()) + { + return LinkMismatchError::FIELD_NUMBER_MISMATCH; + } + if (interfaceBlock1.arraySize != interfaceBlock2.arraySize) + { + return LinkMismatchError::ARRAY_SIZE_MISMATCH; + } + if (interfaceBlock1.layout != interfaceBlock2.layout || + interfaceBlock1.binding != interfaceBlock2.binding) + { + return LinkMismatchError::LAYOUT_QUALIFIER_MISMATCH; + } + if (interfaceBlock1.instanceName.empty() != interfaceBlock2.instanceName.empty()) + { + return LinkMismatchError::INSTANCE_NAME_MISMATCH; + } + const unsigned int numBlockMembers = static_cast<unsigned int>(interfaceBlock1.fields.size()); + for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++) + { + const sh::InterfaceBlockField &member1 = interfaceBlock1.fields[blockMemberIndex]; + const sh::InterfaceBlockField &member2 = interfaceBlock2.fields[blockMemberIndex]; + + LinkMismatchError linkError = LinkValidateInterfaceBlockFields( + member1, member2, webglCompatibility, mismatchedBlockFieldName); + if (linkError != LinkMismatchError::NO_MISMATCH) + { + return linkError; + } + } + return LinkMismatchError::NO_MISMATCH; +} + +using ShaderInterfaceBlock = std::pair<ShaderType, const sh::InterfaceBlock *>; +using InterfaceBlockMap = std::map<std::string, ShaderInterfaceBlock>; + +void InitializeInterfaceBlockMap(const std::vector<sh::InterfaceBlock> &interfaceBlocks, + ShaderType shaderType, + InterfaceBlockMap *linkedInterfaceBlocks) +{ + ASSERT(linkedInterfaceBlocks); + + for (const sh::InterfaceBlock &interfaceBlock : interfaceBlocks) + { + (*linkedInterfaceBlocks)[interfaceBlock.name] = std::make_pair(shaderType, &interfaceBlock); + } +} + +bool ValidateGraphicsInterfaceBlocksPerShader( + const std::vector<sh::InterfaceBlock> &interfaceBlocksToLink, + ShaderType shaderType, + bool webglCompatibility, + InterfaceBlockMap *linkedBlocks, + InfoLog &infoLog) +{ + ASSERT(linkedBlocks); + + for (const sh::InterfaceBlock &block : interfaceBlocksToLink) + { + const auto &entry = linkedBlocks->find(block.name); + if (entry != linkedBlocks->end()) + { + const sh::InterfaceBlock &linkedBlock = *(entry->second.second); + std::string mismatchedStructFieldName; + LinkMismatchError linkError = AreMatchingInterfaceBlocks( + block, linkedBlock, webglCompatibility, &mismatchedStructFieldName); + if (linkError != LinkMismatchError::NO_MISMATCH) + { + LogLinkMismatch(infoLog, block.name, GetInterfaceBlockTypeString(block.blockType), + linkError, mismatchedStructFieldName, entry->second.first, + shaderType); + return false; + } + } + else + { + (*linkedBlocks)[block.name] = std::make_pair(shaderType, &block); + } + } + + return true; +} + +bool ValidateInterfaceBlocksMatch( + GLuint numShadersHasInterfaceBlocks, + const ShaderMap<const std::vector<sh::InterfaceBlock> *> &shaderInterfaceBlocks, + InfoLog &infoLog, + bool webglCompatibility) +{ + if (numShadersHasInterfaceBlocks < 2u) + { + return true; + } + + ASSERT(!shaderInterfaceBlocks[ShaderType::Compute]); + + // Check that interface blocks defined in the graphics shaders are identical + + InterfaceBlockMap linkedInterfaceBlocks; + + bool interfaceBlockMapInitialized = false; + for (ShaderType shaderType : kAllGraphicsShaderTypes) + { + if (!shaderInterfaceBlocks[shaderType]) + { + continue; + } + + if (!interfaceBlockMapInitialized) + { + InitializeInterfaceBlockMap(*shaderInterfaceBlocks[shaderType], shaderType, + &linkedInterfaceBlocks); + interfaceBlockMapInitialized = true; + } + else if (!ValidateGraphicsInterfaceBlocksPerShader(*shaderInterfaceBlocks[shaderType], + shaderType, webglCompatibility, + &linkedInterfaceBlocks, infoLog)) + { + return false; + } + } + + return true; +} + +void WriteShaderVar(BinaryOutputStream *stream, const sh::ShaderVariable &var) +{ + stream->writeInt(var.type); + stream->writeInt(var.precision); + stream->writeString(var.name); + stream->writeString(var.mappedName); + stream->writeIntVector(var.arraySizes); + stream->writeInt(var.staticUse); + stream->writeInt(var.active); + stream->writeString(var.structName); + stream->writeInt(var.hasParentArrayIndex() ? var.parentArrayIndex() : -1); + ASSERT(var.fields.empty()); +} + +void LoadShaderVar(BinaryInputStream *stream, sh::ShaderVariable *var) +{ + var->type = stream->readInt<GLenum>(); + var->precision = stream->readInt<GLenum>(); + var->name = stream->readString(); + var->mappedName = stream->readString(); + stream->readIntVector<unsigned int>(&var->arraySizes); + var->staticUse = stream->readBool(); + var->active = stream->readBool(); + var->structName = stream->readString(); + var->setParentArrayIndex(stream->readInt<int>()); +} + +void WriteShaderVariableBuffer(BinaryOutputStream *stream, const ShaderVariableBuffer &var) +{ + stream->writeInt(var.binding); + stream->writeInt(var.dataSize); + + for (ShaderType shaderType : AllShaderTypes()) + { + stream->writeInt(var.isActive(shaderType)); + } + + stream->writeInt(var.memberIndexes.size()); + for (unsigned int memberCounterIndex : var.memberIndexes) + { + stream->writeInt(memberCounterIndex); + } +} + +void LoadShaderVariableBuffer(BinaryInputStream *stream, ShaderVariableBuffer *var) +{ + var->binding = stream->readInt<int>(); + var->dataSize = stream->readInt<unsigned int>(); + + for (ShaderType shaderType : AllShaderTypes()) + { + var->setActive(shaderType, stream->readBool()); + } + + unsigned int numMembers = stream->readInt<unsigned int>(); + for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++) + { + var->memberIndexes.push_back(stream->readInt<unsigned int>()); + } +} + +void WriteBufferVariable(BinaryOutputStream *stream, const BufferVariable &var) +{ + WriteShaderVar(stream, var); + + stream->writeInt(var.bufferIndex); + WriteBlockMemberInfo(stream, var.blockInfo); + stream->writeInt(var.topLevelArraySize); + + for (ShaderType shaderType : AllShaderTypes()) + { + stream->writeInt(var.isActive(shaderType)); + } +} + +void LoadBufferVariable(BinaryInputStream *stream, BufferVariable *var) +{ + LoadShaderVar(stream, var); + + var->bufferIndex = stream->readInt<int>(); + LoadBlockMemberInfo(stream, &var->blockInfo); + var->topLevelArraySize = stream->readInt<int>(); + + for (ShaderType shaderType : AllShaderTypes()) + { + var->setActive(shaderType, stream->readBool()); + } +} + +void WriteInterfaceBlock(BinaryOutputStream *stream, const InterfaceBlock &block) +{ + stream->writeString(block.name); + stream->writeString(block.mappedName); + stream->writeInt(block.isArray); + stream->writeInt(block.arrayElement); + + WriteShaderVariableBuffer(stream, block); +} + +void LoadInterfaceBlock(BinaryInputStream *stream, InterfaceBlock *block) +{ + block->name = stream->readString(); + block->mappedName = stream->readString(); + block->isArray = stream->readBool(); + block->arrayElement = stream->readInt<unsigned int>(); + + LoadShaderVariableBuffer(stream, block); +} + +size_t CountUniqueBlocks(const std::vector<InterfaceBlock> &blocks) +{ + size_t count = 0; + for (const InterfaceBlock &block : blocks) + { + if (!block.isArray || block.arrayElement == 0) + { + ++count; + } + } + return count; +} +} // anonymous namespace + +// Saves the linking context for later use in resolveLink(). +struct Program::LinkingState +{ + const Context *context; + std::unique_ptr<ProgramLinkedResources> resources; + egl::BlobCache::Key programHash; + std::unique_ptr<rx::LinkEvent> linkEvent; + bool linkingFromBinary; +}; + +const char *const g_fakepath = "C:\\fakepath"; + +// InfoLog implementation. +InfoLog::InfoLog() {} + +InfoLog::~InfoLog() {} + +size_t InfoLog::getLength() const +{ + if (!mLazyStream) + { + return 0; + } + + const std::string &logString = mLazyStream->str(); + return logString.empty() ? 0 : logString.length() + 1; +} + +void InfoLog::getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const +{ + size_t index = 0; + + if (bufSize > 0) + { + const std::string logString(str()); + + if (!logString.empty()) + { + index = std::min(static_cast<size_t>(bufSize) - 1, logString.length()); + memcpy(infoLog, logString.c_str(), index); + } + + infoLog[index] = '\0'; + } + + if (length) + { + *length = static_cast<GLsizei>(index); + } +} + +// append a santized message to the program info log. +// The D3D compiler includes a fake file path in some of the warning or error +// messages, so lets remove all occurrences of this fake file path from the log. +void InfoLog::appendSanitized(const char *message) +{ + ensureInitialized(); + + std::string msg(message); + + size_t found; + do + { + found = msg.find(g_fakepath); + if (found != std::string::npos) + { + msg.erase(found, strlen(g_fakepath)); + } + } while (found != std::string::npos); + + *mLazyStream << message << std::endl; +} + +void InfoLog::reset() +{ + if (mLazyStream) + { + mLazyStream.reset(nullptr); + } +} + +bool InfoLog::empty() const +{ + if (!mLazyStream) + { + return true; + } + + return mLazyStream->rdbuf()->in_avail() == 0; +} + +void LogLinkMismatch(InfoLog &infoLog, + const std::string &variableName, + const char *variableType, + LinkMismatchError linkError, + const std::string &mismatchedStructOrBlockFieldName, + ShaderType shaderType1, + ShaderType shaderType2) +{ + std::ostringstream stream; + stream << GetLinkMismatchErrorString(linkError) << "s of " << variableType << " '" + << variableName; + + if (!mismatchedStructOrBlockFieldName.empty()) + { + stream << "' member '" << variableName << "." << mismatchedStructOrBlockFieldName; + } + + stream << "' differ between " << GetShaderTypeString(shaderType1) << " and " + << GetShaderTypeString(shaderType2) << " shaders."; + + infoLog << stream.str(); +} + +bool IsActiveInterfaceBlock(const sh::InterfaceBlock &interfaceBlock) +{ + // Only 'packed' blocks are allowed to be considered inactive. + return interfaceBlock.active || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED; +} + +void WriteBlockMemberInfo(BinaryOutputStream *stream, const sh::BlockMemberInfo &var) +{ + stream->writeInt(var.arrayStride); + stream->writeInt(var.isRowMajorMatrix); + stream->writeInt(var.matrixStride); + stream->writeInt(var.offset); + stream->writeInt(var.topLevelArrayStride); +} + +void LoadBlockMemberInfo(BinaryInputStream *stream, sh::BlockMemberInfo *var) +{ + var->arrayStride = stream->readInt<int>(); + var->isRowMajorMatrix = stream->readBool(); + var->matrixStride = stream->readInt<int>(); + var->offset = stream->readInt<int>(); + var->topLevelArrayStride = stream->readInt<int>(); +} + +// VariableLocation implementation. +VariableLocation::VariableLocation() : arrayIndex(0), index(kUnused), ignored(false) {} + +VariableLocation::VariableLocation(unsigned int arrayIndex, unsigned int index) + : arrayIndex(arrayIndex), index(index), ignored(false) +{ + ASSERT(arrayIndex != GL_INVALID_INDEX); +} + +// SamplerBindings implementation. +SamplerBinding::SamplerBinding(TextureType textureTypeIn, + SamplerFormat formatIn, + size_t elementCount, + bool unreferenced) + : textureType(textureTypeIn), + format(formatIn), + boundTextureUnits(elementCount, 0), + unreferenced(unreferenced) +{} + +SamplerBinding::SamplerBinding(const SamplerBinding &other) = default; + +SamplerBinding::~SamplerBinding() = default; + +// ProgramBindings implementation. +ProgramBindings::ProgramBindings() {} + +ProgramBindings::~ProgramBindings() {} + +void ProgramBindings::bindLocation(GLuint index, const std::string &name) +{ + mBindings[name] = ProgramBinding(index); + + // EXT_blend_func_extended spec: "If it specifies the base name of an array, + // it identifies the resources associated with the first element of the array." + // + // Normalize array bindings so that "name" and "name[0]" map to the same entry. + // If this binding is of the form "name[0]", then mark the "name" binding as + // aliased but do not update it yet in case "name" is not actually an array. + size_t nameLengthWithoutArrayIndex; + unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex); + if (arrayIndex == 0) + { + std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex); + auto iter = mBindings.find(baseName); + if (iter != mBindings.end()) + { + iter->second.aliased = true; + } + } +} + +int ProgramBindings::getBindingByName(const std::string &name) const +{ + auto iter = mBindings.find(name); + return (iter != mBindings.end()) ? iter->second.location : -1; +} + +int ProgramBindings::getBinding(const sh::VariableWithLocation &variable) const +{ + const std::string &name = variable.name; + + // Check with the normalized array name if applicable. + if (variable.isArray()) + { + size_t nameLengthWithoutArrayIndex; + unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex); + if (arrayIndex == 0) + { + std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex); + auto iter = mBindings.find(baseName); + // If "name" exists and is not aliased, that means it was modified more + // recently than its "name[0]" form and should be used instead of that. + if (iter != mBindings.end() && !iter->second.aliased) + { + return iter->second.location; + } + } + } + + return getBindingByName(name); +} + +ProgramBindings::const_iterator ProgramBindings::begin() const +{ + return mBindings.begin(); +} + +ProgramBindings::const_iterator ProgramBindings::end() const +{ + return mBindings.end(); +} + +// ImageBinding implementation. +ImageBinding::ImageBinding(size_t count) : boundImageUnits(count, 0), unreferenced(false) {} +ImageBinding::ImageBinding(GLuint imageUnit, size_t count, bool unreferenced) + : unreferenced(unreferenced) +{ + for (size_t index = 0; index < count; ++index) + { + boundImageUnits.push_back(imageUnit + static_cast<GLuint>(index)); + } +} + +ImageBinding::ImageBinding(const ImageBinding &other) = default; + +ImageBinding::~ImageBinding() = default; + +// ProgramState implementation. +ProgramState::ProgramState() + : mLabel(), + mAttachedShaders{}, + mTransformFeedbackBufferMode(GL_INTERLEAVED_ATTRIBS), + mMaxActiveAttribLocation(0), + mSamplerUniformRange(0, 0), + mImageUniformRange(0, 0), + mAtomicCounterUniformRange(0, 0), + mBinaryRetrieveableHint(false), + mNumViews(-1), + // [GL_EXT_geometry_shader] Table 20.22 + mGeometryShaderInputPrimitiveType(PrimitiveMode::Triangles), + mGeometryShaderOutputPrimitiveType(PrimitiveMode::TriangleStrip), + mGeometryShaderInvocations(1), + mGeometryShaderMaxVertices(0), + mDrawIDLocation(-1), + mActiveSamplerRefCounts{} +{ + mComputeShaderLocalSize.fill(1); + mActiveSamplerTypes.fill(TextureType::InvalidEnum); +} + +ProgramState::~ProgramState() +{ + ASSERT(!hasAttachedShader()); +} + +const std::string &ProgramState::getLabel() +{ + return mLabel; +} + +Shader *ProgramState::getAttachedShader(ShaderType shaderType) const +{ + ASSERT(shaderType != ShaderType::InvalidEnum); + return mAttachedShaders[shaderType]; +} + +size_t ProgramState::getUniqueUniformBlockCount() const +{ + return CountUniqueBlocks(mUniformBlocks); +} + +size_t ProgramState::getUniqueStorageBlockCount() const +{ + return CountUniqueBlocks(mShaderStorageBlocks); +} + +GLuint ProgramState::getUniformIndexFromName(const std::string &name) const +{ + return GetResourceIndexFromName(mUniforms, name); +} + +GLuint ProgramState::getBufferVariableIndexFromName(const std::string &name) const +{ + return GetResourceIndexFromName(mBufferVariables, name); +} + +GLuint ProgramState::getUniformIndexFromLocation(GLint location) const +{ + ASSERT(location >= 0 && static_cast<size_t>(location) < mUniformLocations.size()); + return mUniformLocations[location].index; +} + +Optional<GLuint> ProgramState::getSamplerIndex(GLint location) const +{ + GLuint index = getUniformIndexFromLocation(location); + if (!isSamplerUniformIndex(index)) + { + return Optional<GLuint>::Invalid(); + } + + return getSamplerIndexFromUniformIndex(index); +} + +bool ProgramState::isSamplerUniformIndex(GLuint index) const +{ + return mSamplerUniformRange.contains(index); +} + +GLuint ProgramState::getSamplerIndexFromUniformIndex(GLuint uniformIndex) const +{ + ASSERT(isSamplerUniformIndex(uniformIndex)); + return uniformIndex - mSamplerUniformRange.low(); +} + +GLuint ProgramState::getUniformIndexFromSamplerIndex(GLuint samplerIndex) const +{ + ASSERT(samplerIndex < mSamplerUniformRange.length()); + return samplerIndex + mSamplerUniformRange.low(); +} + +bool ProgramState::isImageUniformIndex(GLuint index) const +{ + return mImageUniformRange.contains(index); +} + +GLuint ProgramState::getImageIndexFromUniformIndex(GLuint uniformIndex) const +{ + ASSERT(isImageUniformIndex(uniformIndex)); + return uniformIndex - mImageUniformRange.low(); +} + +GLuint ProgramState::getUniformIndexFromImageIndex(GLuint imageIndex) const +{ + ASSERT(imageIndex < mImageUniformRange.length()); + return imageIndex + mImageUniformRange.low(); +} + +GLuint ProgramState::getAttributeLocation(const std::string &name) const +{ + for (const sh::Attribute &attribute : mAttributes) + { + if (attribute.name == name) + { + return attribute.location; + } + } + + return static_cast<GLuint>(-1); +} + +bool ProgramState::hasAttachedShader() const +{ + for (const Shader *shader : mAttachedShaders) + { + if (shader) + { + return true; + } + } + return false; +} + +Program::Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle) + : mProgram(factory->createProgram(mState)), + mValidated(false), + mLinked(false), + mLinkResolved(true), + mDeleteStatus(false), + mRefCount(0), + mResourceManager(manager), + mHandle(handle) +{ + ASSERT(mProgram); + + unlink(); +} + +Program::~Program() +{ + ASSERT(!mProgram); +} + +void Program::onDestroy(const Context *context) +{ + resolveLink(context); + for (ShaderType shaderType : AllShaderTypes()) + { + if (mState.mAttachedShaders[shaderType]) + { + mState.mAttachedShaders[shaderType]->release(context); + mState.mAttachedShaders[shaderType] = nullptr; + } + } + + mProgram->destroy(context); + + ASSERT(!mState.hasAttachedShader()); + SafeDelete(mProgram); + + delete this; +} +GLuint Program::id() const +{ + ASSERT(mLinkResolved); + return mHandle; +} + +void Program::setLabel(const Context *context, const std::string &label) +{ + ASSERT(mLinkResolved); + mState.mLabel = label; +} + +const std::string &Program::getLabel() const +{ + ASSERT(mLinkResolved); + return mState.mLabel; +} + +void Program::attachShader(Shader *shader) +{ + ASSERT(mLinkResolved); + ShaderType shaderType = shader->getType(); + ASSERT(shaderType != ShaderType::InvalidEnum); + + mState.mAttachedShaders[shaderType] = shader; + mState.mAttachedShaders[shaderType]->addRef(); +} + +void Program::detachShader(const Context *context, Shader *shader) +{ + ASSERT(mLinkResolved); + ShaderType shaderType = shader->getType(); + ASSERT(shaderType != ShaderType::InvalidEnum); + + ASSERT(mState.mAttachedShaders[shaderType] == shader); + shader->release(context); + mState.mAttachedShaders[shaderType] = nullptr; +} + +int Program::getAttachedShadersCount() const +{ + ASSERT(mLinkResolved); + int numAttachedShaders = 0; + for (const Shader *shader : mState.mAttachedShaders) + { + if (shader) + { + ++numAttachedShaders; + } + } + + return numAttachedShaders; +} + +const Shader *Program::getAttachedShader(ShaderType shaderType) const +{ + ASSERT(mLinkResolved); + return mState.getAttachedShader(shaderType); +} + +void Program::bindAttributeLocation(GLuint index, const char *name) +{ + ASSERT(mLinkResolved); + mAttributeBindings.bindLocation(index, name); +} + +void Program::bindUniformLocation(GLuint index, const char *name) +{ + ASSERT(mLinkResolved); + mUniformLocationBindings.bindLocation(index, name); +} + +void Program::bindFragmentInputLocation(GLint index, const char *name) +{ + ASSERT(mLinkResolved); + mFragmentInputBindings.bindLocation(index, name); +} + +void Program::bindFragmentOutputLocation(GLuint index, const char *name) +{ + mFragmentOutputLocations.bindLocation(index, name); +} + +void Program::bindFragmentOutputIndex(GLuint index, const char *name) +{ + mFragmentOutputIndexes.bindLocation(index, name); +} + +BindingInfo Program::getFragmentInputBindingInfo(GLint index) const +{ + ASSERT(mLinkResolved); + BindingInfo ret; + ret.type = GL_NONE; + ret.valid = false; + + Shader *fragmentShader = mState.getAttachedShader(ShaderType::Fragment); + ASSERT(fragmentShader); + + // Find the actual fragment shader varying we're interested in + const std::vector<sh::Varying> &inputs = fragmentShader->getInputVaryings(); + + for (const auto &binding : mFragmentInputBindings) + { + if (binding.second.location != static_cast<GLuint>(index)) + continue; + + ret.valid = true; + + size_t nameLengthWithoutArrayIndex; + unsigned int arrayIndex = ParseArrayIndex(binding.first, &nameLengthWithoutArrayIndex); + + for (const auto &in : inputs) + { + if (in.name.length() == nameLengthWithoutArrayIndex && + angle::BeginsWith(in.name, binding.first, nameLengthWithoutArrayIndex)) + { + if (in.isArray()) + { + // The client wants to bind either "name" or "name[0]". + // GL ES 3.1 spec refers to active array names with language such as: + // "if the string identifies the base name of an active array, where the + // string would exactly match the name of the variable if the suffix "[0]" + // were appended to the string". + if (arrayIndex == GL_INVALID_INDEX) + arrayIndex = 0; + + ret.name = in.mappedName + "[" + ToString(arrayIndex) + "]"; + } + else + { + ret.name = in.mappedName; + } + ret.type = in.type; + return ret; + } + } + } + + return ret; +} + +void Program::pathFragmentInputGen(GLint index, + GLenum genMode, + GLint components, + const GLfloat *coeffs) +{ + ASSERT(mLinkResolved); + // If the location is -1 then the command is silently ignored + if (index == -1) + return; + + const auto &binding = getFragmentInputBindingInfo(index); + + // If the input doesn't exist then then the command is silently ignored + // This could happen through optimization for example, the shader translator + // decides that a variable is not actually being used and optimizes it away. + if (binding.name.empty()) + return; + + mProgram->setPathFragmentInputGen(binding.name, genMode, components, coeffs); +} + +// The attached shaders are checked for linking errors by matching up their variables. +// Uniform, input and output variables get collected. +// The code gets compiled into binaries. +angle::Result Program::link(const Context *context) +{ + ASSERT(mLinkResolved); + const auto &data = context->getState(); + + auto *platform = ANGLEPlatformCurrent(); + double startTime = platform->currentTime(platform); + + unlink(); + mInfoLog.reset(); + + // Validate we have properly attached shaders before checking the cache. + if (!linkValidateShaders(mInfoLog)) + { + return angle::Result::Continue; + } + + egl::BlobCache::Key programHash = {0}; + MemoryProgramCache *cache = context->getMemoryProgramCache(); + + if (cache) + { + angle::Result cacheResult = cache->getProgram(context, this, &programHash); + ANGLE_TRY(cacheResult); + + // Check explicitly for Continue, Incomplete means a cache miss + if (cacheResult == angle::Result::Continue) + { + // Succeeded in loading the binaries in the front-end, back end may still be loading + // asynchronously + double delta = platform->currentTime(platform) - startTime; + int us = static_cast<int>(delta * 1000000.0); + ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheHitTimeUS", us); + return angle::Result::Continue; + } + } + + // Cache load failed, fall through to normal linking. + unlink(); + + // Re-link shaders after the unlink call. + ASSERT(linkValidateShaders(mInfoLog)); + + std::unique_ptr<ProgramLinkedResources> resources; + if (mState.mAttachedShaders[ShaderType::Compute]) + { + resources.reset(new ProgramLinkedResources( + 0, PackMode::ANGLE_RELAXED, &mState.mUniformBlocks, &mState.mUniforms, + &mState.mShaderStorageBlocks, &mState.mBufferVariables, &mState.mAtomicCounterBuffers)); + + GLuint combinedImageUniforms = 0u; + if (!linkUniforms(context->getCaps(), mInfoLog, mUniformLocationBindings, + &combinedImageUniforms, &resources->unusedUniforms)) + { + return angle::Result::Continue; + } + + GLuint combinedShaderStorageBlocks = 0u; + if (!linkInterfaceBlocks(context->getCaps(), context->getClientVersion(), + context->getExtensions().webglCompatibility, mInfoLog, + &combinedShaderStorageBlocks)) + { + return angle::Result::Continue; + } + + // [OpenGL ES 3.1] Chapter 8.22 Page 203: + // A link error will be generated if the sum of the number of active image uniforms used in + // all shaders, the number of active shader storage blocks, and the number of active + // fragment shader outputs exceeds the implementation-dependent value of + // MAX_COMBINED_SHADER_OUTPUT_RESOURCES. + if (combinedImageUniforms + combinedShaderStorageBlocks > + context->getCaps().maxCombinedShaderOutputResources) + { + mInfoLog + << "The sum of the number of active image uniforms, active shader storage blocks " + "and active fragment shader outputs exceeds " + "MAX_COMBINED_SHADER_OUTPUT_RESOURCES (" + << context->getCaps().maxCombinedShaderOutputResources << ")"; + return angle::Result::Continue; + } + + InitUniformBlockLinker(mState, &resources->uniformBlockLinker); + InitShaderStorageBlockLinker(mState, &resources->shaderStorageBlockLinker); + } + else + { + // Map the varyings to the register file + // In WebGL, we use a slightly different handling for packing variables. + gl::PackMode packMode = PackMode::ANGLE_RELAXED; + if (data.getLimitations().noFlexibleVaryingPacking) + { + // D3D9 pack mode is strictly more strict than WebGL, so takes priority. + packMode = PackMode::ANGLE_NON_CONFORMANT_D3D9; + } + else if (data.getExtensions().webglCompatibility) + { + packMode = PackMode::WEBGL_STRICT; + } + + resources.reset(new ProgramLinkedResources( + data.getCaps().maxVaryingVectors, packMode, &mState.mUniformBlocks, &mState.mUniforms, + &mState.mShaderStorageBlocks, &mState.mBufferVariables, &mState.mAtomicCounterBuffers)); + + if (!linkAttributes(context, mInfoLog)) + { + return angle::Result::Continue; + } + + if (!linkVaryings(mInfoLog)) + { + return angle::Result::Continue; + } + + GLuint combinedImageUniforms = 0u; + if (!linkUniforms(context->getCaps(), mInfoLog, mUniformLocationBindings, + &combinedImageUniforms, &resources->unusedUniforms)) + { + return angle::Result::Continue; + } + + GLuint combinedShaderStorageBlocks = 0u; + if (!linkInterfaceBlocks(context->getCaps(), context->getClientVersion(), + context->getExtensions().webglCompatibility, mInfoLog, + &combinedShaderStorageBlocks)) + { + return angle::Result::Continue; + } + + if (!linkValidateGlobalNames(mInfoLog)) + { + return angle::Result::Continue; + } + + if (!linkOutputVariables(context->getCaps(), context->getExtensions(), + context->getClientVersion(), combinedImageUniforms, + combinedShaderStorageBlocks)) + { + return angle::Result::Continue; + } + + const auto &mergedVaryings = getMergedVaryings(); + + ASSERT(mState.mAttachedShaders[ShaderType::Vertex]); + mState.mNumViews = mState.mAttachedShaders[ShaderType::Vertex]->getNumViews(); + + InitUniformBlockLinker(mState, &resources->uniformBlockLinker); + InitShaderStorageBlockLinker(mState, &resources->shaderStorageBlockLinker); + + if (!linkValidateTransformFeedback(context->getClientVersion(), mInfoLog, mergedVaryings, + context->getCaps())) + { + return angle::Result::Continue; + } + + if (!resources->varyingPacking.collectAndPackUserVaryings( + mInfoLog, mergedVaryings, mState.getTransformFeedbackVaryingNames())) + { + return angle::Result::Continue; + } + + gatherTransformFeedbackVaryings(mergedVaryings); + mState.updateTransformFeedbackStrides(); + } + + updateLinkedShaderStages(); + + mLinkingState.reset(new LinkingState()); + mLinkingState->context = context; + mLinkingState->linkingFromBinary = false; + mLinkingState->programHash = programHash; + mLinkingState->linkEvent = mProgram->link(context, *resources, mInfoLog); + mLinkingState->resources = std::move(resources); + mLinkResolved = false; + + return angle::Result::Continue; +} + +bool Program::isLinking() const +{ + return (mLinkingState.get() && mLinkingState->linkEvent->isLinking()); +} + +void Program::resolveLinkImpl(const Context *context) +{ + ASSERT(mLinkingState.get()); + + angle::Result result = mLinkingState->linkEvent->wait(context); + + mLinked = result == angle::Result::Continue; + mLinkResolved = true; + std::unique_ptr<LinkingState> linkingState = std::move(mLinkingState); + if (!mLinked) + { + return; + } + + if (linkingState->linkingFromBinary) + { + // All internal Program state is already loaded from the binary. + return; + } + + initInterfaceBlockBindings(); + + // According to GLES 3.0/3.1 spec for LinkProgram and UseProgram, + // Only successfully linked program can replace the executables. + ASSERT(mLinked); + + // Mark implementation-specific unreferenced uniforms as ignored. + mProgram->markUnusedUniformLocations(&mState.mUniformLocations, &mState.mSamplerBindings, + &mState.mImageBindings); + + // Must be called after markUnusedUniformLocations. + postResolveLink(context); + + // TODO(syoussefi): this might need to be moved to postResolveLink() so it will be called from + // deserialize() as well. http://anglebug.com/3089 + setUniformValuesFromBindingQualifiers(); + + // Save to the program cache. + auto *cache = linkingState->context->getMemoryProgramCache(); + if (cache && (mState.mLinkedTransformFeedbackVaryings.empty() || + !linkingState->context->getFrontendFeatures() + .disableProgramCachingForTransformFeedback.enabled)) + { + cache->putProgram(linkingState->programHash, linkingState->context, this); + } +} + +void Program::updateLinkedShaderStages() +{ + mState.mLinkedShaderStages.reset(); + + for (const Shader *shader : mState.mAttachedShaders) + { + if (shader) + { + mState.mLinkedShaderStages.set(shader->getType()); + } + } +} + +void ProgramState::updateTransformFeedbackStrides() +{ + if (mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS) + { + mTransformFeedbackStrides.resize(1); + size_t totalSize = 0; + for (const TransformFeedbackVarying &varying : mLinkedTransformFeedbackVaryings) + { + totalSize += varying.size() * VariableExternalSize(varying.type); + } + mTransformFeedbackStrides[0] = static_cast<GLsizei>(totalSize); + } + else + { + mTransformFeedbackStrides.resize(mLinkedTransformFeedbackVaryings.size()); + for (size_t i = 0; i < mLinkedTransformFeedbackVaryings.size(); i++) + { + TransformFeedbackVarying &varying = mLinkedTransformFeedbackVaryings[i]; + mTransformFeedbackStrides[i] = + static_cast<GLsizei>(varying.size() * VariableExternalSize(varying.type)); + } + } +} + +void ProgramState::updateActiveSamplers() +{ + mActiveSamplerRefCounts.fill(0); + + for (SamplerBinding &samplerBinding : mSamplerBindings) + { + if (samplerBinding.unreferenced) + continue; + + for (GLint textureUnit : samplerBinding.boundTextureUnits) + { + if (++mActiveSamplerRefCounts[textureUnit] == 1) + { + mActiveSamplerTypes[textureUnit] = samplerBinding.textureType; + mActiveSamplerFormats[textureUnit] = samplerBinding.format; + } + else + { + if (mActiveSamplerTypes[textureUnit] != samplerBinding.textureType) + { + mActiveSamplerTypes[textureUnit] = TextureType::InvalidEnum; + } + if (mActiveSamplerFormats[textureUnit] != samplerBinding.format) + { + mActiveSamplerFormats[textureUnit] = SamplerFormat::InvalidEnum; + } + } + mActiveSamplersMask.set(textureUnit); + } + } +} + +void ProgramState::updateActiveImages() +{ + for (ImageBinding &imageBinding : mImageBindings) + { + if (imageBinding.unreferenced) + continue; + + for (GLint imageUnit : imageBinding.boundImageUnits) + { + mActiveImagesMask.set(imageUnit); + } + } +} + +// Returns the program object to an unlinked state, before re-linking, or at destruction +void Program::unlink() +{ + mState.mAttributes.clear(); + mState.mAttributesTypeMask.reset(); + mState.mAttributesMask.reset(); + mState.mActiveAttribLocationsMask.reset(); + mState.mMaxActiveAttribLocation = 0; + mState.mLinkedTransformFeedbackVaryings.clear(); + mState.mUniforms.clear(); + mState.mUniformLocations.clear(); + mState.mUniformBlocks.clear(); + mState.mActiveUniformBlockBindings.reset(); + mState.mAtomicCounterBuffers.clear(); + mState.mOutputVariables.clear(); + mState.mOutputLocations.clear(); + mState.mSecondaryOutputLocations.clear(); + mState.mOutputVariableTypes.clear(); + mState.mDrawBufferTypeMask.reset(); + mState.mActiveOutputVariables.reset(); + mState.mComputeShaderLocalSize.fill(1); + mState.mSamplerBindings.clear(); + mState.mImageBindings.clear(); + mState.mActiveImagesMask.reset(); + mState.mNumViews = -1; + mState.mGeometryShaderInputPrimitiveType = PrimitiveMode::Triangles; + mState.mGeometryShaderOutputPrimitiveType = PrimitiveMode::TriangleStrip; + mState.mGeometryShaderInvocations = 1; + mState.mGeometryShaderMaxVertices = 0; + mState.mDrawIDLocation = -1; + + mValidated = false; + + mLinked = false; + mInfoLog.reset(); +} + +angle::Result Program::loadBinary(const Context *context, + GLenum binaryFormat, + const void *binary, + GLsizei length) +{ + ASSERT(mLinkResolved); + unlink(); + +#if ANGLE_PROGRAM_BINARY_LOAD != ANGLE_ENABLED + return angle::Result::Continue; +#else + ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE); + if (binaryFormat != GL_PROGRAM_BINARY_ANGLE) + { + mInfoLog << "Invalid program binary format."; + return angle::Result::Continue; + } + + BinaryInputStream stream(binary, length); + ANGLE_TRY(deserialize(context, stream, mInfoLog)); + + // Currently we require the full shader text to compute the program hash. + // We could also store the binary in the internal program cache. + + for (size_t uniformBlockIndex = 0; uniformBlockIndex < mState.mUniformBlocks.size(); + ++uniformBlockIndex) + { + mDirtyBits.set(uniformBlockIndex); + } + + mLinkingState.reset(new LinkingState()); + mLinkingState->context = context; + mLinkingState->linkingFromBinary = true; + mLinkingState->linkEvent = mProgram->load(context, &stream, mInfoLog); + mLinkResolved = false; + + return angle::Result::Continue; +#endif // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED +} + +angle::Result Program::saveBinary(Context *context, + GLenum *binaryFormat, + void *binary, + GLsizei bufSize, + GLsizei *length) const +{ + ASSERT(mLinkResolved); + if (binaryFormat) + { + *binaryFormat = GL_PROGRAM_BINARY_ANGLE; + } + + angle::MemoryBuffer memoryBuf; + serialize(context, &memoryBuf); + + GLsizei streamLength = static_cast<GLsizei>(memoryBuf.size()); + const uint8_t *streamState = memoryBuf.data(); + + if (streamLength > bufSize) + { + if (length) + { + *length = 0; + } + + // TODO: This should be moved to the validation layer but computing the size of the binary + // before saving it causes the save to happen twice. It may be possible to write the binary + // to a separate buffer, validate sizes and then copy it. + ANGLE_CHECK(context, false, "Insufficient buffer size", GL_INVALID_OPERATION); + } + + if (binary) + { + char *ptr = reinterpret_cast<char *>(binary); + + memcpy(ptr, streamState, streamLength); + ptr += streamLength; + + ASSERT(ptr - streamLength == binary); + } + + if (length) + { + *length = streamLength; + } + + return angle::Result::Continue; +} + +GLint Program::getBinaryLength(Context *context) const +{ + ASSERT(mLinkResolved); + if (!mLinked) + { + return 0; + } + + GLint length; + angle::Result result = + saveBinary(context, nullptr, nullptr, std::numeric_limits<GLint>::max(), &length); + if (result != angle::Result::Continue) + { + return 0; + } + + return length; +} + +void Program::setBinaryRetrievableHint(bool retrievable) +{ + ASSERT(mLinkResolved); + // TODO(jmadill) : replace with dirty bits + mProgram->setBinaryRetrievableHint(retrievable); + mState.mBinaryRetrieveableHint = retrievable; +} + +bool Program::getBinaryRetrievableHint() const +{ + ASSERT(mLinkResolved); + return mState.mBinaryRetrieveableHint; +} + +void Program::setSeparable(bool separable) +{ + ASSERT(mLinkResolved); + // TODO(yunchao) : replace with dirty bits + if (mState.mSeparable != separable) + { + mProgram->setSeparable(separable); + mState.mSeparable = separable; + } +} + +bool Program::isSeparable() const +{ + ASSERT(mLinkResolved); + return mState.mSeparable; +} + +void Program::deleteSelf(const Context *context) +{ + ASSERT(mRefCount == 0 && mDeleteStatus); + mResourceManager->deleteProgram(context, mHandle); +} + +unsigned int Program::getRefCount() const +{ + return mRefCount; +} + +int Program::getInfoLogLength() const +{ + ASSERT(mLinkResolved); + return static_cast<int>(mInfoLog.getLength()); +} + +void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const +{ + ASSERT(mLinkResolved); + return mInfoLog.getLog(bufSize, length, infoLog); +} + +void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const +{ + ASSERT(mLinkResolved); + int total = 0; + + for (const Shader *shader : mState.mAttachedShaders) + { + if (shader && (total < maxCount)) + { + shaders[total] = shader->getHandle(); + ++total; + } + } + + if (count) + { + *count = total; + } +} + +GLuint Program::getAttributeLocation(const std::string &name) const +{ + ASSERT(mLinkResolved); + return mState.getAttributeLocation(name); +} + +bool Program::isAttribLocationActive(size_t attribLocation) const +{ + ASSERT(mLinkResolved); + ASSERT(attribLocation < mState.mActiveAttribLocationsMask.size()); + return mState.mActiveAttribLocationsMask[attribLocation]; +} + +void Program::getActiveAttribute(GLuint index, + GLsizei bufsize, + GLsizei *length, + GLint *size, + GLenum *type, + GLchar *name) const +{ + ASSERT(mLinkResolved); + if (!mLinked) + { + if (bufsize > 0) + { + name[0] = '\0'; + } + + if (length) + { + *length = 0; + } + + *type = GL_NONE; + *size = 1; + return; + } + + ASSERT(index < mState.mAttributes.size()); + const sh::Attribute &attrib = mState.mAttributes[index]; + + if (bufsize > 0) + { + CopyStringToBuffer(name, attrib.name, bufsize, length); + } + + // Always a single 'type' instance + *size = 1; + *type = attrib.type; +} + +GLint Program::getActiveAttributeCount() const +{ + ASSERT(mLinkResolved); + if (!mLinked) + { + return 0; + } + + return static_cast<GLint>(mState.mAttributes.size()); +} + +GLint Program::getActiveAttributeMaxLength() const +{ + ASSERT(mLinkResolved); + if (!mLinked) + { + return 0; + } + + size_t maxLength = 0; + + for (const sh::Attribute &attrib : mState.mAttributes) + { + maxLength = std::max(attrib.name.length() + 1, maxLength); + } + + return static_cast<GLint>(maxLength); +} + +const std::vector<sh::Attribute> &Program::getAttributes() const +{ + ASSERT(mLinkResolved); + return mState.mAttributes; +} + +const std::vector<SamplerBinding> &Program::getSamplerBindings() const +{ + ASSERT(mLinkResolved); + return mState.mSamplerBindings; +} + +const sh::WorkGroupSize &Program::getComputeShaderLocalSize() const +{ + ASSERT(mLinkResolved); + return mState.mComputeShaderLocalSize; +} + +PrimitiveMode Program::getGeometryShaderInputPrimitiveType() const +{ + ASSERT(mLinkResolved); + return mState.mGeometryShaderInputPrimitiveType; +} +PrimitiveMode Program::getGeometryShaderOutputPrimitiveType() const +{ + ASSERT(mLinkResolved); + return mState.mGeometryShaderOutputPrimitiveType; +} +GLint Program::getGeometryShaderInvocations() const +{ + ASSERT(mLinkResolved); + return mState.mGeometryShaderInvocations; +} +GLint Program::getGeometryShaderMaxVertices() const +{ + ASSERT(mLinkResolved); + return mState.mGeometryShaderMaxVertices; +} + +GLuint Program::getInputResourceIndex(const GLchar *name) const +{ + ASSERT(mLinkResolved); + return GetResourceIndexFromName(mState.mAttributes, std::string(name)); +} + +GLuint Program::getOutputResourceIndex(const GLchar *name) const +{ + ASSERT(mLinkResolved); + return GetResourceIndexFromName(mState.mOutputVariables, std::string(name)); +} + +size_t Program::getOutputResourceCount() const +{ + ASSERT(mLinkResolved); + return (mLinked ? mState.mOutputVariables.size() : 0); +} + +const std::vector<GLenum> &Program::getOutputVariableTypes() const +{ + ASSERT(mLinkResolved); + return mState.mOutputVariableTypes; +} + +template <typename T> +void Program::getResourceName(GLuint index, + const std::vector<T> &resources, + GLsizei bufSize, + GLsizei *length, + GLchar *name) const +{ + if (length) + { + *length = 0; + } + + if (!mLinked) + { + if (bufSize > 0) + { + name[0] = '\0'; + } + return; + } + ASSERT(index < resources.size()); + const auto &resource = resources[index]; + + if (bufSize > 0) + { + CopyStringToBuffer(name, resource.name, bufSize, length); + } +} + +void Program::getInputResourceName(GLuint index, + GLsizei bufSize, + GLsizei *length, + GLchar *name) const +{ + ASSERT(mLinkResolved); + getResourceName(index, mState.mAttributes, bufSize, length, name); +} + +void Program::getOutputResourceName(GLuint index, + GLsizei bufSize, + GLsizei *length, + GLchar *name) const +{ + ASSERT(mLinkResolved); + getResourceName(index, mState.mOutputVariables, bufSize, length, name); +} + +void Program::getUniformResourceName(GLuint index, + GLsizei bufSize, + GLsizei *length, + GLchar *name) const +{ + ASSERT(mLinkResolved); + getResourceName(index, mState.mUniforms, bufSize, length, name); +} + +void Program::getBufferVariableResourceName(GLuint index, + GLsizei bufSize, + GLsizei *length, + GLchar *name) const +{ + ASSERT(mLinkResolved); + getResourceName(index, mState.mBufferVariables, bufSize, length, name); +} + +const sh::Attribute &Program::getInputResource(GLuint index) const +{ + ASSERT(mLinkResolved); + ASSERT(index < mState.mAttributes.size()); + return mState.mAttributes[index]; +} + +const sh::OutputVariable &Program::getOutputResource(GLuint index) const +{ + ASSERT(mLinkResolved); + ASSERT(index < mState.mOutputVariables.size()); + return mState.mOutputVariables[index]; +} + +const ProgramBindings &Program::getAttributeBindings() const +{ + ASSERT(mLinkResolved); + return mAttributeBindings; +} +const ProgramBindings &Program::getUniformLocationBindings() const +{ + ASSERT(mLinkResolved); + return mUniformLocationBindings; +} +const ProgramBindings &Program::getFragmentInputBindings() const +{ + ASSERT(mLinkResolved); + return mFragmentInputBindings; +} + +ComponentTypeMask Program::getDrawBufferTypeMask() const +{ + ASSERT(mLinkResolved); + return mState.mDrawBufferTypeMask; +} +ComponentTypeMask Program::getAttributesTypeMask() const +{ + ASSERT(mLinkResolved); + return mState.mAttributesTypeMask; +} +AttributesMask Program::getAttributesMask() const +{ + ASSERT(mLinkResolved); + return mState.mAttributesMask; +} + +const std::vector<GLsizei> &Program::getTransformFeedbackStrides() const +{ + ASSERT(mLinkResolved); + return mState.mTransformFeedbackStrides; +} + +GLint Program::getFragDataLocation(const std::string &name) const +{ + ASSERT(mLinkResolved); + GLint primaryLocation = + GetVariableLocation(mState.mOutputVariables, mState.mOutputLocations, name); + if (primaryLocation != -1) + { + return primaryLocation; + } + return GetVariableLocation(mState.mOutputVariables, mState.mSecondaryOutputLocations, name); +} + +GLint Program::getFragDataIndex(const std::string &name) const +{ + ASSERT(mLinkResolved); + if (GetVariableLocation(mState.mOutputVariables, mState.mOutputLocations, name) != -1) + { + return 0; + } + if (GetVariableLocation(mState.mOutputVariables, mState.mSecondaryOutputLocations, name) != -1) + { + return 1; + } + return -1; +} + +void Program::getActiveUniform(GLuint index, + GLsizei bufsize, + GLsizei *length, + GLint *size, + GLenum *type, + GLchar *name) const +{ + ASSERT(mLinkResolved); + if (mLinked) + { + // index must be smaller than getActiveUniformCount() + ASSERT(index < mState.mUniforms.size()); + const LinkedUniform &uniform = mState.mUniforms[index]; + + if (bufsize > 0) + { + std::string string = uniform.name; + CopyStringToBuffer(name, string, bufsize, length); + } + + *size = clampCast<GLint>(uniform.getBasicTypeElementCount()); + *type = uniform.type; + } + else + { + if (bufsize > 0) + { + name[0] = '\0'; + } + + if (length) + { + *length = 0; + } + + *size = 0; + *type = GL_NONE; + } +} + +GLint Program::getActiveUniformCount() const +{ + ASSERT(mLinkResolved); + if (mLinked) + { + return static_cast<GLint>(mState.mUniforms.size()); + } + else + { + return 0; + } +} + +size_t Program::getActiveBufferVariableCount() const +{ + ASSERT(mLinkResolved); + return mLinked ? mState.mBufferVariables.size() : 0; +} + +GLint Program::getActiveUniformMaxLength() const +{ + ASSERT(mLinkResolved); + size_t maxLength = 0; + + if (mLinked) + { + for (const LinkedUniform &uniform : mState.mUniforms) + { + if (!uniform.name.empty()) + { + size_t length = uniform.name.length() + 1u; + if (uniform.isArray()) + { + length += 3; // Counting in "[0]". + } + maxLength = std::max(length, maxLength); + } + } + } + + return static_cast<GLint>(maxLength); +} + +bool Program::isValidUniformLocation(GLint location) const +{ + ASSERT(mLinkResolved); + ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size())); + return (location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size() && + mState.mUniformLocations[static_cast<size_t>(location)].used()); +} + +const LinkedUniform &Program::getUniformByLocation(GLint location) const +{ + ASSERT(mLinkResolved); + ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size()); + return mState.mUniforms[mState.getUniformIndexFromLocation(location)]; +} + +const VariableLocation &Program::getUniformLocation(GLint location) const +{ + ASSERT(mLinkResolved); + ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size()); + return mState.mUniformLocations[location]; +} + +const BufferVariable &Program::getBufferVariableByIndex(GLuint index) const +{ + ASSERT(mLinkResolved); + ASSERT(index < static_cast<size_t>(mState.mBufferVariables.size())); + return mState.mBufferVariables[index]; +} + +GLint Program::getUniformLocation(const std::string &name) const +{ + ASSERT(mLinkResolved); + return GetVariableLocation(mState.mUniforms, mState.mUniformLocations, name); +} + +GLuint Program::getUniformIndex(const std::string &name) const +{ + ASSERT(mLinkResolved); + return mState.getUniformIndexFromName(name); +} + +void Program::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v); + mProgram->setUniform1fv(location, clampedCount, v); +} + +void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v); + mProgram->setUniform2fv(location, clampedCount, v); +} + +void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v); + mProgram->setUniform3fv(location, clampedCount, v); +} + +void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v); + mProgram->setUniform4fv(location, clampedCount, v); +} + +void Program::setUniform1iv(Context *context, GLint location, GLsizei count, const GLint *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v); + + mProgram->setUniform1iv(location, clampedCount, v); + + if (mState.isSamplerUniformIndex(locationInfo.index)) + { + updateSamplerUniform(context, locationInfo, clampedCount, v); + } +} + +void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v); + mProgram->setUniform2iv(location, clampedCount, v); +} + +void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v); + mProgram->setUniform3iv(location, clampedCount, v); +} + +void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v); + mProgram->setUniform4iv(location, clampedCount, v); +} + +void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v); + mProgram->setUniform1uiv(location, clampedCount, v); +} + +void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v); + mProgram->setUniform2uiv(location, clampedCount, v); +} + +void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v); + mProgram->setUniform3uiv(location, clampedCount, v); +} + +void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) +{ + ASSERT(mLinkResolved); + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v); + mProgram->setUniform4uiv(location, clampedCount, v); +} + +void Program::setUniformMatrix2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + ASSERT(mLinkResolved); + GLsizei clampedCount = clampMatrixUniformCount<2, 2>(location, count, transpose, v); + mProgram->setUniformMatrix2fv(location, clampedCount, transpose, v); +} + +void Program::setUniformMatrix3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + ASSERT(mLinkResolved); + GLsizei clampedCount = clampMatrixUniformCount<3, 3>(location, count, transpose, v); + mProgram->setUniformMatrix3fv(location, clampedCount, transpose, v); +} + +void Program::setUniformMatrix4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + ASSERT(mLinkResolved); + GLsizei clampedCount = clampMatrixUniformCount<4, 4>(location, count, transpose, v); + mProgram->setUniformMatrix4fv(location, clampedCount, transpose, v); +} + +void Program::setUniformMatrix2x3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + ASSERT(mLinkResolved); + GLsizei clampedCount = clampMatrixUniformCount<2, 3>(location, count, transpose, v); + mProgram->setUniformMatrix2x3fv(location, clampedCount, transpose, v); +} + +void Program::setUniformMatrix2x4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + ASSERT(mLinkResolved); + GLsizei clampedCount = clampMatrixUniformCount<2, 4>(location, count, transpose, v); + mProgram->setUniformMatrix2x4fv(location, clampedCount, transpose, v); +} + +void Program::setUniformMatrix3x2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + ASSERT(mLinkResolved); + GLsizei clampedCount = clampMatrixUniformCount<3, 2>(location, count, transpose, v); + mProgram->setUniformMatrix3x2fv(location, clampedCount, transpose, v); +} + +void Program::setUniformMatrix3x4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + ASSERT(mLinkResolved); + GLsizei clampedCount = clampMatrixUniformCount<3, 4>(location, count, transpose, v); + mProgram->setUniformMatrix3x4fv(location, clampedCount, transpose, v); +} + +void Program::setUniformMatrix4x2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + ASSERT(mLinkResolved); + GLsizei clampedCount = clampMatrixUniformCount<4, 2>(location, count, transpose, v); + mProgram->setUniformMatrix4x2fv(location, clampedCount, transpose, v); +} + +void Program::setUniformMatrix4x3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + ASSERT(mLinkResolved); + GLsizei clampedCount = clampMatrixUniformCount<4, 3>(location, count, transpose, v); + mProgram->setUniformMatrix4x3fv(location, clampedCount, transpose, v); +} + +GLuint Program::getSamplerUniformBinding(const VariableLocation &uniformLocation) const +{ + ASSERT(mLinkResolved); + GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(uniformLocation.index); + const std::vector<GLuint> &boundTextureUnits = + mState.mSamplerBindings[samplerIndex].boundTextureUnits; + return boundTextureUnits[uniformLocation.arrayIndex]; +} + +void Program::getUniformfv(const Context *context, GLint location, GLfloat *v) const +{ + ASSERT(mLinkResolved); + const VariableLocation &uniformLocation = mState.getUniformLocations()[location]; + const LinkedUniform &uniform = mState.getUniforms()[uniformLocation.index]; + + if (uniform.isSampler()) + { + *v = static_cast<GLfloat>(getSamplerUniformBinding(uniformLocation)); + return; + } + + const GLenum nativeType = gl::VariableComponentType(uniform.type); + if (nativeType == GL_FLOAT) + { + mProgram->getUniformfv(context, location, v); + } + else + { + getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type)); + } +} + +void Program::getUniformiv(const Context *context, GLint location, GLint *v) const +{ + ASSERT(mLinkResolved); + const VariableLocation &uniformLocation = mState.getUniformLocations()[location]; + const LinkedUniform &uniform = mState.getUniforms()[uniformLocation.index]; + + if (uniform.isSampler()) + { + *v = static_cast<GLint>(getSamplerUniformBinding(uniformLocation)); + return; + } + + const GLenum nativeType = gl::VariableComponentType(uniform.type); + if (nativeType == GL_INT || nativeType == GL_BOOL) + { + mProgram->getUniformiv(context, location, v); + } + else + { + getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type)); + } +} + +void Program::getUniformuiv(const Context *context, GLint location, GLuint *v) const +{ + ASSERT(mLinkResolved); + const VariableLocation &uniformLocation = mState.getUniformLocations()[location]; + const LinkedUniform &uniform = mState.getUniforms()[uniformLocation.index]; + + if (uniform.isSampler()) + { + *v = getSamplerUniformBinding(uniformLocation); + return; + } + + const GLenum nativeType = VariableComponentType(uniform.type); + if (nativeType == GL_UNSIGNED_INT) + { + mProgram->getUniformuiv(context, location, v); + } + else + { + getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type)); + } +} + +void Program::flagForDeletion() +{ + ASSERT(mLinkResolved); + mDeleteStatus = true; +} + +bool Program::isFlaggedForDeletion() const +{ + ASSERT(mLinkResolved); + return mDeleteStatus; +} + +void Program::validate(const Caps &caps) +{ + ASSERT(mLinkResolved); + mInfoLog.reset(); + + if (mLinked) + { + mValidated = ConvertToBool(mProgram->validate(caps, &mInfoLog)); + } + else + { + mInfoLog << "Program has not been successfully linked."; + } +} + +bool Program::validateSamplersImpl(InfoLog *infoLog, const Caps &caps) +{ + ASSERT(mLinkResolved); + + // if any two active samplers in a program are of different types, but refer to the same + // texture image unit, and this is the current program, then ValidateProgram will fail, and + // DrawArrays and DrawElements will issue the INVALID_OPERATION error. + for (size_t textureUnit : mState.mActiveSamplersMask) + { + if (mState.mActiveSamplerTypes[textureUnit] == TextureType::InvalidEnum) + { + if (infoLog) + { + (*infoLog) << "Samplers of conflicting types refer to the same texture " + "image unit (" + << textureUnit << ")."; + } + + mCachedValidateSamplersResult = false; + return false; + } + } + + mCachedValidateSamplersResult = true; + return true; +} + +bool Program::isValidated() const +{ + ASSERT(mLinkResolved); + return mValidated; +} + +void Program::getActiveUniformBlockName(const GLuint blockIndex, + GLsizei bufSize, + GLsizei *length, + GLchar *blockName) const +{ + ASSERT(mLinkResolved); + GetInterfaceBlockName(blockIndex, mState.mUniformBlocks, bufSize, length, blockName); +} + +void Program::getActiveShaderStorageBlockName(const GLuint blockIndex, + GLsizei bufSize, + GLsizei *length, + GLchar *blockName) const +{ + ASSERT(mLinkResolved); + GetInterfaceBlockName(blockIndex, mState.mShaderStorageBlocks, bufSize, length, blockName); +} + +template <typename T> +GLint Program::getActiveInterfaceBlockMaxNameLength(const std::vector<T> &resources) const +{ + int maxLength = 0; + + if (mLinked) + { + for (const T &resource : resources) + { + if (!resource.name.empty()) + { + int length = static_cast<int>(resource.nameWithArrayIndex().length()); + maxLength = std::max(length + 1, maxLength); + } + } + } + + return maxLength; +} + +GLint Program::getActiveUniformBlockMaxNameLength() const +{ + ASSERT(mLinkResolved); + return getActiveInterfaceBlockMaxNameLength(mState.mUniformBlocks); +} + +GLint Program::getActiveShaderStorageBlockMaxNameLength() const +{ + ASSERT(mLinkResolved); + return getActiveInterfaceBlockMaxNameLength(mState.mShaderStorageBlocks); +} + +GLuint Program::getUniformBlockIndex(const std::string &name) const +{ + ASSERT(mLinkResolved); + return GetInterfaceBlockIndex(mState.mUniformBlocks, name); +} + +GLuint Program::getShaderStorageBlockIndex(const std::string &name) const +{ + ASSERT(mLinkResolved); + return GetInterfaceBlockIndex(mState.mShaderStorageBlocks, name); +} + +const InterfaceBlock &Program::getUniformBlockByIndex(GLuint index) const +{ + ASSERT(mLinkResolved); + ASSERT(index < static_cast<GLuint>(mState.mUniformBlocks.size())); + return mState.mUniformBlocks[index]; +} + +const InterfaceBlock &Program::getShaderStorageBlockByIndex(GLuint index) const +{ + ASSERT(mLinkResolved); + ASSERT(index < static_cast<GLuint>(mState.mShaderStorageBlocks.size())); + return mState.mShaderStorageBlocks[index]; +} + +void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding) +{ + ASSERT(mLinkResolved); + mState.mUniformBlocks[uniformBlockIndex].binding = uniformBlockBinding; + mState.mActiveUniformBlockBindings.set(uniformBlockIndex, uniformBlockBinding != 0); + mDirtyBits.set(DIRTY_BIT_UNIFORM_BLOCK_BINDING_0 + uniformBlockIndex); +} + +GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const +{ + ASSERT(mLinkResolved); + return mState.getUniformBlockBinding(uniformBlockIndex); +} + +GLuint Program::getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const +{ + ASSERT(mLinkResolved); + return mState.getShaderStorageBlockBinding(shaderStorageBlockIndex); +} + +void Program::setTransformFeedbackVaryings(GLsizei count, + const GLchar *const *varyings, + GLenum bufferMode) +{ + ASSERT(mLinkResolved); + mState.mTransformFeedbackVaryingNames.resize(count); + for (GLsizei i = 0; i < count; i++) + { + mState.mTransformFeedbackVaryingNames[i] = varyings[i]; + } + + mState.mTransformFeedbackBufferMode = bufferMode; +} + +void Program::getTransformFeedbackVarying(GLuint index, + GLsizei bufSize, + GLsizei *length, + GLsizei *size, + GLenum *type, + GLchar *name) const +{ + ASSERT(mLinkResolved); + if (mLinked) + { + ASSERT(index < mState.mLinkedTransformFeedbackVaryings.size()); + const auto &var = mState.mLinkedTransformFeedbackVaryings[index]; + std::string varName = var.nameWithArrayIndex(); + GLsizei lastNameIdx = std::min(bufSize - 1, static_cast<GLsizei>(varName.length())); + if (length) + { + *length = lastNameIdx; + } + if (size) + { + *size = var.size(); + } + if (type) + { + *type = var.type; + } + if (name) + { + memcpy(name, varName.c_str(), lastNameIdx); + name[lastNameIdx] = '\0'; + } + } +} + +GLsizei Program::getTransformFeedbackVaryingCount() const +{ + ASSERT(mLinkResolved); + if (mLinked) + { + return static_cast<GLsizei>(mState.mLinkedTransformFeedbackVaryings.size()); + } + else + { + return 0; + } +} + +GLsizei Program::getTransformFeedbackVaryingMaxLength() const +{ + ASSERT(mLinkResolved); + if (mLinked) + { + GLsizei maxSize = 0; + for (const auto &var : mState.mLinkedTransformFeedbackVaryings) + { + maxSize = + std::max(maxSize, static_cast<GLsizei>(var.nameWithArrayIndex().length() + 1)); + } + + return maxSize; + } + else + { + return 0; + } +} + +GLenum Program::getTransformFeedbackBufferMode() const +{ + ASSERT(mLinkResolved); + return mState.mTransformFeedbackBufferMode; +} + +bool Program::linkValidateShaders(InfoLog &infoLog) +{ + Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex]; + Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment]; + Shader *computeShader = mState.mAttachedShaders[ShaderType::Compute]; + Shader *geometryShader = mState.mAttachedShaders[ShaderType::Geometry]; + + bool isComputeShaderAttached = (computeShader != nullptr); + bool isGraphicsShaderAttached = + (vertexShader != nullptr || fragmentShader != nullptr || geometryShader != nullptr); + // Check whether we both have a compute and non-compute shaders attached. + // If there are of both types attached, then linking should fail. + // OpenGL ES 3.10, 7.3 Program Objects, under LinkProgram + if (isComputeShaderAttached == true && isGraphicsShaderAttached == true) + { + infoLog << "Both compute and graphics shaders are attached to the same program."; + return false; + } + + if (computeShader) + { + if (!computeShader->isCompiled()) + { + infoLog << "Attached compute shader is not compiled."; + return false; + } + ASSERT(computeShader->getType() == ShaderType::Compute); + + mState.mComputeShaderLocalSize = computeShader->getWorkGroupSize(); + + // GLSL ES 3.10, 4.4.1.1 Compute Shader Inputs + // If the work group size is not specified, a link time error should occur. + if (!mState.mComputeShaderLocalSize.isDeclared()) + { + infoLog << "Work group size is not specified."; + return false; + } + } + else + { + if (!fragmentShader || !fragmentShader->isCompiled()) + { + infoLog << "No compiled fragment shader when at least one graphics shader is attached."; + return false; + } + ASSERT(fragmentShader->getType() == ShaderType::Fragment); + + if (!vertexShader || !vertexShader->isCompiled()) + { + infoLog << "No compiled vertex shader when at least one graphics shader is attached."; + return false; + } + ASSERT(vertexShader->getType() == ShaderType::Vertex); + + int vertexShaderVersion = vertexShader->getShaderVersion(); + if (fragmentShader->getShaderVersion() != vertexShaderVersion) + { + infoLog << "Fragment shader version does not match vertex shader version."; + return false; + } + + if (geometryShader) + { + // [GL_EXT_geometry_shader] Chapter 7 + // Linking can fail for a variety of reasons as specified in the OpenGL ES Shading + // Language Specification, as well as any of the following reasons: + // * One or more of the shader objects attached to <program> are not compiled + // successfully. + // * The shaders do not use the same shader language version. + // * <program> contains objects to form a geometry shader, and + // - <program> is not separable and contains no objects to form a vertex shader; or + // - the input primitive type, output primitive type, or maximum output vertex count + // is not specified in the compiled geometry shader object. + if (!geometryShader->isCompiled()) + { + infoLog << "The attached geometry shader isn't compiled."; + return false; + } + + if (geometryShader->getShaderVersion() != vertexShaderVersion) + { + mInfoLog << "Geometry shader version does not match vertex shader version."; + return false; + } + ASSERT(geometryShader->getType() == ShaderType::Geometry); + + Optional<PrimitiveMode> inputPrimitive = + geometryShader->getGeometryShaderInputPrimitiveType(); + if (!inputPrimitive.valid()) + { + mInfoLog << "Input primitive type is not specified in the geometry shader."; + return false; + } + + Optional<PrimitiveMode> outputPrimitive = + geometryShader->getGeometryShaderOutputPrimitiveType(); + if (!outputPrimitive.valid()) + { + mInfoLog << "Output primitive type is not specified in the geometry shader."; + return false; + } + + Optional<GLint> maxVertices = geometryShader->getGeometryShaderMaxVertices(); + if (!maxVertices.valid()) + { + mInfoLog << "'max_vertices' is not specified in the geometry shader."; + return false; + } + + mState.mGeometryShaderInputPrimitiveType = inputPrimitive.value(); + mState.mGeometryShaderOutputPrimitiveType = outputPrimitive.value(); + mState.mGeometryShaderMaxVertices = maxVertices.value(); + mState.mGeometryShaderInvocations = geometryShader->getGeometryShaderInvocations(); + } + } + + return true; +} + +GLuint Program::getTransformFeedbackVaryingResourceIndex(const GLchar *name) const +{ + ASSERT(mLinkResolved); + for (GLuint tfIndex = 0; tfIndex < mState.mLinkedTransformFeedbackVaryings.size(); ++tfIndex) + { + const auto &tf = mState.mLinkedTransformFeedbackVaryings[tfIndex]; + if (tf.nameWithArrayIndex() == name) + { + return tfIndex; + } + } + return GL_INVALID_INDEX; +} + +const TransformFeedbackVarying &Program::getTransformFeedbackVaryingResource(GLuint index) const +{ + ASSERT(mLinkResolved); + ASSERT(index < mState.mLinkedTransformFeedbackVaryings.size()); + return mState.mLinkedTransformFeedbackVaryings[index]; +} + +bool Program::hasDrawIDUniform() const +{ + ASSERT(mLinkResolved); + return mState.mDrawIDLocation >= 0; +} + +void Program::setDrawIDUniform(GLint drawid) +{ + ASSERT(mLinkResolved); + ASSERT(mState.mDrawIDLocation >= 0); + mProgram->setUniform1iv(mState.mDrawIDLocation, 1, &drawid); +} + +bool Program::linkVaryings(InfoLog &infoLog) const +{ + Shader *previousShader = nullptr; + for (ShaderType shaderType : kAllGraphicsShaderTypes) + { + Shader *currentShader = mState.mAttachedShaders[shaderType]; + if (!currentShader) + { + continue; + } + + if (previousShader) + { + if (!linkValidateShaderInterfaceMatching(previousShader, currentShader, infoLog)) + { + return false; + } + } + previousShader = currentShader; + } + + if (!linkValidateBuiltInVaryings(infoLog)) + { + return false; + } + + if (!linkValidateFragmentInputBindings(infoLog)) + { + return false; + } + + return true; +} + +// [OpenGL ES 3.1] Chapter 7.4.1 "Shader Interface Matching" Page 91 +// TODO(jiawei.shao@intel.com): add validation on input/output blocks matching +bool Program::linkValidateShaderInterfaceMatching(gl::Shader *generatingShader, + gl::Shader *consumingShader, + gl::InfoLog &infoLog) const +{ + ASSERT(generatingShader->getShaderVersion() == consumingShader->getShaderVersion()); + + const std::vector<sh::Varying> &outputVaryings = generatingShader->getOutputVaryings(); + const std::vector<sh::Varying> &inputVaryings = consumingShader->getInputVaryings(); + + bool validateGeometryShaderInputs = consumingShader->getType() == ShaderType::Geometry; + + for (const sh::Varying &input : inputVaryings) + { + bool matched = false; + + // Built-in varyings obey special rules + if (input.isBuiltIn()) + { + continue; + } + + // An output variable is considered to match an input variable in the subsequent + // shader if: + // - the two variables match in name, type, and qualification; or + // - the two variables are declared with the same location qualifier and + // match in type and qualification. + for (const sh::Varying &output : outputVaryings) + { + bool namesMatch = input.name == output.name; + bool locationsMatch = (input.location != -1) && (input.location == output.location); + + if (namesMatch || locationsMatch) + { + ASSERT(!output.isBuiltIn()); + + std::string mismatchedStructFieldName; + LinkMismatchError linkError = + LinkValidateVaryings(output, input, generatingShader->getShaderVersion(), + validateGeometryShaderInputs, &mismatchedStructFieldName); + if (linkError != LinkMismatchError::NO_MISMATCH) + { + LogLinkMismatch(infoLog, input.name, "varying", linkError, + mismatchedStructFieldName, generatingShader->getType(), + consumingShader->getType()); + return false; + } + + matched = true; + break; + } + } + + // We permit unmatched, unreferenced varyings. Note that this specifically depends on + // whether the input is statically used - a statically used input should fail this test even + // if it is not active. GLSL ES 3.00.6 section 4.3.10. + if (!matched && input.staticUse) + { + infoLog << GetShaderTypeString(consumingShader->getType()) << " varying " << input.name + << " does not match any " << GetShaderTypeString(generatingShader->getType()) + << " varying"; + return false; + } + } + + // TODO(jmadill): verify no unmatched output varyings? + + return true; +} + +bool Program::linkValidateFragmentInputBindings(gl::InfoLog &infoLog) const +{ + ASSERT(mState.mAttachedShaders[ShaderType::Fragment]); + + std::map<GLuint, std::string> staticFragmentInputLocations; + + const std::vector<sh::Varying> &fragmentInputVaryings = + mState.mAttachedShaders[ShaderType::Fragment]->getInputVaryings(); + for (const sh::Varying &input : fragmentInputVaryings) + { + if (input.isBuiltIn() || !input.staticUse) + { + continue; + } + + const auto inputBinding = mFragmentInputBindings.getBinding(input); + if (inputBinding == -1) + continue; + + const auto it = staticFragmentInputLocations.find(inputBinding); + if (it == std::end(staticFragmentInputLocations)) + { + staticFragmentInputLocations.insert(std::make_pair(inputBinding, input.name)); + } + else + { + infoLog << "Binding for fragment input " << input.name << " conflicts with " + << it->second; + return false; + } + } + + return true; +} + +bool Program::linkUniforms(const Caps &caps, + InfoLog &infoLog, + const ProgramBindings &uniformLocationBindings, + GLuint *combinedImageUniformsCount, + std::vector<UnusedUniform> *unusedUniforms) +{ + UniformLinker linker(mState); + if (!linker.link(caps, infoLog, uniformLocationBindings)) + { + return false; + } + + linker.getResults(&mState.mUniforms, unusedUniforms, &mState.mUniformLocations); + + linkSamplerAndImageBindings(combinedImageUniformsCount); + + if (!linkAtomicCounterBuffers()) + { + return false; + } + + return true; +} + +void Program::linkSamplerAndImageBindings(GLuint *combinedImageUniforms) +{ + ASSERT(combinedImageUniforms); + + unsigned int high = static_cast<unsigned int>(mState.mUniforms.size()); + unsigned int low = high; + + for (auto counterIter = mState.mUniforms.rbegin(); + counterIter != mState.mUniforms.rend() && counterIter->isAtomicCounter(); ++counterIter) + { + --low; + } + + mState.mAtomicCounterUniformRange = RangeUI(low, high); + + high = low; + + for (auto imageIter = mState.mUniforms.rbegin(); + imageIter != mState.mUniforms.rend() && imageIter->isImage(); ++imageIter) + { + --low; + } + + mState.mImageUniformRange = RangeUI(low, high); + *combinedImageUniforms = 0u; + // If uniform is a image type, insert it into the mImageBindings array. + for (unsigned int imageIndex : mState.mImageUniformRange) + { + // ES3.1 (section 7.6.1) and GLSL ES3.1 (section 4.4.5), Uniform*i{v} commands + // cannot load values into a uniform defined as an image. if declare without a + // binding qualifier, any uniform image variable (include all elements of + // unbound image array) shoud be bound to unit zero. + auto &imageUniform = mState.mUniforms[imageIndex]; + if (imageUniform.binding == -1) + { + mState.mImageBindings.emplace_back( + ImageBinding(imageUniform.getBasicTypeElementCount())); + } + else + { + mState.mImageBindings.emplace_back( + ImageBinding(imageUniform.binding, imageUniform.getBasicTypeElementCount(), false)); + } + + GLuint arraySize = imageUniform.isArray() ? imageUniform.arraySizes[0] : 1u; + *combinedImageUniforms += imageUniform.activeShaderCount() * arraySize; + } + + high = low; + + for (auto samplerIter = mState.mUniforms.rbegin() + mState.mImageUniformRange.length(); + samplerIter != mState.mUniforms.rend() && samplerIter->isSampler(); ++samplerIter) + { + --low; + } + + mState.mSamplerUniformRange = RangeUI(low, high); + + // If uniform is a sampler type, insert it into the mSamplerBindings array. + for (unsigned int samplerIndex : mState.mSamplerUniformRange) + { + const auto &samplerUniform = mState.mUniforms[samplerIndex]; + TextureType textureType = SamplerTypeToTextureType(samplerUniform.type); + unsigned int elementCount = samplerUniform.getBasicTypeElementCount(); + SamplerFormat format = samplerUniform.typeInfo->samplerFormat; + mState.mSamplerBindings.emplace_back(textureType, format, elementCount, false); + } +} + +bool Program::linkAtomicCounterBuffers() +{ + for (unsigned int index : mState.mAtomicCounterUniformRange) + { + auto &uniform = mState.mUniforms[index]; + uniform.blockInfo.offset = uniform.offset; + uniform.blockInfo.arrayStride = (uniform.isArray() ? 4 : 0); + uniform.blockInfo.matrixStride = 0; + uniform.blockInfo.isRowMajorMatrix = false; + + bool found = false; + for (unsigned int bufferIndex = 0; bufferIndex < mState.mAtomicCounterBuffers.size(); + ++bufferIndex) + { + auto &buffer = mState.mAtomicCounterBuffers[bufferIndex]; + if (buffer.binding == uniform.binding) + { + buffer.memberIndexes.push_back(index); + uniform.bufferIndex = bufferIndex; + found = true; + buffer.unionReferencesWith(uniform); + break; + } + } + if (!found) + { + AtomicCounterBuffer atomicCounterBuffer; + atomicCounterBuffer.binding = uniform.binding; + atomicCounterBuffer.memberIndexes.push_back(index); + atomicCounterBuffer.unionReferencesWith(uniform); + mState.mAtomicCounterBuffers.push_back(atomicCounterBuffer); + uniform.bufferIndex = static_cast<int>(mState.mAtomicCounterBuffers.size() - 1); + } + } + // TODO(jie.a.chen@intel.com): Count each atomic counter buffer to validate against + // gl_Max[Vertex|Fragment|Compute|Geometry|Combined]AtomicCounterBuffers. + + return true; +} + +// Assigns locations to all attributes from the bindings and program locations. +bool Program::linkAttributes(const Context *context, InfoLog &infoLog) +{ + const Caps &caps = context->getCaps(); + const Limitations &limitations = context->getLimitations(); + bool webglCompatibility = context->getExtensions().webglCompatibility; + + Shader *vertexShader = mState.getAttachedShader(ShaderType::Vertex); + + int shaderVersion = vertexShader->getShaderVersion(); + + unsigned int usedLocations = 0; + if (shaderVersion >= 300) + { + // In GLSL ES 3.00.6, aliasing checks should be done with all declared attributes - see GLSL + // ES 3.00.6 section 12.46. Inactive attributes will be pruned after aliasing checks. + mState.mAttributes = vertexShader->getAllAttributes(); + } + else + { + // In GLSL ES 1.00.17 we only do aliasing checks for active attributes. + mState.mAttributes = vertexShader->getActiveAttributes(); + } + GLuint maxAttribs = caps.maxVertexAttributes; + + std::vector<sh::Attribute *> usedAttribMap(maxAttribs, nullptr); + + // Assign locations to attributes that have a binding location and check for attribute aliasing. + for (sh::Attribute &attribute : mState.mAttributes) + { + // GLSL ES 3.10 January 2016 section 4.3.4: Vertex shader inputs can't be arrays or + // structures, so we don't need to worry about adjusting their names or generating entries + // for each member/element (unlike uniforms for example). + ASSERT(!attribute.isArray() && !attribute.isStruct()); + + int bindingLocation = mAttributeBindings.getBinding(attribute); + if (attribute.location == -1 && bindingLocation != -1) + { + attribute.location = bindingLocation; + } + + if (attribute.location != -1) + { + // Location is set by glBindAttribLocation or by location layout qualifier + const int regs = VariableRegisterCount(attribute.type); + + if (static_cast<GLuint>(regs + attribute.location) > maxAttribs) + { + infoLog << "Attribute (" << attribute.name << ") at location " << attribute.location + << " is too big to fit"; + + return false; + } + + for (int reg = 0; reg < regs; reg++) + { + const int regLocation = attribute.location + reg; + sh::ShaderVariable *linkedAttribute = usedAttribMap[regLocation]; + + // In GLSL ES 3.00.6 and in WebGL, attribute aliasing produces a link error. + // In non-WebGL GLSL ES 1.00.17, attribute aliasing is allowed with some + // restrictions - see GLSL ES 1.00.17 section 2.10.4, but ANGLE currently has a bug. + // In D3D 9 and 11, aliasing is not supported, so check a limitation. + if (linkedAttribute) + { + if (shaderVersion >= 300 || webglCompatibility || + limitations.noVertexAttributeAliasing) + { + infoLog << "Attribute '" << attribute.name << "' aliases attribute '" + << linkedAttribute->name << "' at location " << regLocation; + return false; + } + } + else + { + usedAttribMap[regLocation] = &attribute; + } + + usedLocations |= 1 << regLocation; + } + } + } + + // Assign locations to attributes that don't have a binding location. + for (sh::Attribute &attribute : mState.mAttributes) + { + // Not set by glBindAttribLocation or by location layout qualifier + if (attribute.location == -1) + { + int regs = VariableRegisterCount(attribute.type); + int availableIndex = AllocateFirstFreeBits(&usedLocations, regs, maxAttribs); + + if (availableIndex == -1 || static_cast<GLuint>(availableIndex + regs) > maxAttribs) + { + infoLog << "Too many attributes (" << attribute.name << ")"; + return false; + } + + attribute.location = availableIndex; + } + } + + ASSERT(mState.mAttributesTypeMask.none()); + ASSERT(mState.mAttributesMask.none()); + + // Prune inactive attributes. This step is only needed on shaderVersion >= 300 since on earlier + // shader versions we're only processing active attributes to begin with. + if (shaderVersion >= 300) + { + for (auto attributeIter = mState.mAttributes.begin(); + attributeIter != mState.mAttributes.end();) + { + if (attributeIter->active) + { + ++attributeIter; + } + else + { + attributeIter = mState.mAttributes.erase(attributeIter); + } + } + } + + for (const sh::Attribute &attribute : mState.mAttributes) + { + ASSERT(attribute.active); + ASSERT(attribute.location != -1); + unsigned int regs = static_cast<unsigned int>(VariableRegisterCount(attribute.type)); + + for (unsigned int r = 0; r < regs; r++) + { + unsigned int location = static_cast<unsigned int>(attribute.location) + r; + mState.mActiveAttribLocationsMask.set(location); + mState.mMaxActiveAttribLocation = + std::max(mState.mMaxActiveAttribLocation, location + 1); + + // gl_VertexID and gl_InstanceID are active attributes but don't have a bound attribute. + if (!attribute.isBuiltIn()) + { + ComponentType componentType = + GLenumToComponentType(VariableComponentType(attribute.type)); + + SetComponentTypeMask(componentType, location, &mState.mAttributesTypeMask); + mState.mAttributesMask.set(location); + } + } + } + + return true; +} + +bool Program::linkInterfaceBlocks(const Caps &caps, + const Version &version, + bool webglCompatibility, + InfoLog &infoLog, + GLuint *combinedShaderStorageBlocksCount) +{ + ASSERT(combinedShaderStorageBlocksCount); + + GLuint combinedUniformBlocksCount = 0u; + GLuint numShadersHasUniformBlocks = 0u; + ShaderMap<const std::vector<sh::InterfaceBlock> *> allShaderUniformBlocks = {}; + for (ShaderType shaderType : AllShaderTypes()) + { + Shader *shader = mState.mAttachedShaders[shaderType]; + if (!shader) + { + continue; + } + + const auto &uniformBlocks = shader->getUniformBlocks(); + if (!uniformBlocks.empty()) + { + if (!ValidateInterfaceBlocksCount( + caps.maxShaderUniformBlocks[shaderType], uniformBlocks, shaderType, + sh::BlockType::BLOCK_UNIFORM, &combinedUniformBlocksCount, infoLog)) + { + return false; + } + + allShaderUniformBlocks[shaderType] = &uniformBlocks; + ++numShadersHasUniformBlocks; + } + } + + if (combinedUniformBlocksCount > caps.maxCombinedUniformBlocks) + { + infoLog << "The sum of the number of active uniform blocks exceeds " + "MAX_COMBINED_UNIFORM_BLOCKS (" + << caps.maxCombinedUniformBlocks << ")."; + return false; + } + + if (!ValidateInterfaceBlocksMatch(numShadersHasUniformBlocks, allShaderUniformBlocks, infoLog, + webglCompatibility)) + { + return false; + } + + if (version >= Version(3, 1)) + { + *combinedShaderStorageBlocksCount = 0u; + GLuint numShadersHasShaderStorageBlocks = 0u; + ShaderMap<const std::vector<sh::InterfaceBlock> *> allShaderStorageBlocks = {}; + for (ShaderType shaderType : AllShaderTypes()) + { + Shader *shader = mState.mAttachedShaders[shaderType]; + if (!shader) + { + continue; + } + + const auto &shaderStorageBlocks = shader->getShaderStorageBlocks(); + if (!shaderStorageBlocks.empty()) + { + if (!ValidateInterfaceBlocksCount( + caps.maxShaderStorageBlocks[shaderType], shaderStorageBlocks, shaderType, + sh::BlockType::BLOCK_BUFFER, combinedShaderStorageBlocksCount, infoLog)) + { + return false; + } + + allShaderStorageBlocks[shaderType] = &shaderStorageBlocks; + ++numShadersHasShaderStorageBlocks; + } + } + + if (*combinedShaderStorageBlocksCount > caps.maxCombinedShaderStorageBlocks) + { + infoLog << "The sum of the number of active shader storage blocks exceeds " + "MAX_COMBINED_SHADER_STORAGE_BLOCKS (" + << caps.maxCombinedShaderStorageBlocks << ")."; + return false; + } + + if (!ValidateInterfaceBlocksMatch(numShadersHasShaderStorageBlocks, allShaderStorageBlocks, + infoLog, webglCompatibility)) + { + return false; + } + } + + return true; +} + +LinkMismatchError Program::LinkValidateVariablesBase(const sh::ShaderVariable &variable1, + const sh::ShaderVariable &variable2, + bool validatePrecision, + bool validateArraySize, + std::string *mismatchedStructOrBlockMemberName) +{ + if (variable1.type != variable2.type) + { + return LinkMismatchError::TYPE_MISMATCH; + } + if (validateArraySize && variable1.arraySizes != variable2.arraySizes) + { + return LinkMismatchError::ARRAY_SIZE_MISMATCH; + } + if (validatePrecision && variable1.precision != variable2.precision) + { + return LinkMismatchError::PRECISION_MISMATCH; + } + if (variable1.structName != variable2.structName) + { + return LinkMismatchError::STRUCT_NAME_MISMATCH; + } + + if (variable1.fields.size() != variable2.fields.size()) + { + return LinkMismatchError::FIELD_NUMBER_MISMATCH; + } + const unsigned int numMembers = static_cast<unsigned int>(variable1.fields.size()); + for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++) + { + const sh::ShaderVariable &member1 = variable1.fields[memberIndex]; + const sh::ShaderVariable &member2 = variable2.fields[memberIndex]; + + if (member1.name != member2.name) + { + return LinkMismatchError::FIELD_NAME_MISMATCH; + } + + LinkMismatchError linkErrorOnField = LinkValidateVariablesBase( + member1, member2, validatePrecision, true, mismatchedStructOrBlockMemberName); + if (linkErrorOnField != LinkMismatchError::NO_MISMATCH) + { + AddParentPrefix(member1.name, mismatchedStructOrBlockMemberName); + return linkErrorOnField; + } + } + + return LinkMismatchError::NO_MISMATCH; +} + +LinkMismatchError Program::LinkValidateVaryings(const sh::Varying &outputVarying, + const sh::Varying &inputVarying, + int shaderVersion, + bool validateGeometryShaderInputVarying, + std::string *mismatchedStructFieldName) +{ + if (validateGeometryShaderInputVarying) + { + // [GL_EXT_geometry_shader] Section 11.1gs.4.3: + // The OpenGL ES Shading Language doesn't support multi-dimensional arrays as shader inputs + // or outputs. + ASSERT(inputVarying.arraySizes.size() == 1u); + + // Geometry shader input varyings are not treated as arrays, so a vertex array output + // varying cannot match a geometry shader input varying. + // [GL_EXT_geometry_shader] Section 7.4.1: + // Geometry shader per-vertex input variables and blocks are required to be declared as + // arrays, with each element representing input or output values for a single vertex of a + // multi-vertex primitive. For the purposes of interface matching, such variables and blocks + // are treated as though they were not declared as arrays. + if (outputVarying.isArray()) + { + return LinkMismatchError::ARRAY_SIZE_MISMATCH; + } + } + + // Skip the validation on the array sizes between a vertex output varying and a geometry input + // varying as it has been done before. + LinkMismatchError linkError = + LinkValidateVariablesBase(outputVarying, inputVarying, false, + !validateGeometryShaderInputVarying, mismatchedStructFieldName); + if (linkError != LinkMismatchError::NO_MISMATCH) + { + return linkError; + } + + if (!sh::InterpolationTypesMatch(outputVarying.interpolation, inputVarying.interpolation)) + { + return LinkMismatchError::INTERPOLATION_TYPE_MISMATCH; + } + + if (shaderVersion == 100 && outputVarying.isInvariant != inputVarying.isInvariant) + { + return LinkMismatchError::INVARIANCE_MISMATCH; + } + + return LinkMismatchError::NO_MISMATCH; +} + +bool Program::linkValidateBuiltInVaryings(InfoLog &infoLog) const +{ + Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex]; + Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment]; + const auto &vertexVaryings = vertexShader->getOutputVaryings(); + const auto &fragmentVaryings = fragmentShader->getInputVaryings(); + int shaderVersion = vertexShader->getShaderVersion(); + + if (shaderVersion != 100) + { + // Only ESSL 1.0 has restrictions on matching input and output invariance + return true; + } + + bool glPositionIsInvariant = false; + bool glPointSizeIsInvariant = false; + bool glFragCoordIsInvariant = false; + bool glPointCoordIsInvariant = false; + + for (const sh::Varying &varying : vertexVaryings) + { + if (!varying.isBuiltIn()) + { + continue; + } + if (varying.name.compare("gl_Position") == 0) + { + glPositionIsInvariant = varying.isInvariant; + } + else if (varying.name.compare("gl_PointSize") == 0) + { + glPointSizeIsInvariant = varying.isInvariant; + } + } + + for (const sh::Varying &varying : fragmentVaryings) + { + if (!varying.isBuiltIn()) + { + continue; + } + if (varying.name.compare("gl_FragCoord") == 0) + { + glFragCoordIsInvariant = varying.isInvariant; + } + else if (varying.name.compare("gl_PointCoord") == 0) + { + glPointCoordIsInvariant = varying.isInvariant; + } + } + + // There is some ambiguity in ESSL 1.00.17 paragraph 4.6.4 interpretation, + // for example, https://cvs.khronos.org/bugzilla/show_bug.cgi?id=13842. + // Not requiring invariance to match is supported by: + // dEQP, WebGL CTS, Nexus 5X GLES + if (glFragCoordIsInvariant && !glPositionIsInvariant) + { + infoLog << "gl_FragCoord can only be declared invariant if and only if gl_Position is " + "declared invariant."; + return false; + } + if (glPointCoordIsInvariant && !glPointSizeIsInvariant) + { + infoLog << "gl_PointCoord can only be declared invariant if and only if gl_PointSize is " + "declared invariant."; + return false; + } + + return true; +} + +bool Program::linkValidateTransformFeedback(const Version &version, + InfoLog &infoLog, + const ProgramMergedVaryings &varyings, + const Caps &caps) const +{ + + // Validate the tf names regardless of the actual program varyings. + std::set<std::string> uniqueNames; + for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames) + { + if (version < Version(3, 1) && tfVaryingName.find('[') != std::string::npos) + { + infoLog << "Capture of array elements is undefined and not supported."; + return false; + } + if (version >= Version(3, 1)) + { + if (IncludeSameArrayElement(uniqueNames, tfVaryingName)) + { + infoLog << "Two transform feedback varyings include the same array element (" + << tfVaryingName << ")."; + return false; + } + } + else + { + if (uniqueNames.count(tfVaryingName) > 0) + { + infoLog << "Two transform feedback varyings specify the same output variable (" + << tfVaryingName << ")."; + return false; + } + } + uniqueNames.insert(tfVaryingName); + } + + // Validate against program varyings. + size_t totalComponents = 0; + for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames) + { + std::vector<unsigned int> subscripts; + std::string baseName = ParseResourceName(tfVaryingName, &subscripts); + + const sh::ShaderVariable *var = FindVaryingOrField(varyings, baseName); + if (var == nullptr) + { + infoLog << "Transform feedback varying " << tfVaryingName + << " does not exist in the vertex shader."; + return false; + } + + // Validate the matching variable. + if (var->isStruct()) + { + infoLog << "Struct cannot be captured directly (" << baseName << ")."; + return false; + } + + size_t elementCount = 0; + size_t componentCount = 0; + + if (var->isArray()) + { + if (version < Version(3, 1)) + { + infoLog << "Capture of arrays is undefined and not supported."; + return false; + } + + // GLSL ES 3.10 section 4.3.6: A vertex output can't be an array of arrays. + ASSERT(!var->isArrayOfArrays()); + + if (!subscripts.empty() && subscripts[0] >= var->getOutermostArraySize()) + { + infoLog << "Cannot capture outbound array element '" << tfVaryingName << "'."; + return false; + } + elementCount = (subscripts.empty() ? var->getOutermostArraySize() : 1); + } + else + { + if (!subscripts.empty()) + { + infoLog << "Varying '" << baseName + << "' is not an array to be captured by element."; + return false; + } + elementCount = 1; + } + + // TODO(jmadill): Investigate implementation limits on D3D11 + componentCount = VariableComponentCount(var->type) * elementCount; + if (mState.mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS && + componentCount > caps.maxTransformFeedbackSeparateComponents) + { + infoLog << "Transform feedback varying " << tfVaryingName << " components (" + << componentCount << ") exceed the maximum separate components (" + << caps.maxTransformFeedbackSeparateComponents << ")."; + return false; + } + + totalComponents += componentCount; + if (mState.mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS && + totalComponents > caps.maxTransformFeedbackInterleavedComponents) + { + infoLog << "Transform feedback varying total components (" << totalComponents + << ") exceed the maximum interleaved components (" + << caps.maxTransformFeedbackInterleavedComponents << ")."; + return false; + } + } + return true; +} + +bool Program::linkValidateGlobalNames(InfoLog &infoLog) const +{ + const std::vector<sh::Attribute> &attributes = + mState.mAttachedShaders[ShaderType::Vertex]->getActiveAttributes(); + std::unordered_map<std::string, const sh::Uniform *> uniformMap; + using BlockAndFieldPair = + std::pair<const sh::InterfaceBlock *, const sh::InterfaceBlockField *>; + std::unordered_map<std::string, std::vector<BlockAndFieldPair>> uniformBlockFieldMap; + + for (ShaderType shaderType : kAllGraphicsShaderTypes) + { + Shader *shader = mState.mAttachedShaders[shaderType]; + if (!shader) + { + continue; + } + + // Build a map of Uniforms + const std::vector<sh::Uniform> uniforms = shader->getUniforms(); + for (const auto &uniform : uniforms) + { + uniformMap[uniform.name] = &uniform; + } + + // Build a map of Uniform Blocks + // This will also detect any field name conflicts between Uniform Blocks without instance + // names + const std::vector<sh::InterfaceBlock> &uniformBlocks = shader->getUniformBlocks(); + for (const auto &uniformBlock : uniformBlocks) + { + // Only uniform blocks without an instance name can create a conflict with their field + // names + if (!uniformBlock.instanceName.empty()) + { + continue; + } + + for (const auto &field : uniformBlock.fields) + { + if (!uniformBlockFieldMap.count(field.name)) + { + // First time we've seen this uniform block field name, so add the + // (Uniform Block, Field) pair immediately since there can't be a conflict yet + BlockAndFieldPair blockAndFieldPair(&uniformBlock, &field); + std::vector<BlockAndFieldPair> newUniformBlockList; + newUniformBlockList.push_back(blockAndFieldPair); + uniformBlockFieldMap[field.name] = newUniformBlockList; + continue; + } + + // We've seen this name before. + // We need to check each of the uniform blocks that contain a field with this name + // to see if there's a conflict or not. + std::vector<BlockAndFieldPair> prevBlockFieldPairs = + uniformBlockFieldMap[field.name]; + for (const auto prevBlockFieldPair : prevBlockFieldPairs) + { + const sh::InterfaceBlock *prevUniformBlock = prevBlockFieldPair.first; + const sh::InterfaceBlockField *prevUniformBlockField = + prevBlockFieldPair.second; + + if (uniformBlock.isSameInterfaceBlockAtLinkTime(*prevUniformBlock)) + { + // The same uniform block should, by definition, contain the same field name + continue; + } + + // The uniform blocks don't match, so check if the necessary field properties + // also match + if ((field.name == prevUniformBlockField->name) && + (field.type == prevUniformBlockField->type) && + (field.precision == prevUniformBlockField->precision)) + { + infoLog << "Name conflicts between uniform block field names: " + << field.name; + return false; + } + } + + // No conflict, so record this pair + BlockAndFieldPair blockAndFieldPair(&uniformBlock, &field); + uniformBlockFieldMap[field.name].push_back(blockAndFieldPair); + } + } + } + + // Validate no uniform names conflict with attribute names + for (const auto &attrib : attributes) + { + if (uniformMap.count(attrib.name)) + { + infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name; + return false; + } + } + + // Validate no Uniform Block fields conflict with other Uniforms + for (const auto &uniformBlockField : uniformBlockFieldMap) + { + const std::string &fieldName = uniformBlockField.first; + if (uniformMap.count(fieldName)) + { + infoLog << "Name conflicts between a uniform and a uniform block field: " << fieldName; + return false; + } + } + + return true; +} + +void Program::gatherTransformFeedbackVaryings(const ProgramMergedVaryings &varyings) +{ + // Gather the linked varyings that are used for transform feedback, they should all exist. + mState.mLinkedTransformFeedbackVaryings.clear(); + for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames) + { + std::vector<unsigned int> subscripts; + std::string baseName = ParseResourceName(tfVaryingName, &subscripts); + size_t subscript = GL_INVALID_INDEX; + if (!subscripts.empty()) + { + subscript = subscripts.back(); + } + for (const auto &ref : varyings) + { + const sh::Varying *varying = ref.second.get(); + if (baseName == varying->name) + { + mState.mLinkedTransformFeedbackVaryings.emplace_back( + *varying, static_cast<GLuint>(subscript)); + break; + } + else if (varying->isStruct()) + { + GLuint fieldIndex = 0; + const auto *field = FindShaderVarField(*varying, tfVaryingName, &fieldIndex); + if (field != nullptr) + { + mState.mLinkedTransformFeedbackVaryings.emplace_back(*field, *varying); + break; + } + } + } + } +} + +ProgramMergedVaryings Program::getMergedVaryings() const +{ + ProgramMergedVaryings merged; + + for (const sh::Varying &varying : + mState.mAttachedShaders[ShaderType::Vertex]->getOutputVaryings()) + { + merged[varying.name].vertex = &varying; + } + + for (const sh::Varying &varying : + mState.mAttachedShaders[ShaderType::Fragment]->getInputVaryings()) + { + merged[varying.name].fragment = &varying; + } + + return merged; +} + +bool CompareOutputVariable(const sh::OutputVariable &a, const sh::OutputVariable &b) +{ + return a.getArraySizeProduct() > b.getArraySizeProduct(); +} + +int Program::getOutputLocationForLink(const sh::OutputVariable &outputVariable) const +{ + if (outputVariable.location != -1) + { + return outputVariable.location; + } + int apiLocation = mFragmentOutputLocations.getBinding(outputVariable); + if (apiLocation != -1) + { + return apiLocation; + } + return -1; +} + +bool Program::isOutputSecondaryForLink(const sh::OutputVariable &outputVariable) const +{ + if (outputVariable.index != -1) + { + ASSERT(outputVariable.index == 0 || outputVariable.index == 1); + return (outputVariable.index == 1); + } + int apiIndex = mFragmentOutputIndexes.getBinding(outputVariable); + if (apiIndex != -1) + { + // Index layout qualifier from the shader takes precedence, so the index from the API is + // checked only if the index was not set in the shader. This is not specified in the EXT + // spec, but is specified in desktop OpenGL specs. + return (apiIndex == 1); + } + // EXT_blend_func_extended: Outputs get index 0 by default. + return false; +} + +namespace +{ + +bool FindUsedOutputLocation(std::vector<VariableLocation> &outputLocations, + unsigned int baseLocation, + unsigned int elementCount, + const std::vector<VariableLocation> &reservedLocations, + unsigned int variableIndex) +{ + if (baseLocation + elementCount > outputLocations.size()) + { + elementCount = + baseLocation < outputLocations.size() ? outputLocations.size() - baseLocation : 0; + } + for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++) + { + const unsigned int location = baseLocation + elementIndex; + if (outputLocations[location].used()) + { + VariableLocation locationInfo(elementIndex, variableIndex); + if (std::find(reservedLocations.begin(), reservedLocations.end(), locationInfo) == + reservedLocations.end()) + { + return true; + } + } + } + return false; +} + +void AssignOutputLocations(std::vector<VariableLocation> &outputLocations, + unsigned int baseLocation, + unsigned int elementCount, + const std::vector<VariableLocation> &reservedLocations, + unsigned int variableIndex) +{ + if (baseLocation + elementCount > outputLocations.size()) + { + outputLocations.resize(baseLocation + elementCount); + } + for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++) + { + VariableLocation locationInfo(elementIndex, variableIndex); + if (std::find(reservedLocations.begin(), reservedLocations.end(), locationInfo) == + reservedLocations.end()) + { + const unsigned int location = baseLocation + elementIndex; + outputLocations[location] = locationInfo; + } + } +} + +} // anonymous namespace + +bool Program::linkOutputVariables(const Caps &caps, + const Extensions &extensions, + const Version &version, + GLuint combinedImageUniformsCount, + GLuint combinedShaderStorageBlocksCount) +{ + Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment]; + ASSERT(fragmentShader != nullptr); + + ASSERT(mState.mOutputVariableTypes.empty()); + ASSERT(mState.mActiveOutputVariables.none()); + ASSERT(mState.mDrawBufferTypeMask.none()); + + const auto &outputVariables = fragmentShader->getActiveOutputVariables(); + // Gather output variable types + for (const auto &outputVariable : outputVariables) + { + if (outputVariable.isBuiltIn() && outputVariable.name != "gl_FragColor" && + outputVariable.name != "gl_FragData") + { + continue; + } + + unsigned int baseLocation = + (outputVariable.location == -1 ? 0u + : static_cast<unsigned int>(outputVariable.location)); + + // GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of + // structures, so we may use getBasicTypeElementCount(). + unsigned int elementCount = outputVariable.getBasicTypeElementCount(); + for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++) + { + const unsigned int location = baseLocation + elementIndex; + if (location >= mState.mOutputVariableTypes.size()) + { + mState.mOutputVariableTypes.resize(location + 1, GL_NONE); + } + ASSERT(location < mState.mActiveOutputVariables.size()); + mState.mActiveOutputVariables.set(location); + mState.mOutputVariableTypes[location] = VariableComponentType(outputVariable.type); + ComponentType componentType = + GLenumToComponentType(mState.mOutputVariableTypes[location]); + SetComponentTypeMask(componentType, location, &mState.mDrawBufferTypeMask); + } + } + + if (version >= ES_3_1) + { + // [OpenGL ES 3.1] Chapter 8.22 Page 203: + // A link error will be generated if the sum of the number of active image uniforms used in + // all shaders, the number of active shader storage blocks, and the number of active + // fragment shader outputs exceeds the implementation-dependent value of + // MAX_COMBINED_SHADER_OUTPUT_RESOURCES. + if (combinedImageUniformsCount + combinedShaderStorageBlocksCount + + mState.mActiveOutputVariables.count() > + caps.maxCombinedShaderOutputResources) + { + mInfoLog + << "The sum of the number of active image uniforms, active shader storage blocks " + "and active fragment shader outputs exceeds " + "MAX_COMBINED_SHADER_OUTPUT_RESOURCES (" + << caps.maxCombinedShaderOutputResources << ")"; + return false; + } + } + + // Skip this step for GLES2 shaders. + if (fragmentShader->getShaderVersion() == 100) + return true; + + mState.mOutputVariables = outputVariables; + // TODO(jmadill): any caps validation here? + + for (sh::OutputVariable &outputVariable : mState.mOutputVariables) + { + if (outputVariable.isArray()) + { + // We're following the GLES 3.1 November 2016 spec section 7.3.1.1 Naming Active + // Resources and including [0] at the end of array variable names. + outputVariable.name += "[0]"; + outputVariable.mappedName += "[0]"; + } + } + + // EXT_blend_func_extended doesn't specify anything related to binding specific elements of an + // output array in explicit terms. + // + // Assuming fragData is an output array, you can defend the position that: + // P1) you must support binding "fragData" because it's specified + // P2) you must support querying "fragData[x]" because it's specified + // P3) you must support binding "fragData[0]" because it's a frequently used pattern + // + // Then you can make the leap of faith: + // P4) you must support binding "fragData[x]" because you support "fragData[0]" + // P5) you must support binding "fragData[x]" because you support querying "fragData[x]" + // + // The spec brings in the "world of arrays" when it mentions binding the arrays and the + // automatic binding. Thus it must be interpreted that the thing is not undefined, rather you + // must infer the only possible interpretation (?). Note again: this need of interpretation + // might be completely off of what GL spec logic is. + // + // The other complexity is that unless you implement this feature, it's hard to understand what + // should happen when the client invokes the feature. You cannot add an additional error as it + // is not specified. One can ignore it, but obviously it creates the discrepancies... + + std::vector<VariableLocation> reservedLocations; + + // Process any output API bindings for arrays that don't alias to the first element. + for (const auto &binding : mFragmentOutputLocations) + { + size_t nameLengthWithoutArrayIndex; + unsigned int arrayIndex = ParseArrayIndex(binding.first, &nameLengthWithoutArrayIndex); + if (arrayIndex == 0 || arrayIndex == GL_INVALID_INDEX) + { + continue; + } + for (unsigned int outputVariableIndex = 0; + outputVariableIndex < mState.mOutputVariables.size(); outputVariableIndex++) + { + const sh::OutputVariable &outputVariable = mState.mOutputVariables[outputVariableIndex]; + // Check that the binding corresponds to an output array and its array index fits. + if (outputVariable.isBuiltIn() || !outputVariable.isArray() || + !angle::BeginsWith(outputVariable.name, binding.first, + nameLengthWithoutArrayIndex) || + arrayIndex >= outputVariable.getOutermostArraySize()) + { + continue; + } + + // Get the API index that corresponds to this exact binding. + // This index may differ from the index used for the array's base. + auto &outputLocations = mFragmentOutputIndexes.getBindingByName(binding.first) == 1 + ? mState.mSecondaryOutputLocations + : mState.mOutputLocations; + unsigned int location = binding.second.location; + VariableLocation locationInfo(arrayIndex, outputVariableIndex); + if (location >= outputLocations.size()) + { + outputLocations.resize(location + 1); + } + if (outputLocations[location].used()) + { + mInfoLog << "Location of variable " << outputVariable.name + << " conflicts with another variable."; + return false; + } + outputLocations[location] = locationInfo; + + // Note the array binding location so that it can be skipped later. + reservedLocations.push_back(locationInfo); + } + } + + // Reserve locations for output variables whose location is fixed in the shader or through the + // API. Otherwise, the remaining unallocated outputs will be processed later. + for (unsigned int outputVariableIndex = 0; outputVariableIndex < mState.mOutputVariables.size(); + outputVariableIndex++) + { + const sh::OutputVariable &outputVariable = mState.mOutputVariables[outputVariableIndex]; + + // Don't store outputs for gl_FragDepth, gl_FragColor, etc. + if (outputVariable.isBuiltIn()) + continue; + + int fixedLocation = getOutputLocationForLink(outputVariable); + if (fixedLocation == -1) + { + // Here we're only reserving locations for variables whose location is fixed. + continue; + } + unsigned int baseLocation = static_cast<unsigned int>(fixedLocation); + + auto &outputLocations = isOutputSecondaryForLink(outputVariable) + ? mState.mSecondaryOutputLocations + : mState.mOutputLocations; + + // GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of + // structures, so we may use getBasicTypeElementCount(). + unsigned int elementCount = outputVariable.getBasicTypeElementCount(); + if (FindUsedOutputLocation(outputLocations, baseLocation, elementCount, reservedLocations, + outputVariableIndex)) + { + mInfoLog << "Location of variable " << outputVariable.name + << " conflicts with another variable."; + return false; + } + AssignOutputLocations(outputLocations, baseLocation, elementCount, reservedLocations, + outputVariableIndex); + } + + // Here we assign locations for the output variables that don't yet have them. Note that we're + // not necessarily able to fit the variables optimally, since then we might have to try + // different arrangements of output arrays. Now we just assign the locations in the order that + // we got the output variables. The spec isn't clear on what kind of algorithm is required for + // finding locations for the output variables, so this should be acceptable at least for now. + GLuint maxLocation = caps.maxDrawBuffers; + if (!mState.mSecondaryOutputLocations.empty()) + { + // EXT_blend_func_extended: Program outputs will be validated against + // MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT if there's even one output with index one. + maxLocation = extensions.maxDualSourceDrawBuffers; + } + + for (unsigned int outputVariableIndex = 0; outputVariableIndex < mState.mOutputVariables.size(); + outputVariableIndex++) + { + const sh::OutputVariable &outputVariable = mState.mOutputVariables[outputVariableIndex]; + + // Don't store outputs for gl_FragDepth, gl_FragColor, etc. + if (outputVariable.isBuiltIn()) + continue; + + int fixedLocation = getOutputLocationForLink(outputVariable); + auto &outputLocations = isOutputSecondaryForLink(outputVariable) + ? mState.mSecondaryOutputLocations + : mState.mOutputLocations; + unsigned int baseLocation = 0; + unsigned int elementCount = outputVariable.getBasicTypeElementCount(); + if (fixedLocation != -1) + { + // Secondary inputs might have caused the max location to drop below what has already + // been explicitly assigned locations. Check for any fixed locations above the max + // that should cause linking to fail. + baseLocation = static_cast<unsigned int>(fixedLocation); + } + else + { + // No fixed location, so try to fit the output in unassigned locations. + // Try baseLocations starting from 0 one at a time and see if the variable fits. + while (FindUsedOutputLocation(outputLocations, baseLocation, elementCount, + reservedLocations, outputVariableIndex)) + { + baseLocation++; + } + AssignOutputLocations(outputLocations, baseLocation, elementCount, reservedLocations, + outputVariableIndex); + } + + // Check for any elements assigned above the max location that are actually used. + if (baseLocation + elementCount > maxLocation && + (baseLocation >= maxLocation || + FindUsedOutputLocation(outputLocations, maxLocation, + baseLocation + elementCount - maxLocation, reservedLocations, + outputVariableIndex))) + { + // EXT_blend_func_extended: Linking can fail: + // "if the explicit binding assignments do not leave enough space for the linker to + // automatically assign a location for a varying out array, which requires multiple + // contiguous locations." + mInfoLog << "Could not fit output variable into available locations: " + << outputVariable.name; + return false; + } + } + + return true; +} + +void Program::setUniformValuesFromBindingQualifiers() +{ + for (unsigned int samplerIndex : mState.mSamplerUniformRange) + { + const auto &samplerUniform = mState.mUniforms[samplerIndex]; + if (samplerUniform.binding != -1) + { + GLint location = getUniformLocation(samplerUniform.name); + ASSERT(location != -1); + std::vector<GLint> boundTextureUnits; + for (unsigned int elementIndex = 0; + elementIndex < samplerUniform.getBasicTypeElementCount(); ++elementIndex) + { + boundTextureUnits.push_back(samplerUniform.binding + elementIndex); + } + + // Here we pass nullptr to avoid a large chain of calls that need a non-const Context. + // We know it's safe not to notify the Context because this is only called after link. + setUniform1iv(nullptr, location, static_cast<GLsizei>(boundTextureUnits.size()), + boundTextureUnits.data()); + } + } +} + +void Program::initInterfaceBlockBindings() +{ + // Set initial bindings from shader. + for (unsigned int blockIndex = 0; blockIndex < mState.mUniformBlocks.size(); blockIndex++) + { + InterfaceBlock &uniformBlock = mState.mUniformBlocks[blockIndex]; + bindUniformBlock(blockIndex, uniformBlock.binding); + } +} + +void Program::updateSamplerUniform(Context *context, + const VariableLocation &locationInfo, + GLsizei clampedCount, + const GLint *v) +{ + ASSERT(mState.isSamplerUniformIndex(locationInfo.index)); + GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationInfo.index); + SamplerBinding &samplerBinding = mState.mSamplerBindings[samplerIndex]; + std::vector<GLuint> &boundTextureUnits = samplerBinding.boundTextureUnits; + + if (samplerBinding.unreferenced) + return; + + // Update the sampler uniforms. + for (GLsizei arrayIndex = 0; arrayIndex < clampedCount; ++arrayIndex) + { + GLint oldTextureUnit = boundTextureUnits[arrayIndex + locationInfo.arrayIndex]; + GLint newTextureUnit = v[arrayIndex]; + + if (oldTextureUnit == newTextureUnit) + continue; + + boundTextureUnits[arrayIndex + locationInfo.arrayIndex] = newTextureUnit; + + // Update the reference counts. + uint32_t &oldRefCount = mState.mActiveSamplerRefCounts[oldTextureUnit]; + uint32_t &newRefCount = mState.mActiveSamplerRefCounts[newTextureUnit]; + ASSERT(oldRefCount > 0); + ASSERT(newRefCount < std::numeric_limits<uint32_t>::max()); + oldRefCount--; + newRefCount++; + + // Check for binding type change. + TextureType &newSamplerType = mState.mActiveSamplerTypes[newTextureUnit]; + TextureType &oldSamplerType = mState.mActiveSamplerTypes[oldTextureUnit]; + SamplerFormat &newSamplerFormat = mState.mActiveSamplerFormats[newTextureUnit]; + SamplerFormat &oldSamplerFormat = mState.mActiveSamplerFormats[oldTextureUnit]; + + if (newRefCount == 1) + { + newSamplerType = samplerBinding.textureType; + newSamplerFormat = samplerBinding.format; + mState.mActiveSamplersMask.set(newTextureUnit); + } + else + { + if (newSamplerType != samplerBinding.textureType) + { + // Conflict detected. Ensure we reset it properly. + newSamplerType = TextureType::InvalidEnum; + } + if (newSamplerFormat != samplerBinding.format) + { + newSamplerFormat = SamplerFormat::InvalidEnum; + } + } + + // Unset previously active sampler. + if (oldRefCount == 0) + { + oldSamplerType = TextureType::InvalidEnum; + oldSamplerFormat = SamplerFormat::InvalidEnum; + mState.mActiveSamplersMask.reset(oldTextureUnit); + } + else + { + if (oldSamplerType == TextureType::InvalidEnum || + oldSamplerFormat == SamplerFormat::InvalidEnum) + { + // Previous conflict. Check if this new change fixed the conflict. + mState.setSamplerUniformTextureTypeAndFormat(oldTextureUnit); + } + } + + // Notify context. + if (context) + { + context->onSamplerUniformChange(newTextureUnit); + context->onSamplerUniformChange(oldTextureUnit); + } + } + + // Invalidate the validation cache. + mCachedValidateSamplersResult.reset(); +} + +void ProgramState::setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex) +{ + bool foundBinding = false; + TextureType foundType = TextureType::InvalidEnum; + SamplerFormat foundFormat = SamplerFormat::InvalidEnum; + + for (const SamplerBinding &binding : mSamplerBindings) + { + if (binding.unreferenced) + continue; + + // A conflict exists if samplers of different types are sourced by the same texture unit. + // We need to check all bound textures to detect this error case. + for (GLuint textureUnit : binding.boundTextureUnits) + { + if (textureUnit == textureUnitIndex) + { + if (!foundBinding) + { + foundBinding = true; + foundType = binding.textureType; + foundFormat = binding.format; + } + else + { + if (foundType != binding.textureType) + { + foundType = TextureType::InvalidEnum; + } + if (foundFormat != binding.format) + { + foundFormat = SamplerFormat::InvalidEnum; + } + } + } + } + } + + mActiveSamplerTypes[textureUnitIndex] = foundType; + mActiveSamplerFormats[textureUnitIndex] = foundFormat; +} + +template <typename T> +GLsizei Program::clampUniformCount(const VariableLocation &locationInfo, + GLsizei count, + int vectorSize, + const T *v) +{ + if (count == 1) + return 1; + + const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index]; + + // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array + // element index used, as reported by GetActiveUniform, will be ignored by the GL." + unsigned int remainingElements = + linkedUniform.getBasicTypeElementCount() - locationInfo.arrayIndex; + GLsizei maxElementCount = + static_cast<GLsizei>(remainingElements * linkedUniform.getElementComponents()); + + if (count * vectorSize > maxElementCount) + { + return maxElementCount / vectorSize; + } + + return count; +} + +template <size_t cols, size_t rows, typename T> +GLsizei Program::clampMatrixUniformCount(GLint location, + GLsizei count, + GLboolean transpose, + const T *v) +{ + const VariableLocation &locationInfo = mState.mUniformLocations[location]; + + if (!transpose) + { + return clampUniformCount(locationInfo, count, cols * rows, v); + } + + const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index]; + + // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array + // element index used, as reported by GetActiveUniform, will be ignored by the GL." + unsigned int remainingElements = + linkedUniform.getBasicTypeElementCount() - locationInfo.arrayIndex; + return std::min(count, static_cast<GLsizei>(remainingElements)); +} + +// Driver differences mean that doing the uniform value cast ourselves gives consistent results. +// EG: on NVIDIA drivers, it was observed that getUniformi for MAX_INT+1 returned MIN_INT. +template <typename DestT> +void Program::getUniformInternal(const Context *context, + DestT *dataOut, + GLint location, + GLenum nativeType, + int components) const +{ + switch (nativeType) + { + case GL_BOOL: + { + GLint tempValue[16] = {0}; + mProgram->getUniformiv(context, location, tempValue); + UniformStateQueryCastLoop<GLboolean>( + dataOut, reinterpret_cast<const uint8_t *>(tempValue), components); + break; + } + case GL_INT: + { + GLint tempValue[16] = {0}; + mProgram->getUniformiv(context, location, tempValue); + UniformStateQueryCastLoop<GLint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue), + components); + break; + } + case GL_UNSIGNED_INT: + { + GLuint tempValue[16] = {0}; + mProgram->getUniformuiv(context, location, tempValue); + UniformStateQueryCastLoop<GLuint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue), + components); + break; + } + case GL_FLOAT: + { + GLfloat tempValue[16] = {0}; + mProgram->getUniformfv(context, location, tempValue); + UniformStateQueryCastLoop<GLfloat>( + dataOut, reinterpret_cast<const uint8_t *>(tempValue), components); + break; + } + default: + UNREACHABLE(); + break; + } +} + +angle::Result Program::syncState(const Context *context) +{ + if (mDirtyBits.any()) + { + ASSERT(mLinkResolved); + ANGLE_TRY(mProgram->syncState(context, mDirtyBits)); + mDirtyBits.reset(); + } + + return angle::Result::Continue; +} + +void Program::serialize(const Context *context, angle::MemoryBuffer *binaryOut) const +{ + BinaryOutputStream stream; + + stream.writeBytes(reinterpret_cast<const unsigned char *>(ANGLE_COMMIT_HASH), + ANGLE_COMMIT_HASH_SIZE); + + // nullptr context is supported when computing binary length. + if (context) + { + stream.writeInt(context->getClientVersion().major); + stream.writeInt(context->getClientVersion().minor); + } + else + { + stream.writeInt(2); + stream.writeInt(0); + } + + const auto &computeLocalSize = mState.getComputeShaderLocalSize(); + + stream.writeInt(computeLocalSize[0]); + stream.writeInt(computeLocalSize[1]); + stream.writeInt(computeLocalSize[2]); + + ASSERT(mState.mGeometryShaderInvocations >= 1 && mState.mGeometryShaderMaxVertices >= 0); + stream.writeEnum(mState.mGeometryShaderInputPrimitiveType); + stream.writeEnum(mState.mGeometryShaderOutputPrimitiveType); + stream.writeInt(mState.mGeometryShaderInvocations); + stream.writeInt(mState.mGeometryShaderMaxVertices); + + stream.writeInt(mState.mNumViews); + + stream.writeInt(mState.mMaxActiveAttribLocation); + + static_assert(MAX_VERTEX_ATTRIBS * 2 <= sizeof(uint32_t) * 8, + "All bits of mAttributesTypeMask types and mask fit into 32 bits each"); + stream.writeInt(static_cast<int>(mState.mAttributesTypeMask.to_ulong())); + stream.writeInt(static_cast<int>(mState.mAttributesMask.to_ulong())); + + stream.writeInt(mState.getActiveAttribLocationsMask().to_ulong()); + + stream.writeInt(mState.getAttributes().size()); + for (const sh::Attribute &attrib : mState.getAttributes()) + { + WriteShaderVar(&stream, attrib); + stream.writeInt(attrib.location); + } + + stream.writeInt(mState.getUniforms().size()); + for (const LinkedUniform &uniform : mState.getUniforms()) + { + WriteShaderVar(&stream, uniform); + + // FIXME: referenced + + stream.writeInt(uniform.bufferIndex); + WriteBlockMemberInfo(&stream, uniform.blockInfo); + + // Active shader info + for (ShaderType shaderType : gl::AllShaderTypes()) + { + stream.writeInt(uniform.isActive(shaderType)); + } + } + + stream.writeInt(mState.getUniformLocations().size()); + for (const auto &variable : mState.getUniformLocations()) + { + stream.writeInt(variable.arrayIndex); + stream.writeIntOrNegOne(variable.index); + stream.writeInt(variable.ignored); + } + + stream.writeInt(mState.getUniformBlocks().size()); + for (const InterfaceBlock &uniformBlock : mState.getUniformBlocks()) + { + WriteInterfaceBlock(&stream, uniformBlock); + } + + stream.writeInt(mState.getBufferVariables().size()); + for (const BufferVariable &bufferVariable : mState.getBufferVariables()) + { + WriteBufferVariable(&stream, bufferVariable); + } + + stream.writeInt(mState.getShaderStorageBlocks().size()); + for (const InterfaceBlock &shaderStorageBlock : mState.getShaderStorageBlocks()) + { + WriteInterfaceBlock(&stream, shaderStorageBlock); + } + + stream.writeInt(mState.mAtomicCounterBuffers.size()); + for (const auto &atomicCounterBuffer : mState.mAtomicCounterBuffers) + { + WriteShaderVariableBuffer(&stream, atomicCounterBuffer); + } + + // Warn the app layer if saving a binary with unsupported transform feedback. + if (!mState.getLinkedTransformFeedbackVaryings().empty() && + context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled) + { + WARN() << "Saving program binary with transform feedback, which is not supported on this " + "driver."; + } + + stream.writeInt(mState.getLinkedTransformFeedbackVaryings().size()); + for (const auto &var : mState.getLinkedTransformFeedbackVaryings()) + { + stream.writeIntVector(var.arraySizes); + stream.writeInt(var.type); + stream.writeString(var.name); + + stream.writeIntOrNegOne(var.arrayIndex); + } + + stream.writeInt(mState.getTransformFeedbackBufferMode()); + + stream.writeInt(mState.getOutputVariables().size()); + for (const sh::OutputVariable &output : mState.getOutputVariables()) + { + WriteShaderVar(&stream, output); + stream.writeInt(output.location); + stream.writeInt(output.index); + } + + stream.writeInt(mState.getOutputLocations().size()); + for (const auto &outputVar : mState.getOutputLocations()) + { + stream.writeInt(outputVar.arrayIndex); + stream.writeIntOrNegOne(outputVar.index); + stream.writeInt(outputVar.ignored); + } + + stream.writeInt(mState.getSecondaryOutputLocations().size()); + for (const auto &outputVar : mState.getSecondaryOutputLocations()) + { + stream.writeInt(outputVar.arrayIndex); + stream.writeIntOrNegOne(outputVar.index); + stream.writeInt(outputVar.ignored); + } + + stream.writeInt(mState.mOutputVariableTypes.size()); + for (const auto &outputVariableType : mState.mOutputVariableTypes) + { + stream.writeInt(outputVariableType); + } + + static_assert( + IMPLEMENTATION_MAX_DRAW_BUFFERS * 2 <= 8 * sizeof(uint32_t), + "All bits of mDrawBufferTypeMask and mActiveOutputVariables can be contained in 32 bits"); + stream.writeInt(static_cast<int>(mState.mDrawBufferTypeMask.to_ulong())); + stream.writeInt(static_cast<int>(mState.mActiveOutputVariables.to_ulong())); + + stream.writeInt(mState.getSamplerUniformRange().low()); + stream.writeInt(mState.getSamplerUniformRange().high()); + + stream.writeInt(mState.getSamplerBindings().size()); + for (const auto &samplerBinding : mState.getSamplerBindings()) + { + stream.writeEnum(samplerBinding.textureType); + stream.writeEnum(samplerBinding.format); + stream.writeInt(samplerBinding.boundTextureUnits.size()); + stream.writeInt(samplerBinding.unreferenced); + } + + stream.writeInt(mState.getImageUniformRange().low()); + stream.writeInt(mState.getImageUniformRange().high()); + + stream.writeInt(mState.getImageBindings().size()); + for (const auto &imageBinding : mState.getImageBindings()) + { + stream.writeInt(imageBinding.boundImageUnits.size()); + for (size_t i = 0; i < imageBinding.boundImageUnits.size(); ++i) + { + stream.writeInt(imageBinding.boundImageUnits[i]); + } + } + + stream.writeInt(mState.getAtomicCounterUniformRange().low()); + stream.writeInt(mState.getAtomicCounterUniformRange().high()); + + stream.writeInt(mState.getLinkedShaderStages().to_ulong()); + + mProgram->save(context, &stream); + + ASSERT(binaryOut); + binaryOut->resize(stream.length()); + memcpy(binaryOut->data(), stream.data(), stream.length()); +} + +angle::Result Program::deserialize(const Context *context, + BinaryInputStream &stream, + InfoLog &infoLog) +{ + unsigned char commitString[ANGLE_COMMIT_HASH_SIZE]; + stream.readBytes(commitString, ANGLE_COMMIT_HASH_SIZE); + if (memcmp(commitString, ANGLE_COMMIT_HASH, sizeof(unsigned char) * ANGLE_COMMIT_HASH_SIZE) != + 0) + { + infoLog << "Invalid program binary version."; + return angle::Result::Incomplete; + } + + int majorVersion = stream.readInt<int>(); + int minorVersion = stream.readInt<int>(); + if (majorVersion != context->getClientMajorVersion() || + minorVersion != context->getClientMinorVersion()) + { + infoLog << "Cannot load program binaries across different ES context versions."; + return angle::Result::Incomplete; + } + + mState.mComputeShaderLocalSize[0] = stream.readInt<int>(); + mState.mComputeShaderLocalSize[1] = stream.readInt<int>(); + mState.mComputeShaderLocalSize[2] = stream.readInt<int>(); + + mState.mGeometryShaderInputPrimitiveType = stream.readEnum<PrimitiveMode>(); + mState.mGeometryShaderOutputPrimitiveType = stream.readEnum<PrimitiveMode>(); + mState.mGeometryShaderInvocations = stream.readInt<int>(); + mState.mGeometryShaderMaxVertices = stream.readInt<int>(); + + mState.mNumViews = stream.readInt<int>(); + + mState.mMaxActiveAttribLocation = stream.readInt<unsigned int>(); + + static_assert(MAX_VERTEX_ATTRIBS * 2 <= sizeof(uint32_t) * 8, + "All bits of mAttributesTypeMask types and mask fit into 32 bits each"); + mState.mAttributesTypeMask = gl::ComponentTypeMask(stream.readInt<uint32_t>()); + mState.mAttributesMask = stream.readInt<gl::AttributesMask>(); + + static_assert(MAX_VERTEX_ATTRIBS <= sizeof(unsigned long) * 8, + "Too many vertex attribs for mask"); + mState.mActiveAttribLocationsMask = stream.readInt<gl::AttributesMask>(); + + unsigned int attribCount = stream.readInt<unsigned int>(); + ASSERT(mState.mAttributes.empty()); + for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex) + { + sh::Attribute attrib; + LoadShaderVar(&stream, &attrib); + attrib.location = stream.readInt<int>(); + mState.mAttributes.push_back(attrib); + } + + unsigned int uniformCount = stream.readInt<unsigned int>(); + ASSERT(mState.mUniforms.empty()); + for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex) + { + LinkedUniform uniform; + LoadShaderVar(&stream, &uniform); + + uniform.bufferIndex = stream.readInt<int>(); + LoadBlockMemberInfo(&stream, &uniform.blockInfo); + + uniform.typeInfo = &GetUniformTypeInfo(uniform.type); + + // Active shader info + for (ShaderType shaderType : gl::AllShaderTypes()) + { + uniform.setActive(shaderType, stream.readBool()); + } + + mState.mUniforms.push_back(uniform); + } + + const unsigned int uniformIndexCount = stream.readInt<unsigned int>(); + ASSERT(mState.mUniformLocations.empty()); + for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; + uniformIndexIndex++) + { + VariableLocation variable; + stream.readInt(&variable.arrayIndex); + stream.readInt(&variable.index); + stream.readBool(&variable.ignored); + + mState.mUniformLocations.push_back(variable); + } + + unsigned int uniformBlockCount = stream.readInt<unsigned int>(); + ASSERT(mState.mUniformBlocks.empty()); + for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; + ++uniformBlockIndex) + { + InterfaceBlock uniformBlock; + LoadInterfaceBlock(&stream, &uniformBlock); + mState.mUniformBlocks.push_back(uniformBlock); + + mState.mActiveUniformBlockBindings.set(uniformBlockIndex, uniformBlock.binding != 0); + } + + unsigned int bufferVariableCount = stream.readInt<unsigned int>(); + ASSERT(mState.mBufferVariables.empty()); + for (unsigned int index = 0; index < bufferVariableCount; ++index) + { + BufferVariable bufferVariable; + LoadBufferVariable(&stream, &bufferVariable); + mState.mBufferVariables.push_back(bufferVariable); + } + + unsigned int shaderStorageBlockCount = stream.readInt<unsigned int>(); + ASSERT(mState.mShaderStorageBlocks.empty()); + for (unsigned int shaderStorageBlockIndex = 0; + shaderStorageBlockIndex < shaderStorageBlockCount; ++shaderStorageBlockIndex) + { + InterfaceBlock shaderStorageBlock; + LoadInterfaceBlock(&stream, &shaderStorageBlock); + mState.mShaderStorageBlocks.push_back(shaderStorageBlock); + } + + unsigned int atomicCounterBufferCount = stream.readInt<unsigned int>(); + ASSERT(mState.mAtomicCounterBuffers.empty()); + for (unsigned int bufferIndex = 0; bufferIndex < atomicCounterBufferCount; ++bufferIndex) + { + AtomicCounterBuffer atomicCounterBuffer; + LoadShaderVariableBuffer(&stream, &atomicCounterBuffer); + + mState.mAtomicCounterBuffers.push_back(atomicCounterBuffer); + } + + unsigned int transformFeedbackVaryingCount = stream.readInt<unsigned int>(); + + // Reject programs that use transform feedback varyings if the hardware cannot support them. + if (transformFeedbackVaryingCount > 0 && + context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled) + { + infoLog << "Current driver does not support transform feedback in binary programs."; + return angle::Result::Incomplete; + } + + ASSERT(mState.mLinkedTransformFeedbackVaryings.empty()); + for (unsigned int transformFeedbackVaryingIndex = 0; + transformFeedbackVaryingIndex < transformFeedbackVaryingCount; + ++transformFeedbackVaryingIndex) + { + sh::Varying varying; + stream.readIntVector<unsigned int>(&varying.arraySizes); + stream.readInt(&varying.type); + stream.readString(&varying.name); + + GLuint arrayIndex = stream.readInt<GLuint>(); + + mState.mLinkedTransformFeedbackVaryings.emplace_back(varying, arrayIndex); + } + + stream.readInt(&mState.mTransformFeedbackBufferMode); + + unsigned int outputCount = stream.readInt<unsigned int>(); + ASSERT(mState.mOutputVariables.empty()); + for (unsigned int outputIndex = 0; outputIndex < outputCount; ++outputIndex) + { + sh::OutputVariable output; + LoadShaderVar(&stream, &output); + output.location = stream.readInt<int>(); + output.index = stream.readInt<int>(); + mState.mOutputVariables.push_back(output); + } + + unsigned int outputVarCount = stream.readInt<unsigned int>(); + ASSERT(mState.mOutputLocations.empty()); + for (unsigned int outputIndex = 0; outputIndex < outputVarCount; ++outputIndex) + { + VariableLocation locationData; + stream.readInt(&locationData.arrayIndex); + stream.readInt(&locationData.index); + stream.readBool(&locationData.ignored); + mState.mOutputLocations.push_back(locationData); + } + + unsigned int secondaryOutputVarCount = stream.readInt<unsigned int>(); + ASSERT(mState.mSecondaryOutputLocations.empty()); + for (unsigned int outputIndex = 0; outputIndex < secondaryOutputVarCount; ++outputIndex) + { + VariableLocation locationData; + stream.readInt(&locationData.arrayIndex); + stream.readInt(&locationData.index); + stream.readBool(&locationData.ignored); + mState.mSecondaryOutputLocations.push_back(locationData); + } + + unsigned int outputTypeCount = stream.readInt<unsigned int>(); + for (unsigned int outputIndex = 0; outputIndex < outputTypeCount; ++outputIndex) + { + mState.mOutputVariableTypes.push_back(stream.readInt<GLenum>()); + } + + static_assert(IMPLEMENTATION_MAX_DRAW_BUFFERS * 2 <= 8 * sizeof(uint32_t), + "All bits of mDrawBufferTypeMask and mActiveOutputVariables types and mask fit " + "into 32 bits each"); + mState.mDrawBufferTypeMask = gl::ComponentTypeMask(stream.readInt<uint32_t>()); + mState.mActiveOutputVariables = stream.readInt<gl::DrawBufferMask>(); + + unsigned int samplerRangeLow = stream.readInt<unsigned int>(); + unsigned int samplerRangeHigh = stream.readInt<unsigned int>(); + mState.mSamplerUniformRange = RangeUI(samplerRangeLow, samplerRangeHigh); + unsigned int samplerCount = stream.readInt<unsigned int>(); + for (unsigned int samplerIndex = 0; samplerIndex < samplerCount; ++samplerIndex) + { + TextureType textureType = stream.readEnum<TextureType>(); + SamplerFormat format = stream.readEnum<SamplerFormat>(); + size_t bindingCount = stream.readInt<size_t>(); + bool unreferenced = stream.readBool(); + mState.mSamplerBindings.emplace_back(textureType, format, bindingCount, unreferenced); + } + + unsigned int imageRangeLow = stream.readInt<unsigned int>(); + unsigned int imageRangeHigh = stream.readInt<unsigned int>(); + mState.mImageUniformRange = RangeUI(imageRangeLow, imageRangeHigh); + unsigned int imageBindingCount = stream.readInt<unsigned int>(); + for (unsigned int imageIndex = 0; imageIndex < imageBindingCount; ++imageIndex) + { + unsigned int elementCount = stream.readInt<unsigned int>(); + ImageBinding imageBinding(elementCount); + for (unsigned int i = 0; i < elementCount; ++i) + { + imageBinding.boundImageUnits[i] = stream.readInt<unsigned int>(); + } + mState.mImageBindings.emplace_back(imageBinding); + } + + unsigned int atomicCounterRangeLow = stream.readInt<unsigned int>(); + unsigned int atomicCounterRangeHigh = stream.readInt<unsigned int>(); + mState.mAtomicCounterUniformRange = RangeUI(atomicCounterRangeLow, atomicCounterRangeHigh); + + static_assert(static_cast<unsigned long>(ShaderType::EnumCount) <= sizeof(unsigned long) * 8, + "Too many shader types"); + mState.mLinkedShaderStages = ShaderBitSet(stream.readInt<uint8_t>()); + + if (!mState.mAttachedShaders[ShaderType::Compute]) + { + mState.updateTransformFeedbackStrides(); + } + + postResolveLink(context); + + return angle::Result::Continue; +} + +void Program::postResolveLink(const gl::Context *context) +{ + mState.updateActiveSamplers(); + mState.updateActiveImages(); + + if (context->getExtensions().multiDraw) + { + mState.mDrawIDLocation = getUniformLocation("gl_DrawID"); + } +} + +} // namespace gl |