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-rw-r--r--gfx/angle/checkout/src/libANGLE/Program.cpp4966
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