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+//
+// Copyright 2002 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.h: Defines the gl::Program class. Implements GL program objects
+// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
+
+#ifndef LIBANGLE_PROGRAM_H_
+#define LIBANGLE_PROGRAM_H_
+
+#include <GLES2/gl2.h>
+#include <GLSLANG/ShaderVars.h>
+
+#include <array>
+#include <map>
+#include <set>
+#include <sstream>
+#include <string>
+#include <vector>
+
+#include "common/Optional.h"
+#include "common/angleutils.h"
+#include "common/mathutil.h"
+#include "common/utilities.h"
+
+#include "libANGLE/Constants.h"
+#include "libANGLE/Debug.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/InfoLog.h"
+#include "libANGLE/ProgramExecutable.h"
+#include "libANGLE/ProgramLinkedResources.h"
+#include "libANGLE/RefCountObject.h"
+#include "libANGLE/Uniform.h"
+#include "libANGLE/angletypes.h"
+
+namespace rx
+{
+class GLImplFactory;
+class ProgramImpl;
+struct TranslatedAttribute;
+} // namespace rx
+
+namespace gl
+{
+class Buffer;
+class BinaryInputStream;
+class BinaryOutputStream;
+struct Caps;
+class Context;
+struct Extensions;
+class Framebuffer;
+class ProgramExecutable;
+class Shader;
+class ShaderProgramManager;
+class State;
+struct UnusedUniform;
+struct Version;
+
+extern const char *const g_fakepath;
+
+enum class LinkMismatchError
+{
+ // Shared
+ NO_MISMATCH,
+ TYPE_MISMATCH,
+ ARRAYNESS_MISMATCH,
+ ARRAY_SIZE_MISMATCH,
+ PRECISION_MISMATCH,
+ STRUCT_NAME_MISMATCH,
+ FIELD_NUMBER_MISMATCH,
+ FIELD_NAME_MISMATCH,
+
+ // Varying specific
+ INTERPOLATION_TYPE_MISMATCH,
+ INVARIANCE_MISMATCH,
+
+ // Uniform specific
+ BINDING_MISMATCH,
+ LOCATION_MISMATCH,
+ OFFSET_MISMATCH,
+ INSTANCE_NAME_MISMATCH,
+ FORMAT_MISMATCH,
+
+ // Interface block specific
+ LAYOUT_QUALIFIER_MISMATCH,
+ MATRIX_PACKING_MISMATCH,
+
+ // I/O block specific
+ FIELD_LOCATION_MISMATCH,
+ FIELD_STRUCT_NAME_MISMATCH,
+};
+
+void LogLinkMismatch(InfoLog &infoLog,
+ const std::string &variableName,
+ const char *variableType,
+ LinkMismatchError linkError,
+ const std::string &mismatchedStructOrBlockFieldName,
+ ShaderType shaderType1,
+ ShaderType shaderType2);
+
+bool IsActiveInterfaceBlock(const sh::InterfaceBlock &interfaceBlock);
+
+void WriteBlockMemberInfo(BinaryOutputStream *stream, const sh::BlockMemberInfo &var);
+void LoadBlockMemberInfo(BinaryInputStream *stream, sh::BlockMemberInfo *var);
+
+void WriteShaderVar(BinaryOutputStream *stream, const sh::ShaderVariable &var);
+void LoadShaderVar(BinaryInputStream *stream, sh::ShaderVariable *var);
+
+void WriteInterfaceBlock(BinaryOutputStream *stream, const InterfaceBlock &block);
+void LoadInterfaceBlock(BinaryInputStream *stream, InterfaceBlock *block);
+
+void WriteShInterfaceBlock(BinaryOutputStream *stream, const sh::InterfaceBlock &block);
+void LoadShInterfaceBlock(BinaryInputStream *stream, sh::InterfaceBlock *block);
+
+void WriteShaderVariableBuffer(BinaryOutputStream *stream, const ShaderVariableBuffer &var);
+void LoadShaderVariableBuffer(BinaryInputStream *stream, ShaderVariableBuffer *var);
+
+// Struct used for correlating uniforms/elements of uniform arrays to handles
+struct VariableLocation
+{
+ static constexpr unsigned int kUnused = GL_INVALID_INDEX;
+
+ VariableLocation();
+ VariableLocation(unsigned int arrayIndex, unsigned int index);
+
+ // If used is false, it means this location is only used to fill an empty space in an array,
+ // and there is no corresponding uniform variable for this location. It can also mean the
+ // uniform was optimized out by the implementation.
+ bool used() const { return (index != kUnused); }
+ void markUnused() { index = kUnused; }
+ void markIgnored() { ignored = true; }
+
+ bool operator==(const VariableLocation &other) const
+ {
+ return arrayIndex == other.arrayIndex && index == other.index;
+ }
+
+ // "arrayIndex" stores the index of the innermost GLSL array. It's zero for non-arrays.
+ unsigned int arrayIndex;
+ // "index" is an index of the variable. The variable contains the indices for other than the
+ // innermost GLSL arrays.
+ unsigned int index;
+
+ // If this location was bound to an unreferenced uniform. Setting data on this uniform is a
+ // no-op.
+ bool ignored;
+};
+
+// Information about a variable binding.
+// Currently used by CHROMIUM_path_rendering
+struct BindingInfo
+{
+ // The type of binding, for example GL_FLOAT_VEC3.
+ // This can be GL_NONE if the variable is optimized away.
+ GLenum type;
+
+ // This is the name of the variable in
+ // the translated shader program. Note that
+ // this can be empty in the case where the
+ // variable has been optimized away.
+ std::string name;
+
+ // True if the binding is valid, otherwise false.
+ bool valid;
+};
+
+struct ProgramBinding
+{
+ ProgramBinding() : location(GL_INVALID_INDEX), aliased(false) {}
+ ProgramBinding(GLuint index) : location(index), aliased(false) {}
+
+ GLuint location;
+ // Whether another binding was set that may potentially alias this.
+ bool aliased;
+};
+
+class ProgramBindings final : angle::NonCopyable
+{
+ public:
+ ProgramBindings();
+ ~ProgramBindings();
+
+ void bindLocation(GLuint index, const std::string &name);
+ int getBindingByName(const std::string &name) const;
+ int getBinding(const sh::ShaderVariable &variable) const;
+
+ using const_iterator = angle::HashMap<std::string, GLuint>::const_iterator;
+ const_iterator begin() const;
+ const_iterator end() const;
+
+ std::map<std::string, GLuint> getStableIterationMap() const;
+
+ private:
+ angle::HashMap<std::string, GLuint> mBindings;
+};
+
+// Uniforms and Fragment Outputs require special treatment due to array notation (e.g., "[0]")
+class ProgramAliasedBindings final : angle::NonCopyable
+{
+ public:
+ ProgramAliasedBindings();
+ ~ProgramAliasedBindings();
+
+ void bindLocation(GLuint index, const std::string &name);
+ int getBindingByName(const std::string &name) const;
+ int getBindingByLocation(GLuint location) const;
+ int getBinding(const sh::ShaderVariable &variable) const;
+
+ using const_iterator = angle::HashMap<std::string, ProgramBinding>::const_iterator;
+ const_iterator begin() const;
+ const_iterator end() const;
+
+ std::map<std::string, ProgramBinding> getStableIterationMap() const;
+
+ private:
+ angle::HashMap<std::string, ProgramBinding> mBindings;
+};
+
+class ProgramState final : angle::NonCopyable
+{
+ public:
+ ProgramState();
+ ~ProgramState();
+
+ const std::string &getLabel();
+
+ Shader *getAttachedShader(ShaderType shaderType) const;
+ const gl::ShaderMap<Shader *> &getAttachedShaders() const { return mAttachedShaders; }
+ const std::vector<std::string> &getTransformFeedbackVaryingNames() const
+ {
+ return mTransformFeedbackVaryingNames;
+ }
+ GLint getTransformFeedbackBufferMode() const
+ {
+ return mExecutable->getTransformFeedbackBufferMode();
+ }
+ GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const
+ {
+ return mExecutable->getUniformBlockBinding(uniformBlockIndex);
+ }
+ GLuint getShaderStorageBlockBinding(GLuint blockIndex) const
+ {
+ return mExecutable->getShaderStorageBlockBinding(blockIndex);
+ }
+ const UniformBlockBindingMask &getActiveUniformBlockBindingsMask() const
+ {
+ return mExecutable->getActiveUniformBlockBindings();
+ }
+ const std::vector<sh::ShaderVariable> &getProgramInputs() const
+ {
+ return mExecutable->getProgramInputs();
+ }
+ const std::vector<sh::ShaderVariable> &getOutputVariables() const
+ {
+ return mExecutable->getOutputVariables();
+ }
+ const std::vector<VariableLocation> &getOutputLocations() const
+ {
+ return mExecutable->getOutputLocations();
+ }
+ const std::vector<VariableLocation> &getSecondaryOutputLocations() const
+ {
+ return mExecutable->getSecondaryOutputLocations();
+ }
+ const std::vector<LinkedUniform> &getUniforms() const { return mExecutable->getUniforms(); }
+ const std::vector<VariableLocation> &getUniformLocations() const { return mUniformLocations; }
+ const std::vector<InterfaceBlock> &getUniformBlocks() const
+ {
+ return mExecutable->getUniformBlocks();
+ }
+ const std::vector<InterfaceBlock> &getShaderStorageBlocks() const
+ {
+ return mExecutable->getShaderStorageBlocks();
+ }
+ const std::vector<BufferVariable> &getBufferVariables() const { return mBufferVariables; }
+ const std::vector<SamplerBinding> &getSamplerBindings() const
+ {
+ return mExecutable->getSamplerBindings();
+ }
+ const std::vector<ImageBinding> &getImageBindings() const
+ {
+ return getExecutable().getImageBindings();
+ }
+ const sh::WorkGroupSize &getComputeShaderLocalSize() const { return mComputeShaderLocalSize; }
+ const RangeUI &getDefaultUniformRange() const { return mExecutable->getDefaultUniformRange(); }
+ const RangeUI &getSamplerUniformRange() const { return mExecutable->getSamplerUniformRange(); }
+ const RangeUI &getImageUniformRange() const { return mExecutable->getImageUniformRange(); }
+ const RangeUI &getAtomicCounterUniformRange() const
+ {
+ return mExecutable->getAtomicCounterUniformRange();
+ }
+ const RangeUI &getFragmentInoutRange() const { return mExecutable->getFragmentInoutRange(); }
+
+ const std::vector<TransformFeedbackVarying> &getLinkedTransformFeedbackVaryings() const
+ {
+ return mExecutable->getLinkedTransformFeedbackVaryings();
+ }
+ const std::vector<GLsizei> &getTransformFeedbackStrides() const
+ {
+ return mExecutable->getTransformFeedbackStrides();
+ }
+ const std::vector<AtomicCounterBuffer> &getAtomicCounterBuffers() const
+ {
+ return mExecutable->getAtomicCounterBuffers();
+ }
+
+ GLuint getUniformIndexFromName(const std::string &name) const;
+ GLuint getUniformIndexFromLocation(UniformLocation location) const;
+ Optional<GLuint> getSamplerIndex(UniformLocation location) const;
+ bool isSamplerUniformIndex(GLuint index) const;
+ GLuint getSamplerIndexFromUniformIndex(GLuint uniformIndex) const;
+ GLuint getUniformIndexFromSamplerIndex(GLuint samplerIndex) const;
+ bool isImageUniformIndex(GLuint index) const;
+ GLuint getImageIndexFromUniformIndex(GLuint uniformIndex) const;
+ GLuint getAttributeLocation(const std::string &name) const;
+
+ GLuint getBufferVariableIndexFromName(const std::string &name) const;
+
+ int getNumViews() const { return mNumViews; }
+ bool usesMultiview() const { return mNumViews != -1; }
+
+ bool hasAttachedShader() const;
+
+ ShaderType getFirstAttachedShaderStageType() const;
+ ShaderType getLastAttachedShaderStageType() const;
+
+ const ProgramAliasedBindings &getUniformLocationBindings() const
+ {
+ return mUniformLocationBindings;
+ }
+
+ const ProgramExecutable &getExecutable() const
+ {
+ ASSERT(mExecutable);
+ return *mExecutable;
+ }
+ ProgramExecutable &getExecutable()
+ {
+ ASSERT(mExecutable);
+ return *mExecutable;
+ }
+
+ bool hasImages() const { return !getImageBindings().empty(); }
+ rx::SpecConstUsageBits getSpecConstUsageBits() const { return mSpecConstUsageBits; }
+
+ // A Program can only either be graphics or compute, but never both, so it
+ // can answer isCompute() based on which shaders it has.
+ bool isCompute() const { return mExecutable->hasLinkedShaderStage(ShaderType::Compute); }
+
+ const std::string &getLabel() const { return mLabel; }
+
+ uint32_t getLocationsUsedForXfbExtension() const { return mLocationsUsedForXfbExtension; }
+
+ bool hasBinaryRetrieveableHint() const { return mBinaryRetrieveableHint; }
+
+ bool isSeparable() const { return mSeparable; }
+
+ int getDrawIDLocation() const { return mDrawIDLocation; }
+
+ int getBaseVertexLocation() const { return mBaseVertexLocation; }
+
+ int getBaseInstanceLocation() const { return mBaseInstanceLocation; }
+
+ ShaderType getAttachedTransformFeedbackStage() const;
+
+ private:
+ friend class MemoryProgramCache;
+ friend class Program;
+
+ void updateActiveSamplers();
+ void updateProgramInterfaceInputs(const Context *context);
+ void updateProgramInterfaceOutputs(const Context *context);
+
+ // Scans the sampler bindings for type conflicts with sampler 'textureUnitIndex'.
+ void setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex);
+
+ std::string mLabel;
+
+ sh::WorkGroupSize mComputeShaderLocalSize;
+
+ ShaderMap<Shader *> mAttachedShaders;
+
+ uint32_t mLocationsUsedForXfbExtension;
+ std::vector<std::string> mTransformFeedbackVaryingNames;
+
+ std::vector<VariableLocation> mUniformLocations;
+ std::vector<BufferVariable> mBufferVariables;
+
+ bool mBinaryRetrieveableHint;
+ bool mSeparable;
+ rx::SpecConstUsageBits mSpecConstUsageBits;
+
+ // ANGLE_multiview.
+ int mNumViews;
+
+ // GL_ANGLE_multi_draw
+ int mDrawIDLocation;
+
+ // GL_ANGLE_base_vertex_base_instance_shader_builtin
+ int mBaseVertexLocation;
+ int mBaseInstanceLocation;
+ // Cached value of base vertex and base instance
+ // need to reset them to zero if using non base vertex or base instance draw calls.
+ GLint mCachedBaseVertex;
+ GLuint mCachedBaseInstance;
+
+ // Note that this has nothing to do with binding layout qualifiers that can be set for some
+ // uniforms in GLES3.1+. It is used to pre-set the location of uniforms.
+ ProgramAliasedBindings mUniformLocationBindings;
+
+ std::shared_ptr<ProgramExecutable> mExecutable;
+};
+
+struct ProgramVaryingRef
+{
+ const sh::ShaderVariable *get(ShaderType stage) const
+ {
+ ASSERT(stage == frontShaderStage || stage == backShaderStage);
+ const sh::ShaderVariable *ref = stage == frontShaderStage ? frontShader : backShader;
+ ASSERT(ref);
+ return ref;
+ }
+
+ const sh::ShaderVariable *frontShader = nullptr;
+ const sh::ShaderVariable *backShader = nullptr;
+ ShaderType frontShaderStage = ShaderType::InvalidEnum;
+ ShaderType backShaderStage = ShaderType::InvalidEnum;
+};
+
+using ProgramMergedVaryings = std::vector<ProgramVaryingRef>;
+
+class Program final : public LabeledObject, public angle::Subject
+{
+ public:
+ Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, ShaderProgramID handle);
+ void onDestroy(const Context *context);
+
+ ShaderProgramID id() const;
+
+ angle::Result setLabel(const Context *context, const std::string &label) override;
+ const std::string &getLabel() const override;
+
+ ANGLE_INLINE rx::ProgramImpl *getImplementation() const
+ {
+ ASSERT(!mLinkingState);
+ return mProgram;
+ }
+
+ void attachShader(Shader *shader);
+ void detachShader(const Context *context, Shader *shader);
+ int getAttachedShadersCount() const;
+
+ Shader *getAttachedShader(ShaderType shaderType) const;
+
+ void bindAttributeLocation(GLuint index, const char *name);
+ void bindUniformLocation(UniformLocation location, const char *name);
+
+ // EXT_blend_func_extended
+ void bindFragmentOutputLocation(GLuint index, const char *name);
+ void bindFragmentOutputIndex(GLuint index, const char *name);
+
+ // KHR_parallel_shader_compile
+ // Try to link the program asynchronously. As a result, background threads may be launched to
+ // execute the linking tasks concurrently.
+ angle::Result link(const Context *context);
+
+ // Peek whether there is any running linking tasks.
+ bool isLinking() const;
+ bool hasLinkingState() const { return mLinkingState != nullptr; }
+
+ bool isLinked() const
+ {
+ ASSERT(!mLinkingState);
+ return mLinked;
+ }
+
+ angle::Result loadBinary(const Context *context,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length);
+ angle::Result saveBinary(Context *context,
+ GLenum *binaryFormat,
+ void *binary,
+ GLsizei bufSize,
+ GLsizei *length) const;
+ GLint getBinaryLength(Context *context) const;
+ void setBinaryRetrievableHint(bool retrievable);
+ bool getBinaryRetrievableHint() const;
+
+ void setSeparable(bool separable);
+ bool isSeparable() const;
+
+ void getAttachedShaders(GLsizei maxCount, GLsizei *count, ShaderProgramID *shaders) const;
+
+ GLuint getAttributeLocation(const std::string &name) const;
+
+ void getActiveAttribute(GLuint index,
+ GLsizei bufsize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name) const;
+ GLint getActiveAttributeCount() const;
+ GLint getActiveAttributeMaxLength() const;
+ const std::vector<sh::ShaderVariable> &getAttributes() const;
+
+ GLint getFragDataLocation(const std::string &name) const;
+ size_t getOutputResourceCount() const;
+
+ // EXT_blend_func_extended
+ GLint getFragDataIndex(const std::string &name) const;
+
+ void getActiveUniform(GLuint index,
+ GLsizei bufsize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name) const;
+ GLint getActiveUniformCount() const;
+ size_t getActiveBufferVariableCount() const;
+ GLint getActiveUniformMaxLength() const;
+ bool isValidUniformLocation(UniformLocation location) const;
+ const LinkedUniform &getUniformByLocation(UniformLocation location) const;
+ const VariableLocation &getUniformLocation(UniformLocation location) const;
+
+ const std::vector<VariableLocation> &getUniformLocations() const
+ {
+ ASSERT(!mLinkingState);
+ return mState.mUniformLocations;
+ }
+
+ const LinkedUniform &getUniformByIndex(GLuint index) const
+ {
+ ASSERT(!mLinkingState);
+ return mState.mExecutable->getUniformByIndex(index);
+ }
+
+ const BufferVariable &getBufferVariableByIndex(GLuint index) const;
+
+ enum SetUniformResult
+ {
+ SamplerChanged,
+ NoSamplerChange,
+ };
+
+ UniformLocation getUniformLocation(const std::string &name) const;
+ GLuint getUniformIndex(const std::string &name) const;
+ void setUniform1fv(UniformLocation location, GLsizei count, const GLfloat *v);
+ void setUniform2fv(UniformLocation location, GLsizei count, const GLfloat *v);
+ void setUniform3fv(UniformLocation location, GLsizei count, const GLfloat *v);
+ void setUniform4fv(UniformLocation location, GLsizei count, const GLfloat *v);
+ void setUniform1iv(Context *context, UniformLocation location, GLsizei count, const GLint *v);
+ void setUniform2iv(UniformLocation location, GLsizei count, const GLint *v);
+ void setUniform3iv(UniformLocation location, GLsizei count, const GLint *v);
+ void setUniform4iv(UniformLocation location, GLsizei count, const GLint *v);
+ void setUniform1uiv(UniformLocation location, GLsizei count, const GLuint *v);
+ void setUniform2uiv(UniformLocation location, GLsizei count, const GLuint *v);
+ void setUniform3uiv(UniformLocation location, GLsizei count, const GLuint *v);
+ void setUniform4uiv(UniformLocation location, GLsizei count, const GLuint *v);
+ void setUniformMatrix2fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ void setUniformMatrix3fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ void setUniformMatrix4fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ void setUniformMatrix2x3fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ void setUniformMatrix3x2fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ void setUniformMatrix2x4fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ void setUniformMatrix4x2fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ void setUniformMatrix3x4fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ void setUniformMatrix4x3fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+
+ void getUniformfv(const Context *context, UniformLocation location, GLfloat *params) const;
+ void getUniformiv(const Context *context, UniformLocation location, GLint *params) const;
+ void getUniformuiv(const Context *context, UniformLocation location, GLuint *params) const;
+
+ void getActiveUniformBlockName(const Context *context,
+ const UniformBlockIndex blockIndex,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *blockName) const;
+ void getActiveShaderStorageBlockName(const GLuint blockIndex,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *blockName) const;
+
+ ANGLE_INLINE GLuint getActiveUniformBlockCount() const
+ {
+ ASSERT(!mLinkingState);
+ return static_cast<GLuint>(mState.mExecutable->getActiveUniformBlockCount());
+ }
+
+ ANGLE_INLINE GLuint getActiveAtomicCounterBufferCount() const
+ {
+ ASSERT(!mLinkingState);
+ return static_cast<GLuint>(mState.mExecutable->getActiveAtomicCounterBufferCount());
+ }
+
+ ANGLE_INLINE GLuint getActiveShaderStorageBlockCount() const
+ {
+ ASSERT(!mLinkingState);
+ return static_cast<GLuint>(mState.mExecutable->getActiveShaderStorageBlockCount());
+ }
+
+ GLint getActiveUniformBlockMaxNameLength() const;
+ GLint getActiveShaderStorageBlockMaxNameLength() const;
+
+ const std::vector<LinkedUniform> &getUniforms() const { return mState.getUniforms(); }
+ GLuint getUniformBlockIndex(const std::string &name) const;
+ GLuint getShaderStorageBlockIndex(const std::string &name) const;
+
+ void bindUniformBlock(UniformBlockIndex uniformBlockIndex, GLuint uniformBlockBinding);
+ GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const;
+ GLuint getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const;
+
+ const InterfaceBlock &getUniformBlockByIndex(GLuint index) const;
+ const InterfaceBlock &getShaderStorageBlockByIndex(GLuint index) const;
+
+ void setTransformFeedbackVaryings(GLsizei count,
+ const GLchar *const *varyings,
+ GLenum bufferMode);
+ void getTransformFeedbackVarying(GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLsizei *size,
+ GLenum *type,
+ GLchar *name) const;
+ GLsizei getTransformFeedbackVaryingCount() const;
+ GLsizei getTransformFeedbackVaryingMaxLength() const;
+ GLenum getTransformFeedbackBufferMode() const;
+ GLuint getTransformFeedbackVaryingResourceIndex(const GLchar *name) const;
+ const TransformFeedbackVarying &getTransformFeedbackVaryingResource(GLuint index) const;
+
+ bool hasDrawIDUniform() const;
+ void setDrawIDUniform(GLint drawid);
+
+ bool hasBaseVertexUniform() const;
+ void setBaseVertexUniform(GLint baseVertex);
+ bool hasBaseInstanceUniform() const;
+ void setBaseInstanceUniform(GLuint baseInstance);
+
+ ANGLE_INLINE void addRef()
+ {
+ ASSERT(!mLinkingState);
+ mRefCount++;
+ }
+
+ ANGLE_INLINE void release(const Context *context)
+ {
+ ASSERT(!mLinkingState);
+ mRefCount--;
+
+ if (mRefCount == 0 && mDeleteStatus)
+ {
+ deleteSelf(context);
+ }
+ }
+
+ unsigned int getRefCount() const;
+ bool isInUse() const { return getRefCount() != 0; }
+ void flagForDeletion();
+ bool isFlaggedForDeletion() const;
+
+ void validate(const Caps &caps);
+ bool isValidated() const;
+
+ const std::vector<ImageBinding> &getImageBindings() const
+ {
+ ASSERT(!mLinkingState);
+ return getExecutable().getImageBindings();
+ }
+ const sh::WorkGroupSize &getComputeShaderLocalSize() const;
+ PrimitiveMode getGeometryShaderInputPrimitiveType() const;
+ PrimitiveMode getGeometryShaderOutputPrimitiveType() const;
+ GLint getGeometryShaderInvocations() const;
+ GLint getGeometryShaderMaxVertices() const;
+
+ GLint getTessControlShaderVertices() const;
+ GLenum getTessGenMode() const;
+ GLenum getTessGenPointMode() const;
+ GLenum getTessGenSpacing() const;
+ GLenum getTessGenVertexOrder() const;
+
+ const ProgramState &getState() const
+ {
+ ASSERT(!mLinkingState);
+ return mState;
+ }
+
+ GLuint getInputResourceIndex(const GLchar *name) const;
+ GLuint getOutputResourceIndex(const GLchar *name) const;
+ void getInputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
+ void getOutputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
+ void getUniformResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
+ void getBufferVariableResourceName(GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *name) const;
+ const sh::ShaderVariable &getInputResource(size_t index) const;
+ GLuint getResourceMaxNameSize(const sh::ShaderVariable &resource, GLint max) const;
+ GLuint getInputResourceMaxNameSize() const;
+ GLuint getOutputResourceMaxNameSize() const;
+ GLuint getResourceLocation(const GLchar *name, const sh::ShaderVariable &variable) const;
+ GLuint getInputResourceLocation(const GLchar *name) const;
+ GLuint getOutputResourceLocation(const GLchar *name) const;
+ const std::string getResourceName(const sh::ShaderVariable &resource) const;
+ const std::string getInputResourceName(GLuint index) const;
+ const std::string getOutputResourceName(GLuint index) const;
+ const sh::ShaderVariable &getOutputResource(size_t index) const;
+
+ const ProgramBindings &getAttributeBindings() const;
+ const ProgramAliasedBindings &getUniformLocationBindings() const;
+ const ProgramAliasedBindings &getFragmentOutputLocations() const;
+ const ProgramAliasedBindings &getFragmentOutputIndexes() const;
+
+ int getNumViews() const
+ {
+ ASSERT(!mLinkingState);
+ return mState.getNumViews();
+ }
+
+ bool usesMultiview() const { return mState.usesMultiview(); }
+
+ const std::vector<GLsizei> &getTransformFeedbackStrides() const;
+
+ // Program dirty bits.
+ enum DirtyBitType
+ {
+ DIRTY_BIT_UNIFORM_BLOCK_BINDING_0,
+ DIRTY_BIT_UNIFORM_BLOCK_BINDING_MAX =
+ DIRTY_BIT_UNIFORM_BLOCK_BINDING_0 + IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS,
+
+ DIRTY_BIT_COUNT = DIRTY_BIT_UNIFORM_BLOCK_BINDING_MAX,
+ };
+
+ using DirtyBits = angle::BitSet<DIRTY_BIT_COUNT>;
+
+ angle::Result syncState(const Context *context);
+
+ // Try to resolve linking. Inlined to make sure its overhead is as low as possible.
+ void resolveLink(const Context *context)
+ {
+ if (mLinkingState)
+ {
+ resolveLinkImpl(context);
+ }
+ }
+
+ ANGLE_INLINE bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
+
+ // Writes a program's binary to the output memory buffer.
+ angle::Result serialize(const Context *context, angle::MemoryBuffer *binaryOut) const;
+
+ rx::Serial serial() const { return mSerial; }
+
+ const ProgramExecutable &getExecutable() const { return mState.getExecutable(); }
+ ProgramExecutable &getExecutable() { return mState.getExecutable(); }
+
+ private:
+ struct LinkingState;
+
+ ~Program() override;
+
+ // Loads program state according to the specified binary blob.
+ angle::Result deserialize(const Context *context, BinaryInputStream &stream, InfoLog &infoLog);
+
+ void unlink();
+ void deleteSelf(const Context *context);
+
+ angle::Result linkImpl(const Context *context);
+
+ bool linkValidateShaders(const Context *context, InfoLog &infoLog);
+ bool linkAttributes(const Context *context, InfoLog &infoLog);
+ bool linkVaryings(const Context *context, InfoLog &infoLog) const;
+
+ bool linkUniforms(const Context *context,
+ std::vector<UnusedUniform> *unusedUniformsOutOrNull,
+ GLuint *combinedImageUniformsOut,
+ InfoLog &infoLog);
+
+ void updateLinkedShaderStages();
+
+ void setUniformValuesFromBindingQualifiers();
+ bool shouldIgnoreUniform(UniformLocation location) const;
+
+ void initInterfaceBlockBindings();
+
+ // Both these function update the cached uniform values and return a modified "count"
+ // so that the uniform update doesn't overflow the uniform.
+ template <typename T>
+ GLsizei clampUniformCount(const VariableLocation &locationInfo,
+ GLsizei count,
+ int vectorSize,
+ const T *v);
+ template <size_t cols, size_t rows, typename T>
+ GLsizei clampMatrixUniformCount(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const T *v);
+
+ void updateSamplerUniform(Context *context,
+ const VariableLocation &locationInfo,
+ GLsizei clampedCount,
+ const GLint *v);
+
+ template <typename DestT>
+ void getUniformInternal(const Context *context,
+ DestT *dataOut,
+ UniformLocation location,
+ GLenum nativeType,
+ int components) const;
+
+ void getResourceName(const std::string name,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *dest) const;
+
+ template <typename T>
+ GLint getActiveInterfaceBlockMaxNameLength(const std::vector<T> &resources) const;
+
+ GLuint getSamplerUniformBinding(const VariableLocation &uniformLocation) const;
+ GLuint getImageUniformBinding(const VariableLocation &uniformLocation) const;
+
+ // Block until linking is finished and resolve it.
+ void resolveLinkImpl(const gl::Context *context);
+
+ void postResolveLink(const gl::Context *context);
+
+ template <typename UniformT,
+ GLint UniformSize,
+ void (rx::ProgramImpl::*SetUniformFunc)(GLint, GLsizei, const UniformT *)>
+ void setUniformGeneric(UniformLocation location, GLsizei count, const UniformT *v);
+
+ template <
+ typename UniformT,
+ GLint MatrixC,
+ GLint MatrixR,
+ void (rx::ProgramImpl::*SetUniformMatrixFunc)(GLint, GLsizei, GLboolean, const UniformT *)>
+ void setUniformMatrixGeneric(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const UniformT *v);
+
+ rx::Serial mSerial;
+ ProgramState mState;
+ rx::ProgramImpl *mProgram;
+
+ bool mValidated;
+
+ ProgramBindings mAttributeBindings;
+
+ // EXT_blend_func_extended
+ ProgramAliasedBindings mFragmentOutputLocations;
+ ProgramAliasedBindings mFragmentOutputIndexes;
+
+ bool mLinked;
+ std::unique_ptr<LinkingState> mLinkingState;
+ bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
+
+ unsigned int mRefCount;
+
+ ShaderProgramManager *mResourceManager;
+ const ShaderProgramID mHandle;
+
+ DirtyBits mDirtyBits;
+
+ std::mutex mHistogramMutex;
+};
+} // namespace gl
+
+#endif // LIBANGLE_PROGRAM_H_