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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/ProgramD3D.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/ProgramD3D.h
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@@ -0,0 +1,613 @@
+//
+// Copyright 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.
+//
+
+// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
+#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
+
+#include <string>
+#include <vector>
+
+#include "compiler/translator/blocklayoutHLSL.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/ProgramImpl.h"
+#include "libANGLE/renderer/d3d/DynamicHLSL.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "platform/FeaturesD3D_autogen.h"
+
+namespace rx
+{
+class RendererD3D;
+class UniformStorageD3D;
+class ShaderExecutableD3D;
+
+#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
+// It should only be used selectively to work around specific bugs.
+# define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
+#endif
+
+enum class HLSLRegisterType : uint8_t
+{
+ None = 0,
+ Texture = 1,
+ UnorderedAccessView = 2
+};
+
+// Helper struct representing a single shader uniform
+// TODO(jmadill): Make uniform blocks shared between all programs, so we don't need separate
+// register indices.
+struct D3DUniform : private angle::NonCopyable
+{
+ D3DUniform(GLenum type,
+ HLSLRegisterType reg,
+ const std::string &nameIn,
+ const std::vector<unsigned int> &arraySizesIn,
+ bool defaultBlock);
+ ~D3DUniform();
+
+ bool isSampler() const;
+ bool isImage() const;
+ bool isImage2D() const;
+ bool isArray() const { return !arraySizes.empty(); }
+ unsigned int getArraySizeProduct() const;
+ bool isReferencedByShader(gl::ShaderType shaderType) const;
+
+ const uint8_t *firstNonNullData() const;
+ const uint8_t *getDataPtrToElement(size_t elementIndex) const;
+
+ // Duplicated from the GL layer
+ const gl::UniformTypeInfo &typeInfo;
+ std::string name; // Names of arrays don't include [0], unlike at the GL layer.
+ std::vector<unsigned int> arraySizes;
+
+ // Pointer to a system copies of the data. Separate pointers for each uniform storage type.
+ gl::ShaderMap<uint8_t *> mShaderData;
+
+ // Register information.
+ HLSLRegisterType regType;
+ gl::ShaderMap<unsigned int> mShaderRegisterIndexes;
+ unsigned int registerCount;
+
+ // Register "elements" are used for uniform structs in ES3, to appropriately identify single
+ // uniforms
+ // inside aggregate types, which are packed according C-like structure rules.
+ unsigned int registerElement;
+
+ // Special buffer for sampler values.
+ std::vector<GLint> mSamplerData;
+};
+
+struct D3DInterfaceBlock
+{
+ D3DInterfaceBlock();
+ D3DInterfaceBlock(const D3DInterfaceBlock &other);
+
+ bool activeInShader(gl::ShaderType shaderType) const
+ {
+ return mShaderRegisterIndexes[shaderType] != GL_INVALID_INDEX;
+ }
+
+ gl::ShaderMap<unsigned int> mShaderRegisterIndexes;
+};
+
+struct D3DUniformBlock : D3DInterfaceBlock
+{
+ D3DUniformBlock();
+ D3DUniformBlock(const D3DUniformBlock &other);
+
+ gl::ShaderMap<bool> mUseStructuredBuffers;
+ gl::ShaderMap<unsigned int> mByteWidths;
+ gl::ShaderMap<unsigned int> mStructureByteStrides;
+};
+
+struct ShaderStorageBlock
+{
+ std::string name;
+ unsigned int arraySize = 0;
+ unsigned int registerIndex = 0;
+};
+
+struct D3DUBOCache
+{
+ unsigned int registerIndex;
+ int binding;
+};
+
+struct D3DUBOCacheUseSB : D3DUBOCache
+{
+ unsigned int byteWidth;
+ unsigned int structureByteStride;
+};
+
+struct D3DVarying final
+{
+ D3DVarying();
+ D3DVarying(const std::string &semanticNameIn,
+ unsigned int semanticIndexIn,
+ unsigned int componentCountIn,
+ unsigned int outputSlotIn);
+
+ D3DVarying(const D3DVarying &) = default;
+ D3DVarying &operator=(const D3DVarying &) = default;
+
+ std::string semanticName;
+ unsigned int semanticIndex;
+ unsigned int componentCount;
+ unsigned int outputSlot;
+};
+
+class ProgramD3DMetadata final : angle::NonCopyable
+{
+ public:
+ ProgramD3DMetadata(RendererD3D *renderer,
+ const gl::ShaderMap<const ShaderD3D *> &attachedShaders,
+ EGLenum clientType);
+ ~ProgramD3DMetadata();
+
+ int getRendererMajorShaderModel() const;
+ bool usesBroadcast(const gl::State &data) const;
+ bool usesSecondaryColor() const;
+ bool usesFragDepth() const;
+ bool usesPointCoord() const;
+ bool usesFragCoord() const;
+ bool usesPointSize() const;
+ bool usesInsertedPointCoordValue() const;
+ bool usesViewScale() const;
+ bool hasANGLEMultiviewEnabled() const;
+ bool usesVertexID() const;
+ bool usesViewID() const;
+ bool canSelectViewInVertexShader() const;
+ bool addsPointCoordToVertexShader() const;
+ bool usesTransformFeedbackGLPosition() const;
+ bool usesSystemValuePointSize() const;
+ bool usesMultipleFragmentOuts() const;
+ bool usesCustomOutVars() const;
+ const ShaderD3D *getFragmentShader() const;
+
+ private:
+ const int mRendererMajorShaderModel;
+ const std::string mShaderModelSuffix;
+ const bool mUsesInstancedPointSpriteEmulation;
+ const bool mUsesViewScale;
+ const bool mCanSelectViewInVertexShader;
+ const gl::ShaderMap<const ShaderD3D *> mAttachedShaders;
+ const EGLenum mClientType;
+};
+
+using D3DUniformMap = std::map<std::string, D3DUniform *>;
+
+class ProgramD3D : public ProgramImpl
+{
+ public:
+ ProgramD3D(const gl::ProgramState &data, RendererD3D *renderer);
+ ~ProgramD3D() override;
+
+ const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
+
+ GLint getSamplerMapping(gl::ShaderType type,
+ unsigned int samplerIndex,
+ const gl::Caps &caps) const;
+ gl::TextureType getSamplerTextureType(gl::ShaderType type, unsigned int samplerIndex) const;
+ gl::RangeUI getUsedSamplerRange(gl::ShaderType type) const;
+
+ enum SamplerMapping
+ {
+ WasDirty,
+ WasClean,
+ };
+
+ SamplerMapping updateSamplerMapping();
+
+ GLint getImageMapping(gl::ShaderType type,
+ unsigned int imageIndex,
+ bool readonly,
+ const gl::Caps &caps) const;
+ gl::RangeUI getUsedImageRange(gl::ShaderType type, bool readonly) const;
+
+ bool usesPointSize() const { return mUsesPointSize; }
+ bool usesPointSpriteEmulation() const;
+ bool usesGeometryShader(const gl::State &state, gl::PrimitiveMode drawMode) const;
+ bool usesGeometryShaderForPointSpriteEmulation() const;
+ bool usesGetDimensionsIgnoresBaseLevel() const;
+ bool usesInstancedPointSpriteEmulation() const;
+
+ std::unique_ptr<LinkEvent> load(const gl::Context *context,
+ gl::BinaryInputStream *stream,
+ gl::InfoLog &infoLog) override;
+ void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
+ void setBinaryRetrievableHint(bool retrievable) override;
+ void setSeparable(bool separable) override;
+
+ angle::Result getVertexExecutableForCachedInputLayout(d3d::Context *context,
+ ShaderExecutableD3D **outExectuable,
+ gl::InfoLog *infoLog);
+ angle::Result getGeometryExecutableForPrimitiveType(d3d::Context *errContext,
+ const gl::State &state,
+ gl::PrimitiveMode drawMode,
+ ShaderExecutableD3D **outExecutable,
+ gl::InfoLog *infoLog);
+ angle::Result getPixelExecutableForCachedOutputLayout(d3d::Context *context,
+ ShaderExecutableD3D **outExectuable,
+ gl::InfoLog *infoLog);
+ angle::Result getComputeExecutableForImage2DBindLayout(const gl::Context *glContext,
+ d3d::Context *context,
+ ShaderExecutableD3D **outExecutable,
+ gl::InfoLog *infoLog);
+ std::unique_ptr<LinkEvent> link(const gl::Context *context,
+ const gl::ProgramLinkedResources &resources,
+ gl::InfoLog &infoLog,
+ const gl::ProgramMergedVaryings &mergedVaryings) override;
+ GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
+
+ void updateUniformBufferCache(const gl::Caps &caps);
+
+ unsigned int getAtomicCounterBufferRegisterIndex(GLuint binding,
+ gl::ShaderType shaderType) const;
+
+ unsigned int getShaderStorageBufferRegisterIndex(GLuint blockIndex,
+ gl::ShaderType shaderType) const;
+ const std::vector<D3DUBOCache> &getShaderUniformBufferCache(gl::ShaderType shaderType) const;
+ const std::vector<D3DUBOCacheUseSB> &getShaderUniformBufferCacheUseSB(
+ gl::ShaderType shaderType) const;
+
+ void dirtyAllUniforms();
+
+ void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
+ void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
+ void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
+ void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
+ void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
+ void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
+ void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
+ void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
+ void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
+ void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
+ void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
+ void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
+ void setUniformMatrix2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value) override;
+ void setUniformMatrix3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value) override;
+ void setUniformMatrix4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value) override;
+ void setUniformMatrix2x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value) override;
+ void setUniformMatrix3x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value) override;
+ void setUniformMatrix2x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value) override;
+ void setUniformMatrix4x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value) override;
+ void setUniformMatrix3x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value) override;
+ void setUniformMatrix4x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value) override;
+
+ void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override;
+ void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override;
+ void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override;
+
+ UniformStorageD3D *getShaderUniformStorage(gl::ShaderType shaderType) const
+ {
+ return mShaderUniformStorages[shaderType].get();
+ }
+
+ unsigned int getSerial() const;
+
+ const AttribIndexArray &getAttribLocationToD3DSemantics() const
+ {
+ return mAttribLocationToD3DSemantic;
+ }
+
+ void updateCachedInputLayout(Serial associatedSerial, const gl::State &state);
+ void updateCachedOutputLayout(const gl::Context *context, const gl::Framebuffer *framebuffer);
+ void updateCachedComputeImage2DBindLayout(const gl::Context *context);
+
+ bool isSamplerMappingDirty() { return mDirtySamplerMapping; }
+
+ // Checks if we need to recompile certain shaders.
+ bool hasVertexExecutableForCachedInputLayout();
+ bool hasGeometryExecutableForPrimitiveType(const gl::State &state, gl::PrimitiveMode drawMode);
+ bool hasPixelExecutableForCachedOutputLayout();
+ bool hasComputeExecutableForCachedImage2DBindLayout();
+
+ bool anyShaderUniformsDirty() const { return mShaderUniformsDirty.any(); }
+
+ bool areShaderUniformsDirty(gl::ShaderType shaderType) const
+ {
+ return mShaderUniformsDirty[shaderType];
+ }
+ const std::vector<D3DUniform *> &getD3DUniforms() const { return mD3DUniforms; }
+ void markUniformsClean();
+
+ const gl::ProgramState &getState() const { return mState; }
+
+ bool hasShaderStage(gl::ShaderType shaderType) const
+ {
+ return mState.getExecutable().getLinkedShaderStages()[shaderType];
+ }
+
+ void assignImage2DRegisters(gl::ShaderType shaderType,
+ unsigned int startImageIndex,
+ int startLogicalImageUnit,
+ bool readonly);
+ bool hasNamedUniform(const std::string &name);
+
+ bool usesVertexID() const { return mUsesVertexID; }
+
+ private:
+ // These forward-declared tasks are used for multi-thread shader compiles.
+ class GetExecutableTask;
+ class GetVertexExecutableTask;
+ class GetPixelExecutableTask;
+ class GetGeometryExecutableTask;
+ class GetComputeExecutableTask;
+ class GraphicsProgramLinkEvent;
+ class ComputeProgramLinkEvent;
+
+ class LoadBinaryTask;
+ class LoadBinaryLinkEvent;
+
+ class VertexExecutable
+ {
+ public:
+ enum HLSLAttribType
+ {
+ FLOAT,
+ UNSIGNED_INT,
+ SIGNED_INT,
+ };
+
+ typedef std::vector<HLSLAttribType> Signature;
+
+ VertexExecutable(const gl::InputLayout &inputLayout,
+ const Signature &signature,
+ ShaderExecutableD3D *shaderExecutable);
+ ~VertexExecutable();
+
+ bool matchesSignature(const Signature &signature) const;
+ static void getSignature(RendererD3D *renderer,
+ const gl::InputLayout &inputLayout,
+ Signature *signatureOut);
+
+ const gl::InputLayout &inputs() const { return mInputs; }
+ const Signature &signature() const { return mSignature; }
+ ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
+
+ private:
+ static HLSLAttribType GetAttribType(GLenum type);
+
+ gl::InputLayout mInputs;
+ Signature mSignature;
+ ShaderExecutableD3D *mShaderExecutable;
+ };
+
+ class PixelExecutable
+ {
+ public:
+ PixelExecutable(const std::vector<GLenum> &outputSignature,
+ ShaderExecutableD3D *shaderExecutable);
+ ~PixelExecutable();
+
+ bool matchesSignature(const std::vector<GLenum> &signature) const
+ {
+ return mOutputSignature == signature;
+ }
+
+ const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
+ ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
+
+ private:
+ std::vector<GLenum> mOutputSignature;
+ ShaderExecutableD3D *mShaderExecutable;
+ };
+
+ class ComputeExecutable
+ {
+ public:
+ ComputeExecutable(const gl::ImageUnitTextureTypeMap &signature,
+ std::unique_ptr<ShaderExecutableD3D> shaderExecutable);
+ ~ComputeExecutable();
+
+ bool matchesSignature(const gl::ImageUnitTextureTypeMap &signature) const
+ {
+ return mSignature == signature;
+ }
+
+ const gl::ImageUnitTextureTypeMap &signature() const { return mSignature; }
+ ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable.get(); }
+
+ private:
+ gl::ImageUnitTextureTypeMap mSignature;
+ std::unique_ptr<ShaderExecutableD3D> mShaderExecutable;
+ };
+
+ struct Sampler
+ {
+ Sampler();
+
+ bool active;
+ GLint logicalTextureUnit;
+ gl::TextureType textureType;
+ };
+
+ struct Image
+ {
+ Image();
+ bool active;
+ GLint logicalImageUnit;
+ };
+
+ void initializeUniformStorage(const gl::ShaderBitSet &availableShaderStages);
+
+ void defineUniformsAndAssignRegisters(const gl::Context *context);
+ void defineUniformBase(const gl::Shader *shader,
+ const sh::ShaderVariable &uniform,
+ D3DUniformMap *uniformMap);
+ void assignAllSamplerRegisters();
+ void assignSamplerRegisters(size_t uniformIndex);
+
+ static void AssignSamplers(unsigned int startSamplerIndex,
+ const gl::UniformTypeInfo &typeInfo,
+ unsigned int samplerCount,
+ std::vector<Sampler> &outSamplers,
+ gl::RangeUI *outUsedRange);
+
+ void assignAllImageRegisters();
+ void assignAllAtomicCounterRegisters();
+ void assignImageRegisters(size_t uniformIndex);
+ static void AssignImages(unsigned int startImageIndex,
+ int startLogicalImageUnit,
+ unsigned int imageCount,
+ std::vector<Image> &outImages,
+ gl::RangeUI *outUsedRange);
+
+ template <typename DestT>
+ void getUniformInternal(GLint location, DestT *dataOut) const;
+
+ template <typename T>
+ void setUniformImpl(D3DUniform *targetUniform,
+ const gl::VariableLocation &locationInfo,
+ GLsizei count,
+ const T *v,
+ uint8_t *targetData,
+ GLenum uniformType);
+
+ template <typename T>
+ void setUniformInternal(GLint location, GLsizei count, const T *v, GLenum uniformType);
+
+ template <int cols, int rows>
+ void setUniformMatrixfvInternal(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+
+ std::unique_ptr<LinkEvent> compileProgramExecutables(const gl::Context *context,
+ gl::InfoLog &infoLog);
+ std::unique_ptr<LinkEvent> compileComputeExecutable(const gl::Context *context,
+ gl::InfoLog &infoLog);
+
+ angle::Result loadBinaryShaderExecutables(d3d::Context *contextD3D,
+ gl::BinaryInputStream *stream,
+ gl::InfoLog &infoLog);
+
+ void gatherTransformFeedbackVaryings(const gl::VaryingPacking &varyings,
+ const BuiltinInfo &builtins);
+ D3DUniform *getD3DUniformFromLocation(GLint location);
+ const D3DUniform *getD3DUniformFromLocation(GLint location) const;
+
+ void initAttribLocationsToD3DSemantic(const gl::Context *context);
+
+ void reset();
+ void initializeUniformBlocks();
+ void initializeShaderStorageBlocks(const gl::Context *context);
+
+ void updateCachedInputLayoutFromShader(const gl::Context *context);
+ void updateCachedOutputLayoutFromShader();
+ void updateCachedImage2DBindLayoutFromShader(gl::ShaderType shaderType);
+ void updateCachedVertexExecutableIndex();
+ void updateCachedPixelExecutableIndex();
+ void updateCachedComputeExecutableIndex();
+
+ void linkResources(const gl::Context *context, const gl::ProgramLinkedResources &resources);
+
+ RendererD3D *mRenderer;
+ DynamicHLSL *mDynamicHLSL;
+
+ std::vector<std::unique_ptr<VertexExecutable>> mVertexExecutables;
+ std::vector<std::unique_ptr<PixelExecutable>> mPixelExecutables;
+ angle::PackedEnumMap<gl::PrimitiveMode, std::unique_ptr<ShaderExecutableD3D>>
+ mGeometryExecutables;
+ std::vector<std::unique_ptr<ComputeExecutable>> mComputeExecutables;
+
+ gl::ShaderMap<std::string> mShaderHLSL;
+ gl::ShaderMap<CompilerWorkaroundsD3D> mShaderWorkarounds;
+
+ bool mUsesFragDepth;
+ bool mHasANGLEMultiviewEnabled;
+ bool mUsesVertexID;
+ bool mUsesViewID;
+ std::vector<PixelShaderOutputVariable> mPixelShaderKey;
+
+ // Common code for all dynamic geometry shaders. Consists mainly of the GS input and output
+ // structures, built from the linked varying info. We store the string itself instead of the
+ // packed varyings for simplicity.
+ std::string mGeometryShaderPreamble;
+
+ bool mUsesPointSize;
+ bool mUsesFlatInterpolation;
+
+ gl::ShaderMap<std::unique_ptr<UniformStorageD3D>> mShaderUniformStorages;
+
+ gl::ShaderMap<std::vector<Sampler>> mShaderSamplers;
+ gl::ShaderMap<gl::RangeUI> mUsedShaderSamplerRanges;
+ bool mDirtySamplerMapping;
+
+ gl::ShaderMap<std::vector<Image>> mImages;
+ gl::ShaderMap<std::vector<Image>> mReadonlyImages;
+ gl::ShaderMap<gl::RangeUI> mUsedImageRange;
+ gl::ShaderMap<gl::RangeUI> mUsedReadonlyImageRange;
+ gl::ShaderMap<gl::RangeUI> mUsedAtomicCounterRange;
+
+ // Cache for pixel shader output layout to save reallocations.
+ std::vector<GLenum> mPixelShaderOutputLayoutCache;
+ Optional<size_t> mCachedPixelExecutableIndex;
+
+ AttribIndexArray mAttribLocationToD3DSemantic;
+
+ unsigned int mSerial;
+
+ gl::ShaderMap<std::vector<D3DUBOCache>> mShaderUBOCaches;
+ gl::ShaderMap<std::vector<D3DUBOCacheUseSB>> mShaderUBOCachesUseSB;
+ VertexExecutable::Signature mCachedVertexSignature;
+ gl::InputLayout mCachedInputLayout;
+ Optional<size_t> mCachedVertexExecutableIndex;
+
+ std::vector<D3DVarying> mStreamOutVaryings;
+ std::vector<D3DUniform *> mD3DUniforms;
+ std::map<std::string, int> mImageBindingMap;
+ std::map<std::string, int> mAtomicBindingMap;
+ std::vector<D3DUniformBlock> mD3DUniformBlocks;
+ std::vector<D3DInterfaceBlock> mD3DShaderStorageBlocks;
+ gl::ShaderMap<std::vector<ShaderStorageBlock>> mShaderStorageBlocks;
+ std::array<unsigned int, gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS>
+ mComputeAtomicCounterBufferRegisterIndices;
+
+ gl::ShaderMap<std::vector<sh::ShaderVariable>> mImage2DUniforms;
+ gl::ShaderMap<gl::ImageUnitTextureTypeMap> mImage2DBindLayoutCache;
+ Optional<size_t> mCachedComputeExecutableIndex;
+
+ gl::ShaderBitSet mShaderUniformsDirty;
+
+ static unsigned int issueSerial();
+ static unsigned int mCurrentSerial;
+
+ Serial mCurrentVertexArrayStateSerial;
+};
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_