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+//
+// Copyright 2020 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.
+//
+// ProgramExecutable.h: Collects the information and interfaces common to both Programs and
+// ProgramPipelines in order to execute/draw with either.
+
+#ifndef LIBANGLE_PROGRAMEXECUTABLE_H_
+#define LIBANGLE_PROGRAMEXECUTABLE_H_
+
+#include "BinaryStream.h"
+#include "libANGLE/Caps.h"
+#include "libANGLE/InfoLog.h"
+#include "libANGLE/ProgramLinkedResources.h"
+#include "libANGLE/Shader.h"
+#include "libANGLE/Uniform.h"
+#include "libANGLE/VaryingPacking.h"
+#include "libANGLE/angletypes.h"
+
+namespace gl
+{
+
+// This small structure encapsulates binding sampler uniforms to active GL textures.
+struct SamplerBinding
+{
+ SamplerBinding(TextureType textureTypeIn,
+ GLenum samplerTypeIn,
+ SamplerFormat formatIn,
+ size_t elementCount);
+ SamplerBinding(const SamplerBinding &other);
+ ~SamplerBinding();
+
+ // Necessary for retrieving active textures from the GL state.
+ TextureType textureType;
+
+ GLenum samplerType;
+
+ SamplerFormat format;
+
+ // List of all textures bound to this sampler, of type textureType.
+ // Cropped by the amount of unused elements reported by the driver.
+ std::vector<GLuint> boundTextureUnits;
+};
+
+struct ImageBinding
+{
+ ImageBinding(size_t count, TextureType textureTypeIn);
+ ImageBinding(GLuint imageUnit, size_t count, TextureType textureTypeIn);
+ ImageBinding(const ImageBinding &other);
+ ~ImageBinding();
+
+ // Necessary for distinguishing between textures with images and texture buffers.
+ TextureType textureType;
+
+ // List of all textures bound.
+ // Cropped by the amount of unused elements reported by the driver.
+ std::vector<GLuint> boundImageUnits;
+};
+
+// A varying with transform feedback enabled. If it's an array, either the whole array or one of its
+// elements specified by 'arrayIndex' can set to be enabled.
+struct TransformFeedbackVarying : public sh::ShaderVariable
+{
+ TransformFeedbackVarying(const sh::ShaderVariable &varyingIn, GLuint arrayIndexIn)
+ : sh::ShaderVariable(varyingIn), arrayIndex(arrayIndexIn)
+ {
+ ASSERT(!isArrayOfArrays());
+ }
+
+ TransformFeedbackVarying(const sh::ShaderVariable &field, const sh::ShaderVariable &parent)
+ : arrayIndex(GL_INVALID_INDEX)
+ {
+ sh::ShaderVariable *thisVar = this;
+ *thisVar = field;
+ interpolation = parent.interpolation;
+ isInvariant = parent.isInvariant;
+ ASSERT(parent.isShaderIOBlock || !parent.name.empty());
+ if (!parent.name.empty())
+ {
+ name = parent.name + "." + name;
+ mappedName = parent.mappedName + "." + mappedName;
+ }
+ structOrBlockName = parent.structOrBlockName;
+ mappedStructOrBlockName = parent.mappedStructOrBlockName;
+ }
+
+ std::string nameWithArrayIndex() const
+ {
+ std::stringstream fullNameStr;
+ fullNameStr << name;
+ if (arrayIndex != GL_INVALID_INDEX)
+ {
+ fullNameStr << "[" << arrayIndex << "]";
+ }
+ return fullNameStr.str();
+ }
+ GLsizei size() const
+ {
+ return (isArray() && arrayIndex == GL_INVALID_INDEX ? getOutermostArraySize() : 1);
+ }
+
+ GLuint arrayIndex;
+};
+
+class ProgramState;
+class ProgramPipelineState;
+
+class ProgramExecutable final : public angle::Subject
+{
+ public:
+ ProgramExecutable();
+ ProgramExecutable(const ProgramExecutable &other);
+ ~ProgramExecutable() override;
+
+ void reset(bool clearInfoLog);
+
+ void save(bool isSeparable, gl::BinaryOutputStream *stream) const;
+ void load(bool isSeparable, gl::BinaryInputStream *stream);
+
+ int getInfoLogLength() const;
+ InfoLog &getInfoLog() { return mInfoLog; }
+ void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
+ std::string getInfoLogString() const;
+ void resetInfoLog() { mInfoLog.reset(); }
+
+ void resetLinkedShaderStages() { mLinkedShaderStages.reset(); }
+ const ShaderBitSet &getLinkedShaderStages() const { return mLinkedShaderStages; }
+ void setLinkedShaderStages(ShaderType shaderType)
+ {
+ mLinkedShaderStages.set(shaderType);
+ updateCanDrawWith();
+ }
+ bool hasLinkedShaderStage(ShaderType shaderType) const
+ {
+ ASSERT(shaderType != ShaderType::InvalidEnum);
+ return mLinkedShaderStages[shaderType];
+ }
+ size_t getLinkedShaderStageCount() const { return mLinkedShaderStages.count(); }
+ bool hasLinkedGraphicsShader() const
+ {
+ return mLinkedShaderStages.any() &&
+ mLinkedShaderStages != gl::ShaderBitSet{gl::ShaderType::Compute};
+ }
+ bool hasLinkedTessellationShader() const
+ {
+ return mLinkedShaderStages[ShaderType::TessEvaluation];
+ }
+
+ ShaderType getLinkedTransformFeedbackStage() const;
+
+ const AttributesMask &getActiveAttribLocationsMask() const
+ {
+ return mActiveAttribLocationsMask;
+ }
+ bool isAttribLocationActive(size_t attribLocation) const;
+ const AttributesMask &getNonBuiltinAttribLocationsMask() const { return mAttributesMask; }
+ unsigned int getMaxActiveAttribLocation() const { return mMaxActiveAttribLocation; }
+ const ComponentTypeMask &getAttributesTypeMask() const { return mAttributesTypeMask; }
+ AttributesMask getAttributesMask() const;
+
+ const ActiveTextureMask &getActiveSamplersMask() const { return mActiveSamplersMask; }
+ void setActiveTextureMask(ActiveTextureMask mask) { mActiveSamplersMask = mask; }
+ SamplerFormat getSamplerFormatForTextureUnitIndex(size_t textureUnitIndex) const
+ {
+ return mActiveSamplerFormats[textureUnitIndex];
+ }
+ const ShaderBitSet getSamplerShaderBitsForTextureUnitIndex(size_t textureUnitIndex) const
+ {
+ return mActiveSamplerShaderBits[textureUnitIndex];
+ }
+ const ActiveTextureMask &getActiveImagesMask() const { return mActiveImagesMask; }
+ void setActiveImagesMask(ActiveTextureMask mask) { mActiveImagesMask = mask; }
+ const ActiveTextureArray<ShaderBitSet> &getActiveImageShaderBits() const
+ {
+ return mActiveImageShaderBits;
+ }
+
+ const ActiveTextureMask &getActiveYUVSamplers() const { return mActiveSamplerYUV; }
+
+ const ActiveTextureArray<TextureType> &getActiveSamplerTypes() const
+ {
+ return mActiveSamplerTypes;
+ }
+
+ void setActive(size_t textureUnit,
+ const SamplerBinding &samplerBinding,
+ const gl::LinkedUniform &samplerUniform);
+ void setInactive(size_t textureUnit);
+ void hasSamplerTypeConflict(size_t textureUnit);
+ void hasSamplerFormatConflict(size_t textureUnit);
+
+ void updateActiveSamplers(const ProgramState &programState);
+
+ bool hasDefaultUniforms() const;
+ bool hasTextures() const;
+ bool hasUniformBuffers() const;
+ bool hasStorageBuffers() const;
+ bool hasAtomicCounterBuffers() const;
+ bool hasImages() const;
+ bool hasTransformFeedbackOutput() const
+ {
+ return !getLinkedTransformFeedbackVaryings().empty();
+ }
+ bool usesFramebufferFetch() const;
+
+ // Count the number of uniform and storage buffer declarations, counting arrays as one.
+ size_t getTransformFeedbackBufferCount() const { return mTransformFeedbackStrides.size(); }
+
+ void updateCanDrawWith();
+ bool hasVertexShader() const { return mCanDrawWith; }
+
+ const std::vector<sh::ShaderVariable> &getProgramInputs() const { return mProgramInputs; }
+ const std::vector<sh::ShaderVariable> &getOutputVariables() const { return mOutputVariables; }
+ const std::vector<VariableLocation> &getOutputLocations() const { return mOutputLocations; }
+ const std::vector<VariableLocation> &getSecondaryOutputLocations() const
+ {
+ return mSecondaryOutputLocations;
+ }
+ const std::vector<LinkedUniform> &getUniforms() const { return mUniforms; }
+ const std::vector<InterfaceBlock> &getUniformBlocks() const { return mUniformBlocks; }
+ const UniformBlockBindingMask &getActiveUniformBlockBindings() const
+ {
+ return mActiveUniformBlockBindings;
+ }
+ const std::vector<SamplerBinding> &getSamplerBindings() const { return mSamplerBindings; }
+ const std::vector<ImageBinding> &getImageBindings() const { return mImageBindings; }
+ std::vector<ImageBinding> *getImageBindings() { return &mImageBindings; }
+ const RangeUI &getDefaultUniformRange() const { return mDefaultUniformRange; }
+ const RangeUI &getSamplerUniformRange() const { return mSamplerUniformRange; }
+ const RangeUI &getImageUniformRange() const { return mImageUniformRange; }
+ const RangeUI &getAtomicCounterUniformRange() const { return mAtomicCounterUniformRange; }
+ const RangeUI &getFragmentInoutRange() const { return mFragmentInoutRange; }
+ bool hasDiscard() const { return mHasDiscard; }
+ bool enablesPerSampleShading() const { return mEnablesPerSampleShading; }
+ BlendEquationBitSet getAdvancedBlendEquations() const { return mAdvancedBlendEquations; }
+ const std::vector<TransformFeedbackVarying> &getLinkedTransformFeedbackVaryings() const
+ {
+ return mLinkedTransformFeedbackVaryings;
+ }
+ GLint getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
+ GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const
+ {
+ ASSERT(uniformBlockIndex < mUniformBlocks.size());
+ return mUniformBlocks[uniformBlockIndex].binding;
+ }
+ GLuint getShaderStorageBlockBinding(GLuint blockIndex) const
+ {
+ ASSERT(blockIndex < mShaderStorageBlocks.size());
+ return mShaderStorageBlocks[blockIndex].binding;
+ }
+ const std::vector<GLsizei> &getTransformFeedbackStrides() const
+ {
+ return mTransformFeedbackStrides;
+ }
+ const std::vector<AtomicCounterBuffer> &getAtomicCounterBuffers() const
+ {
+ return mAtomicCounterBuffers;
+ }
+ const std::vector<InterfaceBlock> &getShaderStorageBlocks() const
+ {
+ return mShaderStorageBlocks;
+ }
+ const LinkedUniform &getUniformByIndex(GLuint index) const
+ {
+ ASSERT(index < static_cast<size_t>(mUniforms.size()));
+ return mUniforms[index];
+ }
+
+ ANGLE_INLINE GLuint getActiveUniformBlockCount() const
+ {
+ return static_cast<GLuint>(mUniformBlocks.size());
+ }
+
+ ANGLE_INLINE GLuint getActiveAtomicCounterBufferCount() const
+ {
+ return static_cast<GLuint>(mAtomicCounterBuffers.size());
+ }
+
+ ANGLE_INLINE GLuint getActiveShaderStorageBlockCount() const
+ {
+ size_t shaderStorageBlocksSize = mShaderStorageBlocks.size();
+ return static_cast<GLuint>(shaderStorageBlocksSize);
+ }
+
+ GLuint getUniformIndexFromImageIndex(GLuint imageIndex) const;
+
+ GLuint getUniformIndexFromSamplerIndex(GLuint samplerIndex) const;
+
+ void saveLinkedStateInfo(const Context *context, const ProgramState &state);
+ const std::vector<sh::ShaderVariable> &getLinkedOutputVaryings(ShaderType shaderType) const
+ {
+ return mLinkedOutputVaryings[shaderType];
+ }
+ const std::vector<sh::ShaderVariable> &getLinkedInputVaryings(ShaderType shaderType) const
+ {
+ return mLinkedInputVaryings[shaderType];
+ }
+
+ const std::vector<sh::ShaderVariable> &getLinkedUniforms(ShaderType shaderType) const
+ {
+ return mLinkedUniforms[shaderType];
+ }
+
+ const std::vector<sh::InterfaceBlock> &getLinkedUniformBlocks(ShaderType shaderType) const
+ {
+ return mLinkedUniformBlocks[shaderType];
+ }
+
+ int getLinkedShaderVersion(ShaderType shaderType) const
+ {
+ return mLinkedShaderVersions[shaderType];
+ }
+
+ bool isYUVOutput() const;
+
+ PrimitiveMode getGeometryShaderInputPrimitiveType() const
+ {
+ return mGeometryShaderInputPrimitiveType;
+ }
+
+ PrimitiveMode getGeometryShaderOutputPrimitiveType() const
+ {
+ return mGeometryShaderOutputPrimitiveType;
+ }
+
+ int getGeometryShaderInvocations() const { return mGeometryShaderInvocations; }
+
+ int getGeometryShaderMaxVertices() const { return mGeometryShaderMaxVertices; }
+
+ GLenum getTessGenMode() const { return mTessGenMode; }
+
+ void resetCachedValidateSamplersResult() { mCachedValidateSamplersResult.reset(); }
+ bool validateSamplers(InfoLog *infoLog, const Caps &caps) const
+ {
+ // Use the cache if:
+ // - we aren't using an info log (which gives the full error).
+ // - The sample mapping hasn't changed and we've already validated.
+ if (infoLog == nullptr && mCachedValidateSamplersResult.valid())
+ {
+ return mCachedValidateSamplersResult.value();
+ }
+
+ return validateSamplersImpl(infoLog, caps);
+ }
+
+ ComponentTypeMask getFragmentOutputsTypeMask() const { return mDrawBufferTypeMask; }
+ DrawBufferMask getActiveOutputVariablesMask() const { return mActiveOutputVariablesMask; }
+
+ bool linkUniforms(const Context *context,
+ const ShaderMap<std::vector<sh::ShaderVariable>> &shaderUniforms,
+ InfoLog &infoLog,
+ const ProgramAliasedBindings &uniformLocationBindings,
+ GLuint *combinedImageUniformsCount,
+ std::vector<UnusedUniform> *unusedUniforms,
+ std::vector<VariableLocation> *uniformLocationsOutOrNull);
+
+ void copyInputsFromProgram(const ProgramState &programState);
+ void copyShaderBuffersFromProgram(const ProgramState &programState, ShaderType shaderType);
+ void clearSamplerBindings();
+ void copySamplerBindingsFromProgram(const ProgramState &programState);
+ void copyImageBindingsFromProgram(const ProgramState &programState);
+ void copyOutputsFromProgram(const ProgramState &programState);
+ void copyUniformsFromProgramMap(const ShaderMap<Program *> &programs);
+
+ private:
+ friend class Program;
+ friend class ProgramPipeline;
+ friend class ProgramState;
+
+ void updateActiveImages(const ProgramExecutable &executable);
+
+ // Scans the sampler bindings for type conflicts with sampler 'textureUnitIndex'.
+ void setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex,
+ std::vector<SamplerBinding> &samplerBindings);
+
+ bool linkMergedVaryings(const Context *context,
+ const ProgramMergedVaryings &mergedVaryings,
+ const std::vector<std::string> &transformFeedbackVaryingNames,
+ const LinkingVariables &linkingVariables,
+ bool isSeparable,
+ ProgramVaryingPacking *varyingPacking);
+
+ bool linkValidateTransformFeedback(
+ const Context *context,
+ const ProgramMergedVaryings &varyings,
+ ShaderType stage,
+ const std::vector<std::string> &transformFeedbackVaryingNames);
+
+ void gatherTransformFeedbackVaryings(
+ const ProgramMergedVaryings &varyings,
+ ShaderType stage,
+ const std::vector<std::string> &transformFeedbackVaryingNames);
+
+ void updateTransformFeedbackStrides();
+
+ bool validateSamplersImpl(InfoLog *infoLog, const Caps &caps) const;
+
+ bool linkValidateOutputVariables(const Caps &caps,
+ const Extensions &extensions,
+ const Version &version,
+ GLuint combinedImageUniformsCount,
+ GLuint combinedShaderStorageBlocksCount,
+ const std::vector<sh::ShaderVariable> &outputVariables,
+ int fragmentShaderVersion,
+ const ProgramAliasedBindings &fragmentOutputLocations,
+ const ProgramAliasedBindings &fragmentOutputIndices);
+
+ void linkSamplerAndImageBindings(GLuint *combinedImageUniformsCount);
+ bool linkAtomicCounterBuffers(const Context *context, InfoLog &infoLog);
+
+ InfoLog mInfoLog;
+
+ ShaderBitSet mLinkedShaderStages;
+
+ angle::BitSet<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
+ unsigned int mMaxActiveAttribLocation;
+ ComponentTypeMask mAttributesTypeMask;
+ // mAttributesMask is identical to mActiveAttribLocationsMask with built-in attributes removed.
+ AttributesMask mAttributesMask;
+
+ // Cached mask of active samplers and sampler types.
+ ActiveTextureMask mActiveSamplersMask;
+ ActiveTextureArray<uint32_t> mActiveSamplerRefCounts;
+ ActiveTextureArray<TextureType> mActiveSamplerTypes;
+ ActiveTextureMask mActiveSamplerYUV;
+ ActiveTextureArray<SamplerFormat> mActiveSamplerFormats;
+ ActiveTextureArray<ShaderBitSet> mActiveSamplerShaderBits;
+
+ // Cached mask of active images.
+ ActiveTextureMask mActiveImagesMask;
+ ActiveTextureArray<ShaderBitSet> mActiveImageShaderBits;
+
+ bool mCanDrawWith;
+
+ // Names and mapped names of output variables that are arrays include [0] in the end, similarly
+ // to uniforms.
+ std::vector<sh::ShaderVariable> mOutputVariables;
+ std::vector<VariableLocation> mOutputLocations;
+ DrawBufferMask mActiveOutputVariablesMask;
+ // EXT_blend_func_extended secondary outputs (ones with index 1)
+ std::vector<VariableLocation> mSecondaryOutputLocations;
+ bool mYUVOutput;
+ // Vertex attributes, Fragment input varyings, etc.
+ std::vector<sh::ShaderVariable> mProgramInputs;
+ std::vector<TransformFeedbackVarying> mLinkedTransformFeedbackVaryings;
+ // The size of the data written to each transform feedback buffer per vertex.
+ std::vector<GLsizei> mTransformFeedbackStrides;
+ GLenum mTransformFeedbackBufferMode;
+ // Uniforms are sorted in order:
+ // 1. Non-opaque uniforms
+ // 2. Sampler uniforms
+ // 3. Image uniforms
+ // 4. Atomic counter uniforms
+ // 5. Subpass Input uniforms (Only for Vulkan)
+ // 6. Uniform block uniforms
+ // This makes opaque uniform validation easier, since we don't need a separate list.
+ // For generating the entries and naming them we follow the spec: GLES 3.1 November 2016 section
+ // 7.3.1.1 Naming Active Resources. There's a separate entry for each struct member and each
+ // inner array of an array of arrays. Names and mapped names of uniforms that are arrays include
+ // [0] in the end. This makes implementation of queries simpler.
+ std::vector<LinkedUniform> mUniforms;
+ RangeUI mDefaultUniformRange;
+ RangeUI mSamplerUniformRange;
+ RangeUI mImageUniformRange;
+ RangeUI mAtomicCounterUniformRange;
+ std::vector<InterfaceBlock> mUniformBlocks;
+
+ // For faster iteration on the blocks currently being bound.
+ UniformBlockBindingMask mActiveUniformBlockBindings;
+
+ std::vector<AtomicCounterBuffer> mAtomicCounterBuffers;
+ std::vector<InterfaceBlock> mShaderStorageBlocks;
+
+ RangeUI mFragmentInoutRange;
+ bool mHasDiscard;
+ bool mEnablesPerSampleShading;
+
+ // KHR_blend_equation_advanced supported equation list
+ BlendEquationBitSet mAdvancedBlendEquations;
+
+ // An array of the samplers that are used by the program
+ std::vector<SamplerBinding> mSamplerBindings;
+
+ // An array of the images that are used by the program
+ std::vector<ImageBinding> mImageBindings;
+
+ ShaderMap<std::vector<sh::ShaderVariable>> mLinkedOutputVaryings;
+ ShaderMap<std::vector<sh::ShaderVariable>> mLinkedInputVaryings;
+ ShaderMap<std::vector<sh::ShaderVariable>> mLinkedUniforms;
+ ShaderMap<std::vector<sh::InterfaceBlock>> mLinkedUniformBlocks;
+
+ ShaderMap<int> mLinkedShaderVersions;
+
+ // GL_EXT_geometry_shader.
+ PrimitiveMode mGeometryShaderInputPrimitiveType;
+ PrimitiveMode mGeometryShaderOutputPrimitiveType;
+ int mGeometryShaderInvocations;
+ int mGeometryShaderMaxVertices;
+
+ // GL_EXT_tessellation_shader
+ int mTessControlShaderVertices;
+ GLenum mTessGenMode;
+ GLenum mTessGenSpacing;
+ GLenum mTessGenVertexOrder;
+ GLenum mTessGenPointMode;
+
+ // Fragment output variable base types: FLOAT, INT, or UINT. Ordered by location.
+ std::vector<GLenum> mOutputVariableTypes;
+ ComponentTypeMask mDrawBufferTypeMask;
+
+ // Cache for sampler validation
+ mutable Optional<bool> mCachedValidateSamplersResult;
+};
+} // namespace gl
+
+#endif // LIBANGLE_PROGRAMEXECUTABLE_H_