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diff --git a/gfx/angle/checkout/src/libANGLE/Program.cpp b/gfx/angle/checkout/src/libANGLE/Program.cpp
new file mode 100644
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+++ b/gfx/angle/checkout/src/libANGLE/Program.cpp
@@ -0,0 +1,4801 @@
+//
+// 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.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/angle_version.h"
+#include "common/bitset_utils.h"
+#include "common/debug.h"
+#include "common/platform.h"
+#include "common/string_utils.h"
+#include "common/utilities.h"
+#include "compiler/translator/blocklayout.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/ErrorStrings.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/PlatformMethods.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;
+}
+
+GLint GetVariableLocation(const std::vector<sh::ShaderVariable> &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 sh::ShaderVariable &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.
+ if ((variable.name == name) && (variableLocation.arrayIndex == 0))
+ {
+ return static_cast<GLint>(location);
+ }
+ if (variable.isArray() && variableLocation.arrayIndex == arrayIndex &&
+ angle::BeginsWith(variable.name, name, nameLengthWithoutArrayIndex))
+ {
+ return static_cast<GLint>(location);
+ }
+ }
+
+ return -1;
+}
+
+GLint GetVariableLocation(const std::vector<LinkedUniform> &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 LinkedUniform &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) && (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 = static_cast<GLsizei>(length);
+ }
+}
+
+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 UniformBlockIndex index,
+ const std::vector<InterfaceBlock> &list,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *name)
+{
+ ASSERT(index.value < list.size());
+
+ const auto &block = list[index.value];
+
+ 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());
+ }
+ }
+}
+} // anonymous namespace
+
+const char *GetLinkMismatchErrorString(LinkMismatchError linkError)
+{
+ switch (linkError)
+ {
+ case LinkMismatchError::TYPE_MISMATCH:
+ return "Type";
+ case LinkMismatchError::ARRAYNESS_MISMATCH:
+ return "Array-ness";
+ 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::FORMAT_MISMATCH:
+ return "Format qualifier";
+
+ case LinkMismatchError::LAYOUT_QUALIFIER_MISMATCH:
+ return "Layout qualifier";
+ case LinkMismatchError::MATRIX_PACKING_MISMATCH:
+ return "Matrix Packing";
+
+ case LinkMismatchError::FIELD_LOCATION_MISMATCH:
+ return "Field location";
+ case LinkMismatchError::FIELD_STRUCT_NAME_MISMATCH:
+ return "Field structure name";
+ default:
+ UNREACHABLE();
+ return "";
+ }
+}
+
+LinkMismatchError LinkValidateInterfaceBlockFields(const sh::ShaderVariable &blockField1,
+ const sh::ShaderVariable &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 = LinkValidateProgramVariables(
+ blockField1, blockField2, webglCompatibility, false, false, mismatchedBlockFieldName);
+ if (linkError != LinkMismatchError::NO_MISMATCH)
+ {
+ AddProgramVariableParentPrefix(blockField1.name, mismatchedBlockFieldName);
+ return linkError;
+ }
+
+ if (blockField1.isRowMajorLayout != blockField2.isRowMajorLayout)
+ {
+ AddProgramVariableParentPrefix(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::ShaderVariable &member1 = interfaceBlock1.fields[blockMemberIndex];
+ const sh::ShaderVariable &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;
+}
+
+void LogAmbiguousFieldLinkMismatch(InfoLog &infoLog,
+ const std::string &blockName1,
+ const std::string &blockName2,
+ const std::string &fieldName,
+ ShaderType shaderType1,
+ ShaderType shaderType2)
+{
+ infoLog << "Ambiguous field '" << fieldName << "' in blocks '" << blockName1 << "' ("
+ << GetShaderTypeString(shaderType1) << " shader) and '" << blockName2 << "' ("
+ << GetShaderTypeString(shaderType2) << " shader) which don't have instance names.";
+}
+
+bool ValidateInstancelessGraphicsInterfaceBlocksPerShader(
+ const std::vector<sh::InterfaceBlock> &interfaceBlocks,
+ ShaderType shaderType,
+ InterfaceBlockMap *instancelessBlocksFields,
+ InfoLog &infoLog)
+{
+ ASSERT(instancelessBlocksFields);
+
+ for (const sh::InterfaceBlock &block : interfaceBlocks)
+ {
+ if (!block.instanceName.empty())
+ {
+ continue;
+ }
+
+ for (const sh::ShaderVariable &field : block.fields)
+ {
+ const auto &entry = instancelessBlocksFields->find(field.name);
+ if (entry != instancelessBlocksFields->end())
+ {
+ const sh::InterfaceBlock &linkedBlock = *(entry->second.second);
+ if (block.name != linkedBlock.name)
+ {
+ LogAmbiguousFieldLinkMismatch(infoLog, block.name, linkedBlock.name, field.name,
+ entry->second.first, shaderType);
+ return false;
+ }
+ }
+ else
+ {
+ (*instancelessBlocksFields)[field.name] = std::make_pair(shaderType, &block);
+ }
+ }
+ }
+
+ return true;
+}
+
+bool ValidateInterfaceBlocksMatch(
+ GLuint numShadersHasInterfaceBlocks,
+ const ShaderMap<const std::vector<sh::InterfaceBlock> *> &shaderInterfaceBlocks,
+ InfoLog &infoLog,
+ bool webglCompatibility,
+ InterfaceBlockMap *instancelessInterfaceBlocksFields)
+{
+ for (ShaderType shaderType : kAllGraphicsShaderTypes)
+ {
+ // Validate that instanceless blocks of different names don't have fields of the same name.
+ if (shaderInterfaceBlocks[shaderType] &&
+ !ValidateInstancelessGraphicsInterfaceBlocksPerShader(
+ *shaderInterfaceBlocks[shaderType], shaderType, instancelessInterfaceBlocksFields,
+ infoLog))
+ {
+ return false;
+ }
+ }
+
+ 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 UpdateInterfaceVariable(std::vector<sh::ShaderVariable> *block, const sh::ShaderVariable &var)
+{
+ if (!var.isStruct())
+ {
+ block->emplace_back(var);
+ block->back().resetEffectiveLocation();
+ }
+
+ for (const sh::ShaderVariable &field : var.fields)
+ {
+ ASSERT(!var.name.empty() || var.isShaderIOBlock);
+
+ // Shader I/O block naming is similar to UBOs and SSBOs:
+ //
+ // in Block
+ // {
+ // type field; // produces "field"
+ // };
+ //
+ // in Block2
+ // {
+ // type field; // produces "Block2.field"
+ // } block2;
+ //
+ const std::string &baseName = var.isShaderIOBlock ? var.structOrBlockName : var.name;
+ const std::string prefix = var.name.empty() ? "" : baseName + ".";
+
+ if (!field.isStruct())
+ {
+ sh::ShaderVariable fieldCopy = field;
+ fieldCopy.updateEffectiveLocation(var);
+ fieldCopy.name = prefix + field.name;
+ block->emplace_back(fieldCopy);
+ }
+
+ for (const sh::ShaderVariable &nested : field.fields)
+ {
+ sh::ShaderVariable nestedCopy = nested;
+ nestedCopy.updateEffectiveLocation(field);
+ nestedCopy.name = prefix + field.name + "." + nested.name;
+ block->emplace_back(nestedCopy);
+ }
+ }
+}
+
+void WriteShaderVariableBuffer(BinaryOutputStream *stream, const ShaderVariableBuffer &var)
+{
+ stream->writeInt(var.binding);
+ stream->writeInt(var.dataSize);
+
+ for (ShaderType shaderType : AllShaderTypes())
+ {
+ stream->writeBool(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());
+ }
+
+ size_t numMembers = stream->readInt<size_t>();
+ for (size_t 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->writeBool(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->writeBool(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);
+}
+
+// Saves the linking context for later use in resolveLink().
+struct Program::LinkingState
+{
+ std::shared_ptr<ProgramExecutable> linkedExecutable;
+ 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() : mLazyStream(nullptr) {}
+
+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);
+
+ if (!msg.empty())
+ {
+ *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->writeBool(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>();
+}
+
+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->writeBool(var.staticUse);
+ stream->writeBool(var.active);
+ stream->writeInt<size_t>(var.fields.size());
+ for (const sh::ShaderVariable &shaderVariable : var.fields)
+ {
+ WriteShaderVar(stream, shaderVariable);
+ }
+ stream->writeString(var.structOrBlockName);
+ stream->writeString(var.mappedStructOrBlockName);
+ stream->writeBool(var.isRowMajorLayout);
+ stream->writeInt(var.location);
+ stream->writeBool(var.hasImplicitLocation);
+ stream->writeInt(var.binding);
+ stream->writeInt(var.imageUnitFormat);
+ stream->writeInt(var.offset);
+ stream->writeBool(var.readonly);
+ stream->writeBool(var.writeonly);
+ stream->writeBool(var.isFragmentInOut);
+ stream->writeInt(var.index);
+ stream->writeBool(var.yuv);
+ stream->writeEnum(var.interpolation);
+ stream->writeBool(var.isInvariant);
+ stream->writeBool(var.isShaderIOBlock);
+ stream->writeBool(var.isPatch);
+ stream->writeBool(var.texelFetchStaticUse);
+ stream->writeInt(var.getFlattenedOffsetInParentArrays());
+}
+
+void LoadShaderVar(gl::BinaryInputStream *stream, sh::ShaderVariable *var)
+{
+ var->type = stream->readInt<GLenum>();
+ var->precision = stream->readInt<GLenum>();
+ stream->readString(&var->name);
+ stream->readString(&var->mappedName);
+ stream->readIntVector<unsigned int>(&var->arraySizes);
+ var->staticUse = stream->readBool();
+ var->active = stream->readBool();
+ size_t elementCount = stream->readInt<size_t>();
+ var->fields.resize(elementCount);
+ for (sh::ShaderVariable &variable : var->fields)
+ {
+ LoadShaderVar(stream, &variable);
+ }
+ stream->readString(&var->structOrBlockName);
+ stream->readString(&var->mappedStructOrBlockName);
+ var->isRowMajorLayout = stream->readBool();
+ var->location = stream->readInt<int>();
+ var->hasImplicitLocation = stream->readBool();
+ var->binding = stream->readInt<int>();
+ var->imageUnitFormat = stream->readInt<GLenum>();
+ var->offset = stream->readInt<int>();
+ var->readonly = stream->readBool();
+ var->writeonly = stream->readBool();
+ var->isFragmentInOut = stream->readBool();
+ var->index = stream->readInt<int>();
+ var->yuv = stream->readBool();
+ var->interpolation = stream->readEnum<sh::InterpolationType>();
+ var->isInvariant = stream->readBool();
+ var->isShaderIOBlock = stream->readBool();
+ var->isPatch = stream->readBool();
+ var->texelFetchStaticUse = stream->readBool();
+ var->setParentArrayIndex(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,
+ GLenum samplerTypeIn,
+ SamplerFormat formatIn,
+ size_t elementCount)
+ : textureType(textureTypeIn),
+ samplerType(samplerTypeIn),
+ format(formatIn),
+ boundTextureUnits(elementCount, 0)
+{}
+
+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] = index;
+}
+
+int ProgramBindings::getBindingByName(const std::string &name) const
+{
+ auto iter = mBindings.find(name);
+ return (iter != mBindings.end()) ? iter->second : -1;
+}
+
+int ProgramBindings::getBinding(const sh::ShaderVariable &variable) const
+{
+ return getBindingByName(variable.name);
+}
+
+ProgramBindings::const_iterator ProgramBindings::begin() const
+{
+ return mBindings.begin();
+}
+
+ProgramBindings::const_iterator ProgramBindings::end() const
+{
+ return mBindings.end();
+}
+
+// ProgramAliasedBindings implementation.
+ProgramAliasedBindings::ProgramAliasedBindings() {}
+
+ProgramAliasedBindings::~ProgramAliasedBindings() {}
+
+void ProgramAliasedBindings::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 ProgramAliasedBindings::getBindingByName(const std::string &name) const
+{
+ auto iter = mBindings.find(name);
+ return (iter != mBindings.end()) ? iter->second.location : -1;
+}
+
+int ProgramAliasedBindings::getBindingByLocation(GLuint location) const
+{
+ for (const auto &iter : mBindings)
+ {
+ if (iter.second.location == location)
+ {
+ return iter.second.location;
+ }
+ }
+ return -1;
+}
+
+int ProgramAliasedBindings::getBinding(const sh::ShaderVariable &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;
+ }
+ }
+ else if (arrayIndex == GL_INVALID_INDEX)
+ {
+ auto iter = mBindings.find(variable.name);
+ // 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;
+ }
+ // The base name was aliased, so use the name with the array notation.
+ return getBindingByName(name + "[0]");
+ }
+ }
+
+ return getBindingByName(name);
+}
+
+ProgramAliasedBindings::const_iterator ProgramAliasedBindings::begin() const
+{
+ return mBindings.begin();
+}
+
+ProgramAliasedBindings::const_iterator ProgramAliasedBindings::end() const
+{
+ return mBindings.end();
+}
+
+// ImageBinding implementation.
+ImageBinding::ImageBinding(size_t count, TextureType textureTypeIn)
+ : textureType(textureTypeIn), boundImageUnits(count, 0)
+{}
+ImageBinding::ImageBinding(GLuint imageUnit, size_t count, TextureType textureTypeIn)
+ : textureType(textureTypeIn)
+{
+ 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{},
+ mLocationsUsedForXfbExtension(0),
+ mAtomicCounterUniformRange(0, 0),
+ mYUVOutput(false),
+ mBinaryRetrieveableHint(false),
+ mSeparable(false),
+ mNumViews(-1),
+ mDrawIDLocation(-1),
+ mBaseVertexLocation(-1),
+ mBaseInstanceLocation(-1),
+ mCachedBaseVertex(0),
+ mCachedBaseInstance(0),
+ mExecutable(new ProgramExecutable())
+{
+ mComputeShaderLocalSize.fill(1);
+}
+
+ProgramState::~ProgramState()
+{
+ ASSERT(!hasAttachedShader());
+}
+
+const std::string &ProgramState::getLabel()
+{
+ return mLabel;
+}
+
+Shader *ProgramState::getAttachedShader(ShaderType shaderType) const
+{
+ ASSERT(shaderType != ShaderType::InvalidEnum);
+ return mAttachedShaders[shaderType];
+}
+
+GLuint ProgramState::getUniformIndexFromName(const std::string &name) const
+{
+ return GetResourceIndexFromName(mExecutable->mUniforms, name);
+}
+
+GLuint ProgramState::getBufferVariableIndexFromName(const std::string &name) const
+{
+ return GetResourceIndexFromName(mBufferVariables, name);
+}
+
+GLuint ProgramState::getUniformIndexFromLocation(UniformLocation location) const
+{
+ ASSERT(location.value >= 0 && static_cast<size_t>(location.value) < mUniformLocations.size());
+ return mUniformLocations[location.value].index;
+}
+
+Optional<GLuint> ProgramState::getSamplerIndex(UniformLocation location) const
+{
+ GLuint index = getUniformIndexFromLocation(location);
+ if (!isSamplerUniformIndex(index))
+ {
+ return Optional<GLuint>::Invalid();
+ }
+
+ return getSamplerIndexFromUniformIndex(index);
+}
+
+bool ProgramState::isSamplerUniformIndex(GLuint index) const
+{
+ return mExecutable->mSamplerUniformRange.contains(index);
+}
+
+GLuint ProgramState::getSamplerIndexFromUniformIndex(GLuint uniformIndex) const
+{
+ ASSERT(isSamplerUniformIndex(uniformIndex));
+ return uniformIndex - mExecutable->mSamplerUniformRange.low();
+}
+
+GLuint ProgramState::getUniformIndexFromSamplerIndex(GLuint samplerIndex) const
+{
+ ASSERT(samplerIndex < mExecutable->mSamplerUniformRange.length());
+ return samplerIndex + mExecutable->mSamplerUniformRange.low();
+}
+
+bool ProgramState::isImageUniformIndex(GLuint index) const
+{
+ return mExecutable->mImageUniformRange.contains(index);
+}
+
+GLuint ProgramState::getImageIndexFromUniformIndex(GLuint uniformIndex) const
+{
+ ASSERT(isImageUniformIndex(uniformIndex));
+ return uniformIndex - mExecutable->mImageUniformRange.low();
+}
+
+GLuint ProgramState::getAttributeLocation(const std::string &name) const
+{
+ for (const sh::ShaderVariable &attribute : mExecutable->mProgramInputs)
+ {
+ 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;
+}
+
+ShaderType ProgramState::getFirstAttachedShaderStageType() const
+{
+ const ShaderBitSet linkedStages = mExecutable->getLinkedShaderStages();
+ if (linkedStages.none())
+ {
+ return ShaderType::InvalidEnum;
+ }
+
+ return linkedStages.first();
+}
+
+ShaderType ProgramState::getLastAttachedShaderStageType() const
+{
+ const ShaderBitSet linkedStages = mExecutable->getLinkedShaderStages();
+ if (linkedStages.none())
+ {
+ return ShaderType::InvalidEnum;
+ }
+
+ return linkedStages.last();
+}
+
+ShaderType ProgramState::getAttachedTransformFeedbackStage() const
+{
+ if (mAttachedShaders[ShaderType::Geometry])
+ {
+ return ShaderType::Geometry;
+ }
+ if (mAttachedShaders[ShaderType::TessEvaluation])
+ {
+ return ShaderType::TessEvaluation;
+ }
+ return ShaderType::Vertex;
+}
+
+Program::Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, ShaderProgramID handle)
+ : mSerial(factory->generateSerial()),
+ mProgram(factory->createProgram(mState)),
+ mValidated(false),
+ mLinked(false),
+ 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;
+}
+ShaderProgramID Program::id() const
+{
+ ASSERT(!mLinkingState);
+ return mHandle;
+}
+
+void Program::setLabel(const Context *context, const std::string &label)
+{
+ ASSERT(!mLinkingState);
+ mState.mLabel = label;
+}
+
+const std::string &Program::getLabel() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mLabel;
+}
+
+void Program::attachShader(Shader *shader)
+{
+ ShaderType shaderType = shader->getType();
+ ASSERT(shaderType != ShaderType::InvalidEnum);
+
+ mState.mAttachedShaders[shaderType] = shader;
+ mState.mAttachedShaders[shaderType]->addRef();
+}
+
+void Program::detachShader(const Context *context, Shader *shader)
+{
+ resolveLink(context);
+ 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(!mLinkingState);
+ int numAttachedShaders = 0;
+ for (const Shader *shader : mState.mAttachedShaders)
+ {
+ if (shader)
+ {
+ ++numAttachedShaders;
+ }
+ }
+
+ return numAttachedShaders;
+}
+
+Shader *Program::getAttachedShader(ShaderType shaderType) const
+{
+ ASSERT(!mLinkingState);
+ return mState.getAttachedShader(shaderType);
+}
+
+void Program::bindAttributeLocation(GLuint index, const char *name)
+{
+ ASSERT(!mLinkingState);
+ mAttributeBindings.bindLocation(index, name);
+}
+
+void Program::bindUniformLocation(UniformLocation location, const char *name)
+{
+ ASSERT(!mLinkingState);
+ mState.mUniformLocationBindings.bindLocation(location.value, 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);
+}
+
+angle::Result Program::link(const Context *context)
+{
+ angle::Result result = linkImpl(context);
+
+ // Avoid having two ProgramExecutables if the link failed and the Program had successfully
+ // linked previously.
+ if (mLinkingState && mLinkingState->linkedExecutable)
+ {
+ mState.mExecutable = mLinkingState->linkedExecutable;
+ }
+
+ return result;
+}
+
+// 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::linkImpl(const Context *context)
+{
+ ASSERT(!mLinkingState);
+ // Don't make any local variables pointing to anything within the ProgramExecutable, since
+ // unlink() could make a new ProgramExecutable making any references/pointers invalid.
+ auto *platform = ANGLEPlatformCurrent();
+ double startTime = platform->currentTime(platform);
+
+ // Unlink the program, but do not clear the validation-related caching yet, since we can still
+ // use the previously linked program if linking the shaders fails.
+ mLinked = false;
+
+ mState.mExecutable->getInfoLog().reset();
+
+ // Validate we have properly attached shaders before checking the cache.
+ if (!linkValidateShaders(mState.mExecutable->getInfoLog()))
+ {
+ return angle::Result::Continue;
+ }
+
+ egl::BlobCache::Key programHash = {0};
+ MemoryProgramCache *cache = context->getMemoryProgramCache();
+
+ // TODO: http://anglebug.com/4530: Enable program caching for separable programs
+ if (cache && !isSeparable())
+ {
+ std::lock_guard<std::mutex> cacheLock(context->getProgramCacheMutex());
+ 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();
+ InfoLog &infoLog = mState.mExecutable->getInfoLog();
+
+ // Re-link shaders after the unlink call.
+ bool result = linkValidateShaders(infoLog);
+ ASSERT(result);
+
+ std::unique_ptr<LinkingState> linkingState(new LinkingState());
+ ProgramMergedVaryings mergedVaryings;
+ ProgramLinkedResources &resources = linkingState->resources;
+
+ if (mState.mAttachedShaders[ShaderType::Compute])
+ {
+ resources.init(&mState.mExecutable->mUniformBlocks, &mState.mExecutable->mUniforms,
+ &mState.mExecutable->mComputeShaderStorageBlocks, &mState.mBufferVariables,
+ &mState.mExecutable->mAtomicCounterBuffers);
+
+ GLuint combinedImageUniforms = 0u;
+ if (!linkUniforms(context->getCaps(), context->getClientVersion(), infoLog,
+ mState.mUniformLocationBindings, &combinedImageUniforms,
+ &resources.unusedUniforms))
+ {
+ return angle::Result::Continue;
+ }
+
+ GLuint combinedShaderStorageBlocks = 0u;
+ if (!linkInterfaceBlocks(context->getCaps(), context->getClientVersion(),
+ context->getExtensions().webglCompatibility, infoLog,
+ &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 >
+ static_cast<GLuint>(context->getCaps().maxCombinedShaderOutputResources))
+ {
+ infoLog
+ << "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
+ {
+ resources.init(&mState.mExecutable->mUniformBlocks, &mState.mExecutable->mUniforms,
+ &mState.mExecutable->mGraphicsShaderStorageBlocks, &mState.mBufferVariables,
+ &mState.mExecutable->mAtomicCounterBuffers);
+
+ if (!linkAttributes(context, infoLog))
+ {
+ return angle::Result::Continue;
+ }
+
+ if (!linkVaryings(infoLog))
+ {
+ return angle::Result::Continue;
+ }
+
+ GLuint combinedImageUniforms = 0u;
+ if (!linkUniforms(context->getCaps(), context->getClientVersion(), infoLog,
+ mState.mUniformLocationBindings, &combinedImageUniforms,
+ &resources.unusedUniforms))
+ {
+ return angle::Result::Continue;
+ }
+
+ GLuint combinedShaderStorageBlocks = 0u;
+ if (!linkInterfaceBlocks(context->getCaps(), context->getClientVersion(),
+ context->getExtensions().webglCompatibility, infoLog,
+ &combinedShaderStorageBlocks))
+ {
+ return angle::Result::Continue;
+ }
+
+ if (!LinkValidateProgramGlobalNames(infoLog, *this))
+ {
+ return angle::Result::Continue;
+ }
+
+ if (!linkOutputVariables(context->getCaps(), context->getExtensions(),
+ context->getClientVersion(), combinedImageUniforms,
+ combinedShaderStorageBlocks))
+ {
+ return angle::Result::Continue;
+ }
+
+ gl::Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex];
+ if (vertexShader)
+ {
+ mState.mNumViews = vertexShader->getNumViews();
+ mState.mSpecConstUsageBits |= vertexShader->getSpecConstUsageBits();
+ }
+
+ gl::Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
+ if (fragmentShader)
+ {
+ mState.mEarlyFramentTestsOptimization =
+ fragmentShader->hasEarlyFragmentTestsOptimization();
+ mState.mSpecConstUsageBits |= fragmentShader->getSpecConstUsageBits();
+ }
+
+ InitUniformBlockLinker(mState, &resources.uniformBlockLinker);
+ InitShaderStorageBlockLinker(mState, &resources.shaderStorageBlockLinker);
+
+ mergedVaryings = GetMergedVaryingsFromShaders(*this, getExecutable());
+ if (!mState.mExecutable->linkMergedVaryings(context, *this, mergedVaryings,
+ mState.mTransformFeedbackVaryingNames,
+ isSeparable(), &resources.varyingPacking))
+ {
+ return angle::Result::Continue;
+ }
+ }
+
+ updateLinkedShaderStages();
+
+ mLinkingState = std::move(linkingState);
+ mLinkingState->linkingFromBinary = false;
+ mLinkingState->programHash = programHash;
+ mLinkingState->linkEvent = mProgram->link(context, resources, infoLog, mergedVaryings);
+
+ // Must be after mProgram->link() to avoid misleading the linker about output variables.
+ mState.updateProgramInterfaceInputs();
+ mState.updateProgramInterfaceOutputs();
+
+ // Linking has succeeded, so we need to save some information that may get overwritten by a
+ // later linkProgram() that could fail.
+ if (mState.mSeparable)
+ {
+ mState.mExecutable->saveLinkedStateInfo(mState);
+ mLinkingState->linkedExecutable = mState.mExecutable;
+ }
+
+ return angle::Result::Continue;
+}
+
+bool Program::isLinking() const
+{
+ return (mLinkingState.get() && mLinkingState->linkEvent &&
+ mLinkingState->linkEvent->isLinking());
+}
+
+void Program::resolveLinkImpl(const Context *context)
+{
+ ASSERT(mLinkingState.get());
+
+ angle::Result result = mLinkingState->linkEvent->wait(context);
+
+ mLinked = result == angle::Result::Continue;
+ 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.
+ std::vector<ImageBinding> *imageBindings = getExecutable().getImageBindings();
+ mProgram->markUnusedUniformLocations(&mState.mUniformLocations,
+ &mState.mExecutable->mSamplerBindings, imageBindings);
+
+ // Must be called after markUnusedUniformLocations.
+ postResolveLink(context);
+
+ // Save to the program cache.
+ std::lock_guard<std::mutex> cacheLock(context->getProgramCacheMutex());
+ MemoryProgramCache *cache = context->getMemoryProgramCache();
+ // TODO: http://anglebug.com/4530: Enable program caching for separable programs
+ if (cache && !isSeparable() &&
+ (mState.mExecutable->mLinkedTransformFeedbackVaryings.empty() ||
+ !context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled))
+ {
+ if (cache->putProgram(linkingState->programHash, context, this) == angle::Result::Stop)
+ {
+ // Don't fail linking if putting the program binary into the cache fails, the program is
+ // still usable.
+ WARN() << "Failed to save linked program to memory program cache.";
+ }
+ }
+}
+
+void Program::updateLinkedShaderStages()
+{
+ mState.mExecutable->resetLinkedShaderStages();
+
+ for (const Shader *shader : mState.mAttachedShaders)
+ {
+ if (shader)
+ {
+ mState.mExecutable->setLinkedShaderStages(shader->getType());
+ }
+ }
+
+ if (mState.mExecutable->hasLinkedShaderStage(ShaderType::Compute))
+ {
+ mState.mExecutable->setIsCompute(true);
+ }
+ else
+ {
+ mState.mExecutable->setIsCompute(false);
+ }
+}
+
+void ProgramState::updateActiveSamplers()
+{
+ mExecutable->mActiveSamplerRefCounts.fill(0);
+ mExecutable->updateActiveSamplers(*this);
+}
+
+void ProgramState::updateProgramInterfaceInputs()
+{
+ const ShaderType firstAttachedShaderType = getFirstAttachedShaderStageType();
+
+ if (firstAttachedShaderType == ShaderType::Vertex)
+ {
+ // Vertex attributes are already what we need, so nothing to do
+ return;
+ }
+
+ Shader *shader = getAttachedShader(firstAttachedShaderType);
+ ASSERT(shader);
+
+ // Copy over each input varying, since the Shader could go away
+ if (shader->getType() == ShaderType::Compute)
+ {
+ for (const sh::ShaderVariable &attribute : shader->getAllAttributes())
+ {
+ // Compute Shaders have the following built-in input variables.
+ //
+ // in uvec3 gl_NumWorkGroups;
+ // in uvec3 gl_WorkGroupID;
+ // in uvec3 gl_LocalInvocationID;
+ // in uvec3 gl_GlobalInvocationID;
+ // in uint gl_LocalInvocationIndex;
+ // They are all vecs or uints, so no special handling is required.
+ mExecutable->mProgramInputs.emplace_back(attribute);
+ }
+ }
+ else
+ {
+ for (const sh::ShaderVariable &varying : shader->getInputVaryings())
+ {
+ UpdateInterfaceVariable(&mExecutable->mProgramInputs, varying);
+ }
+ }
+}
+
+void ProgramState::updateProgramInterfaceOutputs()
+{
+ const ShaderType lastAttachedShaderType = getLastAttachedShaderStageType();
+
+ if (lastAttachedShaderType == ShaderType::Fragment)
+ {
+ // Fragment outputs are already what we need, so nothing to do
+ return;
+ }
+ if (lastAttachedShaderType == ShaderType::Compute)
+ {
+ // If the program only contains a Compute Shader, then there are no user-defined outputs.
+ return;
+ }
+
+ Shader *shader = getAttachedShader(lastAttachedShaderType);
+ ASSERT(shader);
+
+ // Copy over each output varying, since the Shader could go away
+ for (const sh::ShaderVariable &varying : shader->getOutputVaryings())
+ {
+ UpdateInterfaceVariable(&mExecutable->mOutputVariables, varying);
+ }
+}
+
+// Returns the program object to an unlinked state, before re-linking, or at destruction
+void Program::unlink()
+{
+ if (mLinkingState && mLinkingState->linkedExecutable)
+ {
+ // The new ProgramExecutable that we'll attempt to link with needs to start from a copy of
+ // the last successfully linked ProgramExecutable, so we don't lose any state information.
+ mState.mExecutable.reset(new ProgramExecutable(*mLinkingState->linkedExecutable));
+ }
+ mState.mExecutable->reset();
+
+ mState.mUniformLocations.clear();
+ mState.mBufferVariables.clear();
+ mState.mOutputVariableTypes.clear();
+ mState.mDrawBufferTypeMask.reset();
+ mState.mYUVOutput = false;
+ mState.mActiveOutputVariables.reset();
+ mState.mComputeShaderLocalSize.fill(1);
+ mState.mNumViews = -1;
+ mState.mDrawIDLocation = -1;
+ mState.mBaseVertexLocation = -1;
+ mState.mBaseInstanceLocation = -1;
+ mState.mCachedBaseVertex = 0;
+ mState.mCachedBaseInstance = 0;
+ mState.mEarlyFramentTestsOptimization = false;
+ mState.mDrawIDLocation = -1;
+ mState.mBaseVertexLocation = -1;
+ mState.mBaseInstanceLocation = -1;
+ mState.mCachedBaseVertex = 0;
+ mState.mCachedBaseInstance = 0;
+ mState.mEarlyFramentTestsOptimization = false;
+ mState.mSpecConstUsageBits.reset();
+
+ mValidated = false;
+
+ mLinked = false;
+}
+
+angle::Result Program::loadBinary(const Context *context,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length)
+{
+ ASSERT(!mLinkingState);
+ unlink();
+ InfoLog &infoLog = mState.mExecutable->getInfoLog();
+
+#if ANGLE_PROGRAM_BINARY_LOAD != ANGLE_ENABLED
+ return angle::Result::Continue;
+#else
+ ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE);
+ if (binaryFormat != GL_PROGRAM_BINARY_ANGLE)
+ {
+ infoLog << "Invalid program binary format.";
+ return angle::Result::Continue;
+ }
+
+ BinaryInputStream stream(binary, length);
+ ANGLE_TRY(deserialize(context, stream, infoLog));
+
+ // 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.mExecutable->getActiveUniformBlockCount(); ++uniformBlockIndex)
+ {
+ mDirtyBits.set(uniformBlockIndex);
+ }
+
+ // The rx::LinkEvent returned from ProgramImpl::load is a base class with multiple
+ // implementations. In some implementations, a background thread is used to compile the
+ // shaders. Any calls to the LinkEvent object, therefore, are racy and may interfere with
+ // the operation.
+
+ // We do not want to call LinkEvent::wait because that will cause the background thread
+ // to finish its task before returning, thus defeating the purpose of background compilation.
+ // We need to defer waiting on background compilation until the very last minute when we
+ // absolutely need the results, such as when the developer binds the program or queries
+ // for the completion status.
+
+ // If load returns nullptr, we know for sure that the binary is not compatible with the backend.
+ // The loaded binary could have been read from the on-disk shader cache and be corrupted or
+ // serialized with different revision and subsystem id than the currently loaded backend.
+ // Returning 'Incomplete' to the caller results in link happening using the original shader
+ // sources.
+ angle::Result result;
+ std::unique_ptr<LinkingState> linkingState;
+ std::unique_ptr<rx::LinkEvent> linkEvent = mProgram->load(context, &stream, infoLog);
+ if (linkEvent)
+ {
+ linkingState = std::make_unique<LinkingState>();
+ linkingState->linkingFromBinary = true;
+ linkingState->linkEvent = std::move(linkEvent);
+ result = angle::Result::Continue;
+ }
+ else
+ {
+ result = angle::Result::Incomplete;
+ }
+ mLinkingState = std::move(linkingState);
+
+ return result;
+#endif // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
+}
+
+angle::Result Program::saveBinary(Context *context,
+ GLenum *binaryFormat,
+ void *binary,
+ GLsizei bufSize,
+ GLsizei *length) const
+{
+ ASSERT(!mLinkingState);
+ if (binaryFormat)
+ {
+ *binaryFormat = GL_PROGRAM_BINARY_ANGLE;
+ }
+
+ angle::MemoryBuffer memoryBuf;
+ ANGLE_TRY(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(!mLinkingState);
+ 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(!mLinkingState);
+ // TODO(jmadill) : replace with dirty bits
+ mProgram->setBinaryRetrievableHint(retrievable);
+ mState.mBinaryRetrieveableHint = retrievable;
+}
+
+bool Program::getBinaryRetrievableHint() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mBinaryRetrieveableHint;
+}
+
+void Program::setSeparable(bool separable)
+{
+ ASSERT(!mLinkingState);
+ // TODO(yunchao) : replace with dirty bits
+ if (mState.mSeparable != separable)
+ {
+ mProgram->setSeparable(separable);
+ mState.mSeparable = separable;
+ }
+}
+
+bool Program::isSeparable() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mSeparable;
+}
+
+void Program::deleteSelf(const Context *context)
+{
+ ASSERT(mRefCount == 0 && mDeleteStatus);
+ mResourceManager->deleteProgram(context, mHandle);
+}
+
+unsigned int Program::getRefCount() const
+{
+ return mRefCount;
+}
+
+void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, ShaderProgramID *shaders) const
+{
+ ASSERT(!mLinkingState);
+ 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(!mLinkingState);
+ return mState.getAttributeLocation(name);
+}
+
+void Program::getActiveAttribute(GLuint index,
+ GLsizei bufsize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ if (!mLinked)
+ {
+ if (bufsize > 0)
+ {
+ name[0] = '\0';
+ }
+
+ if (length)
+ {
+ *length = 0;
+ }
+
+ *type = GL_NONE;
+ *size = 1;
+ return;
+ }
+
+ ASSERT(index < mState.mExecutable->getProgramInputs().size());
+ const sh::ShaderVariable &attrib = mState.mExecutable->getProgramInputs()[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(!mLinkingState);
+ if (!mLinked)
+ {
+ return 0;
+ }
+
+ return static_cast<GLint>(mState.mExecutable->getProgramInputs().size());
+}
+
+GLint Program::getActiveAttributeMaxLength() const
+{
+ ASSERT(!mLinkingState);
+ if (!mLinked)
+ {
+ return 0;
+ }
+
+ size_t maxLength = 0;
+
+ for (const sh::ShaderVariable &attrib : mState.mExecutable->getProgramInputs())
+ {
+ maxLength = std::max(attrib.name.length() + 1, maxLength);
+ }
+
+ return static_cast<GLint>(maxLength);
+}
+
+const std::vector<sh::ShaderVariable> &Program::getAttributes() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mExecutable->getProgramInputs();
+}
+
+const sh::WorkGroupSize &Program::getComputeShaderLocalSize() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mComputeShaderLocalSize;
+}
+
+PrimitiveMode Program::getGeometryShaderInputPrimitiveType() const
+{
+ ASSERT(!mLinkingState && mState.mExecutable);
+ return mState.mExecutable->getGeometryShaderInputPrimitiveType();
+}
+PrimitiveMode Program::getGeometryShaderOutputPrimitiveType() const
+{
+ ASSERT(!mLinkingState && mState.mExecutable);
+ return mState.mExecutable->getGeometryShaderOutputPrimitiveType();
+}
+GLint Program::getGeometryShaderInvocations() const
+{
+ ASSERT(!mLinkingState && mState.mExecutable);
+ return mState.mExecutable->getGeometryShaderInvocations();
+}
+GLint Program::getGeometryShaderMaxVertices() const
+{
+ ASSERT(!mLinkingState && mState.mExecutable);
+ return mState.mExecutable->getGeometryShaderMaxVertices();
+}
+
+GLint Program::getTessControlShaderVertices() const
+{
+ ASSERT(!mLinkingState && mState.mExecutable);
+ return mState.mExecutable->mTessControlShaderVertices;
+}
+
+GLenum Program::getTessGenMode() const
+{
+ ASSERT(!mLinkingState && mState.mExecutable);
+ return mState.mExecutable->mTessGenMode;
+}
+
+GLenum Program::getTessGenPointMode() const
+{
+ ASSERT(!mLinkingState && mState.mExecutable);
+ return mState.mExecutable->mTessGenPointMode;
+}
+
+GLenum Program::getTessGenSpacing() const
+{
+ ASSERT(!mLinkingState && mState.mExecutable);
+ return mState.mExecutable->mTessGenSpacing;
+}
+
+GLenum Program::getTessGenVertexOrder() const
+{
+ ASSERT(!mLinkingState && mState.mExecutable);
+ return mState.mExecutable->mTessGenVertexOrder;
+}
+
+const sh::ShaderVariable &Program::getInputResource(size_t index) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(index < mState.mExecutable->getProgramInputs().size());
+ return mState.mExecutable->getProgramInputs()[index];
+}
+
+GLuint Program::getInputResourceIndex(const GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ const std::string nameString = StripLastArrayIndex(name);
+
+ for (size_t index = 0; index < mState.mExecutable->getProgramInputs().size(); index++)
+ {
+ sh::ShaderVariable resource = getInputResource(index);
+ if (resource.name == nameString)
+ {
+ return static_cast<GLuint>(index);
+ }
+ }
+
+ return GL_INVALID_INDEX;
+}
+
+GLuint Program::getResourceMaxNameSize(const sh::ShaderVariable &resource, GLint max) const
+{
+ if (resource.isArray())
+ {
+ return std::max(max, clampCast<GLint>((resource.name + "[0]").size()));
+ }
+ else
+ {
+ return std::max(max, clampCast<GLint>((resource.name).size()));
+ }
+}
+
+GLuint Program::getInputResourceMaxNameSize() const
+{
+ GLint max = 0;
+
+ for (const sh::ShaderVariable &resource : mState.mExecutable->getProgramInputs())
+ {
+ max = getResourceMaxNameSize(resource, max);
+ }
+
+ return max;
+}
+
+GLuint Program::getOutputResourceMaxNameSize() const
+{
+ GLint max = 0;
+
+ for (const sh::ShaderVariable &resource : mState.mExecutable->getOutputVariables())
+ {
+ max = getResourceMaxNameSize(resource, max);
+ }
+
+ return max;
+}
+
+GLuint Program::getResourceLocation(const GLchar *name, const sh::ShaderVariable &variable) const
+{
+ if (variable.isBuiltIn())
+ {
+ return GL_INVALID_INDEX;
+ }
+
+ GLint location = variable.location;
+ if (variable.isArray())
+ {
+ size_t nameLengthWithoutArrayIndexOut;
+ size_t arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndexOut);
+ // The 'name' string may not contain the array notation "[0]"
+ if (arrayIndex != GL_INVALID_INDEX)
+ {
+ location += arrayIndex;
+ }
+ }
+
+ return location;
+}
+
+GLuint Program::getInputResourceLocation(const GLchar *name) const
+{
+ const GLuint index = getInputResourceIndex(name);
+ if (index == GL_INVALID_INDEX)
+ {
+ return index;
+ }
+
+ const sh::ShaderVariable &variable = getInputResource(index);
+
+ return getResourceLocation(name, variable);
+}
+
+GLuint Program::getOutputResourceLocation(const GLchar *name) const
+{
+ const GLuint index = getOutputResourceIndex(name);
+ if (index == GL_INVALID_INDEX)
+ {
+ return index;
+ }
+
+ const sh::ShaderVariable &variable = getOutputResource(index);
+
+ return getResourceLocation(name, variable);
+}
+
+GLuint Program::getOutputResourceIndex(const GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ const std::string nameString = StripLastArrayIndex(name);
+
+ for (size_t index = 0; index < mState.mExecutable->getOutputVariables().size(); index++)
+ {
+ sh::ShaderVariable resource = getOutputResource(index);
+ if (resource.name == nameString)
+ {
+ return static_cast<GLuint>(index);
+ }
+ }
+
+ return GL_INVALID_INDEX;
+}
+
+size_t Program::getOutputResourceCount() const
+{
+ ASSERT(!mLinkingState);
+ return (mLinked ? mState.mExecutable->getOutputVariables().size() : 0);
+}
+
+const std::vector<GLenum> &Program::getOutputVariableTypes() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mOutputVariableTypes;
+}
+
+void Program::getResourceName(const std::string name,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *dest) const
+{
+ if (length)
+ {
+ *length = 0;
+ }
+
+ if (!mLinked)
+ {
+ if (bufSize > 0)
+ {
+ dest[0] = '\0';
+ }
+ return;
+ }
+
+ if (bufSize > 0)
+ {
+ CopyStringToBuffer(dest, name, bufSize, length);
+ }
+}
+
+void Program::getInputResourceName(GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ getResourceName(getInputResourceName(index), bufSize, length, name);
+}
+
+void Program::getOutputResourceName(GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ getResourceName(getOutputResourceName(index), bufSize, length, name);
+}
+
+void Program::getUniformResourceName(GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(index < mState.mExecutable->getUniforms().size());
+ getResourceName(mState.mExecutable->getUniforms()[index].name, bufSize, length, name);
+}
+
+void Program::getBufferVariableResourceName(GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(index < mState.mBufferVariables.size());
+ getResourceName(mState.mBufferVariables[index].name, bufSize, length, name);
+}
+
+const std::string Program::getResourceName(const sh::ShaderVariable &resource) const
+{
+ std::string resourceName = resource.name;
+
+ if (resource.isArray())
+ {
+ resourceName += "[0]";
+ }
+
+ return resourceName;
+}
+
+const std::string Program::getInputResourceName(GLuint index) const
+{
+ ASSERT(!mLinkingState);
+ const sh::ShaderVariable &resource = getInputResource(index);
+
+ return getResourceName(resource);
+}
+
+const std::string Program::getOutputResourceName(GLuint index) const
+{
+ ASSERT(!mLinkingState);
+ const sh::ShaderVariable &resource = getOutputResource(index);
+
+ return getResourceName(resource);
+}
+
+const sh::ShaderVariable &Program::getOutputResource(size_t index) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(index < mState.mExecutable->getOutputVariables().size());
+ return mState.mExecutable->getOutputVariables()[index];
+}
+
+const ProgramBindings &Program::getAttributeBindings() const
+{
+ ASSERT(!mLinkingState);
+ return mAttributeBindings;
+}
+const ProgramAliasedBindings &Program::getUniformLocationBindings() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mUniformLocationBindings;
+}
+
+const gl::ProgramAliasedBindings &Program::getFragmentOutputLocations() const
+{
+ ASSERT(!mLinkingState);
+ return mFragmentOutputLocations;
+}
+
+const gl::ProgramAliasedBindings &Program::getFragmentOutputIndexes() const
+{
+ ASSERT(!mLinkingState);
+ return mFragmentOutputIndexes;
+}
+
+ComponentTypeMask Program::getDrawBufferTypeMask() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mDrawBufferTypeMask;
+}
+
+const std::vector<GLsizei> &Program::getTransformFeedbackStrides() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mExecutable->getTransformFeedbackStrides();
+}
+
+GLint Program::getFragDataLocation(const std::string &name) const
+{
+ ASSERT(!mLinkingState);
+ GLint primaryLocation = GetVariableLocation(mState.mExecutable->getOutputVariables(),
+ mState.mExecutable->getOutputLocations(), name);
+ if (primaryLocation != -1)
+ {
+ return primaryLocation;
+ }
+ return GetVariableLocation(mState.mExecutable->getOutputVariables(),
+ mState.mExecutable->getSecondaryOutputLocations(), name);
+}
+
+GLint Program::getFragDataIndex(const std::string &name) const
+{
+ ASSERT(!mLinkingState);
+ if (GetVariableLocation(mState.mExecutable->getOutputVariables(),
+ mState.mExecutable->getOutputLocations(), name) != -1)
+ {
+ return 0;
+ }
+ if (GetVariableLocation(mState.mExecutable->getOutputVariables(),
+ mState.mExecutable->getSecondaryOutputLocations(), name) != -1)
+ {
+ return 1;
+ }
+ return -1;
+}
+
+void Program::getActiveUniform(GLuint index,
+ GLsizei bufsize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ if (mLinked)
+ {
+ // index must be smaller than getActiveUniformCount()
+ ASSERT(index < mState.mExecutable->getUniforms().size());
+ const LinkedUniform &uniform = mState.mExecutable->getUniforms()[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(!mLinkingState);
+ if (mLinked)
+ {
+ return static_cast<GLint>(mState.mExecutable->getUniforms().size());
+ }
+ else
+ {
+ return 0;
+ }
+}
+
+size_t Program::getActiveBufferVariableCount() const
+{
+ ASSERT(!mLinkingState);
+ return mLinked ? mState.mBufferVariables.size() : 0;
+}
+
+GLint Program::getActiveUniformMaxLength() const
+{
+ ASSERT(!mLinkingState);
+ size_t maxLength = 0;
+
+ if (mLinked)
+ {
+ for (const LinkedUniform &uniform : mState.mExecutable->getUniforms())
+ {
+ 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(UniformLocation location) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size()));
+ return (location.value >= 0 &&
+ static_cast<size_t>(location.value) < mState.mUniformLocations.size() &&
+ mState.mUniformLocations[static_cast<size_t>(location.value)].used());
+}
+
+const LinkedUniform &Program::getUniformByLocation(UniformLocation location) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(location.value >= 0 &&
+ static_cast<size_t>(location.value) < mState.mUniformLocations.size());
+ return mState.mExecutable->getUniforms()[mState.getUniformIndexFromLocation(location)];
+}
+
+const VariableLocation &Program::getUniformLocation(UniformLocation location) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(location.value >= 0 &&
+ static_cast<size_t>(location.value) < mState.mUniformLocations.size());
+ return mState.mUniformLocations[location.value];
+}
+
+const BufferVariable &Program::getBufferVariableByIndex(GLuint index) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(index < static_cast<size_t>(mState.mBufferVariables.size()));
+ return mState.mBufferVariables[index];
+}
+
+UniformLocation Program::getUniformLocation(const std::string &name) const
+{
+ ASSERT(!mLinkingState);
+ return {GetVariableLocation(mState.mExecutable->getUniforms(), mState.mUniformLocations, name)};
+}
+
+GLuint Program::getUniformIndex(const std::string &name) const
+{
+ ASSERT(!mLinkingState);
+ return mState.getUniformIndexFromName(name);
+}
+
+bool Program::shouldIgnoreUniform(UniformLocation location) const
+{
+ if (location.value == -1)
+ {
+ return true;
+ }
+
+ if (mState.mUniformLocations[static_cast<size_t>(location.value)].ignored)
+ {
+ return true;
+ }
+
+ return false;
+}
+
+void Program::setUniform1fv(UniformLocation location, GLsizei count, const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
+ mProgram->setUniform1fv(location.value, clampedCount, v);
+}
+
+void Program::setUniform2fv(UniformLocation location, GLsizei count, const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
+ mProgram->setUniform2fv(location.value, clampedCount, v);
+}
+
+void Program::setUniform3fv(UniformLocation location, GLsizei count, const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
+ mProgram->setUniform3fv(location.value, clampedCount, v);
+}
+
+void Program::setUniform4fv(UniformLocation location, GLsizei count, const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
+ mProgram->setUniform4fv(location.value, clampedCount, v);
+}
+
+void Program::setUniform1iv(Context *context,
+ UniformLocation location,
+ GLsizei count,
+ const GLint *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
+
+ mProgram->setUniform1iv(location.value, clampedCount, v);
+
+ if (mState.isSamplerUniformIndex(locationInfo.index))
+ {
+ updateSamplerUniform(context, locationInfo, clampedCount, v);
+ }
+}
+
+void Program::setUniform2iv(UniformLocation location, GLsizei count, const GLint *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
+ mProgram->setUniform2iv(location.value, clampedCount, v);
+}
+
+void Program::setUniform3iv(UniformLocation location, GLsizei count, const GLint *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
+ mProgram->setUniform3iv(location.value, clampedCount, v);
+}
+
+void Program::setUniform4iv(UniformLocation location, GLsizei count, const GLint *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
+ mProgram->setUniform4iv(location.value, clampedCount, v);
+}
+
+void Program::setUniform1uiv(UniformLocation location, GLsizei count, const GLuint *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
+ mProgram->setUniform1uiv(location.value, clampedCount, v);
+}
+
+void Program::setUniform2uiv(UniformLocation location, GLsizei count, const GLuint *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
+ mProgram->setUniform2uiv(location.value, clampedCount, v);
+}
+
+void Program::setUniform3uiv(UniformLocation location, GLsizei count, const GLuint *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
+ mProgram->setUniform3uiv(location.value, clampedCount, v);
+}
+
+void Program::setUniform4uiv(UniformLocation location, GLsizei count, const GLuint *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+ GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
+ mProgram->setUniform4uiv(location.value, clampedCount, v);
+}
+
+void Program::setUniformMatrix2fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ GLsizei clampedCount = clampMatrixUniformCount<2, 2>(location, count, transpose, v);
+ mProgram->setUniformMatrix2fv(location.value, clampedCount, transpose, v);
+}
+
+void Program::setUniformMatrix3fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ GLsizei clampedCount = clampMatrixUniformCount<3, 3>(location, count, transpose, v);
+ mProgram->setUniformMatrix3fv(location.value, clampedCount, transpose, v);
+}
+
+void Program::setUniformMatrix4fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ GLsizei clampedCount = clampMatrixUniformCount<4, 4>(location, count, transpose, v);
+ mProgram->setUniformMatrix4fv(location.value, clampedCount, transpose, v);
+}
+
+void Program::setUniformMatrix2x3fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ GLsizei clampedCount = clampMatrixUniformCount<2, 3>(location, count, transpose, v);
+ mProgram->setUniformMatrix2x3fv(location.value, clampedCount, transpose, v);
+}
+
+void Program::setUniformMatrix2x4fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ GLsizei clampedCount = clampMatrixUniformCount<2, 4>(location, count, transpose, v);
+ mProgram->setUniformMatrix2x4fv(location.value, clampedCount, transpose, v);
+}
+
+void Program::setUniformMatrix3x2fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ GLsizei clampedCount = clampMatrixUniformCount<3, 2>(location, count, transpose, v);
+ mProgram->setUniformMatrix3x2fv(location.value, clampedCount, transpose, v);
+}
+
+void Program::setUniformMatrix3x4fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ GLsizei clampedCount = clampMatrixUniformCount<3, 4>(location, count, transpose, v);
+ mProgram->setUniformMatrix3x4fv(location.value, clampedCount, transpose, v);
+}
+
+void Program::setUniformMatrix4x2fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ GLsizei clampedCount = clampMatrixUniformCount<4, 2>(location, count, transpose, v);
+ mProgram->setUniformMatrix4x2fv(location.value, clampedCount, transpose, v);
+}
+
+void Program::setUniformMatrix4x3fv(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *v)
+{
+ ASSERT(!mLinkingState);
+ if (shouldIgnoreUniform(location))
+ {
+ return;
+ }
+
+ GLsizei clampedCount = clampMatrixUniformCount<4, 3>(location, count, transpose, v);
+ mProgram->setUniformMatrix4x3fv(location.value, clampedCount, transpose, v);
+}
+
+GLuint Program::getSamplerUniformBinding(const VariableLocation &uniformLocation) const
+{
+ ASSERT(!mLinkingState);
+ GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(uniformLocation.index);
+ const std::vector<GLuint> &boundTextureUnits =
+ mState.mExecutable->mSamplerBindings[samplerIndex].boundTextureUnits;
+ return (uniformLocation.arrayIndex < boundTextureUnits.size())
+ ? boundTextureUnits[uniformLocation.arrayIndex]
+ : 0;
+}
+
+GLuint Program::getImageUniformBinding(const VariableLocation &uniformLocation) const
+{
+ ASSERT(!mLinkingState);
+ GLuint imageIndex = mState.getImageIndexFromUniformIndex(uniformLocation.index);
+
+ const std::vector<ImageBinding> &imageBindings = getExecutable().getImageBindings();
+ const std::vector<GLuint> &boundImageUnits = imageBindings[imageIndex].boundImageUnits;
+ return boundImageUnits[uniformLocation.arrayIndex];
+}
+
+void Program::getUniformfv(const Context *context, UniformLocation location, GLfloat *v) const
+{
+ ASSERT(!mLinkingState);
+ const VariableLocation &uniformLocation = mState.getUniformLocations()[location.value];
+ const LinkedUniform &uniform = mState.getUniforms()[uniformLocation.index];
+
+ if (uniform.isSampler())
+ {
+ *v = static_cast<GLfloat>(getSamplerUniformBinding(uniformLocation));
+ return;
+ }
+ else if (uniform.isImage())
+ {
+ *v = static_cast<GLfloat>(getImageUniformBinding(uniformLocation));
+ return;
+ }
+
+ const GLenum nativeType = gl::VariableComponentType(uniform.type);
+ if (nativeType == GL_FLOAT)
+ {
+ mProgram->getUniformfv(context, location.value, v);
+ }
+ else
+ {
+ getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type));
+ }
+}
+
+void Program::getUniformiv(const Context *context, UniformLocation location, GLint *v) const
+{
+ ASSERT(!mLinkingState);
+ const VariableLocation &uniformLocation = mState.getUniformLocations()[location.value];
+ const LinkedUniform &uniform = mState.getUniforms()[uniformLocation.index];
+
+ if (uniform.isSampler())
+ {
+ *v = static_cast<GLint>(getSamplerUniformBinding(uniformLocation));
+ return;
+ }
+ else if (uniform.isImage())
+ {
+ *v = static_cast<GLint>(getImageUniformBinding(uniformLocation));
+ return;
+ }
+
+ const GLenum nativeType = gl::VariableComponentType(uniform.type);
+ if (nativeType == GL_INT || nativeType == GL_BOOL)
+ {
+ mProgram->getUniformiv(context, location.value, v);
+ }
+ else
+ {
+ getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type));
+ }
+}
+
+void Program::getUniformuiv(const Context *context, UniformLocation location, GLuint *v) const
+{
+ ASSERT(!mLinkingState);
+ const VariableLocation &uniformLocation = mState.getUniformLocations()[location.value];
+ const LinkedUniform &uniform = mState.getUniforms()[uniformLocation.index];
+
+ if (uniform.isSampler())
+ {
+ *v = getSamplerUniformBinding(uniformLocation);
+ return;
+ }
+ else if (uniform.isImage())
+ {
+ *v = getImageUniformBinding(uniformLocation);
+ return;
+ }
+
+ const GLenum nativeType = VariableComponentType(uniform.type);
+ if (nativeType == GL_UNSIGNED_INT)
+ {
+ mProgram->getUniformuiv(context, location.value, v);
+ }
+ else
+ {
+ getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type));
+ }
+}
+
+void Program::flagForDeletion()
+{
+ ASSERT(!mLinkingState);
+ mDeleteStatus = true;
+}
+
+bool Program::isFlaggedForDeletion() const
+{
+ ASSERT(!mLinkingState);
+ return mDeleteStatus;
+}
+
+void Program::validate(const Caps &caps)
+{
+ ASSERT(!mLinkingState);
+ mState.mExecutable->resetInfoLog();
+ InfoLog &infoLog = mState.mExecutable->getInfoLog();
+
+ if (mLinked)
+ {
+ mValidated = ConvertToBool(mProgram->validate(caps, &infoLog));
+ }
+ else
+ {
+ infoLog << "Program has not been successfully linked.";
+ }
+}
+
+bool Program::isValidated() const
+{
+ ASSERT(!mLinkingState);
+ return mValidated;
+}
+
+void Program::getActiveUniformBlockName(const UniformBlockIndex blockIndex,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *blockName) const
+{
+ ASSERT(!mLinkingState);
+ GetInterfaceBlockName(blockIndex, mState.mExecutable->getUniformBlocks(), bufSize, length,
+ blockName);
+}
+
+void Program::getActiveShaderStorageBlockName(const GLuint blockIndex,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *blockName) const
+{
+ ASSERT(!mLinkingState);
+ GetInterfaceBlockName({blockIndex}, mState.mExecutable->getShaderStorageBlocks(), 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(!mLinkingState);
+ return getActiveInterfaceBlockMaxNameLength(mState.mExecutable->getUniformBlocks());
+}
+
+GLint Program::getActiveShaderStorageBlockMaxNameLength() const
+{
+ ASSERT(!mLinkingState);
+ return getActiveInterfaceBlockMaxNameLength(mState.mExecutable->getShaderStorageBlocks());
+}
+
+GLuint Program::getUniformBlockIndex(const std::string &name) const
+{
+ ASSERT(!mLinkingState);
+ return GetInterfaceBlockIndex(mState.mExecutable->getUniformBlocks(), name);
+}
+
+GLuint Program::getShaderStorageBlockIndex(const std::string &name) const
+{
+ ASSERT(!mLinkingState);
+ return GetInterfaceBlockIndex(mState.mExecutable->getShaderStorageBlocks(), name);
+}
+
+const InterfaceBlock &Program::getUniformBlockByIndex(GLuint index) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(index < static_cast<GLuint>(mState.mExecutable->getActiveUniformBlockCount()));
+ return mState.mExecutable->getUniformBlocks()[index];
+}
+
+const InterfaceBlock &Program::getShaderStorageBlockByIndex(GLuint index) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(index < static_cast<GLuint>(mState.mExecutable->getActiveShaderStorageBlockCount()));
+ return mState.mExecutable->getShaderStorageBlocks()[index];
+}
+
+void Program::bindUniformBlock(UniformBlockIndex uniformBlockIndex, GLuint uniformBlockBinding)
+{
+ ASSERT(!mLinkingState);
+ mState.mExecutable->mUniformBlocks[uniformBlockIndex.value].binding = uniformBlockBinding;
+ mState.mExecutable->mActiveUniformBlockBindings.set(uniformBlockIndex.value,
+ uniformBlockBinding != 0);
+ mDirtyBits.set(DIRTY_BIT_UNIFORM_BLOCK_BINDING_0 + uniformBlockIndex.value);
+}
+
+GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const
+{
+ ASSERT(!mLinkingState);
+ return mState.getUniformBlockBinding(uniformBlockIndex);
+}
+
+GLuint Program::getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const
+{
+ ASSERT(!mLinkingState);
+ return mState.getShaderStorageBlockBinding(shaderStorageBlockIndex);
+}
+
+void Program::setTransformFeedbackVaryings(GLsizei count,
+ const GLchar *const *varyings,
+ GLenum bufferMode)
+{
+ ASSERT(!mLinkingState);
+ mState.mTransformFeedbackVaryingNames.resize(count);
+ for (GLsizei i = 0; i < count; i++)
+ {
+ mState.mTransformFeedbackVaryingNames[i] = varyings[i];
+ }
+
+ mState.mExecutable->mTransformFeedbackBufferMode = bufferMode;
+}
+
+void Program::getTransformFeedbackVarying(GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLsizei *size,
+ GLenum *type,
+ GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ if (mLinked)
+ {
+ ASSERT(index < mState.mExecutable->mLinkedTransformFeedbackVaryings.size());
+ const auto &var = mState.mExecutable->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(!mLinkingState);
+ if (mLinked)
+ {
+ return static_cast<GLsizei>(mState.mExecutable->mLinkedTransformFeedbackVaryings.size());
+ }
+ else
+ {
+ return 0;
+ }
+}
+
+GLsizei Program::getTransformFeedbackVaryingMaxLength() const
+{
+ ASSERT(!mLinkingState);
+ if (mLinked)
+ {
+ GLsizei maxSize = 0;
+ for (const auto &var : mState.mExecutable->mLinkedTransformFeedbackVaryings)
+ {
+ maxSize =
+ std::max(maxSize, static_cast<GLsizei>(var.nameWithArrayIndex().length() + 1));
+ }
+
+ return maxSize;
+ }
+ else
+ {
+ return 0;
+ }
+}
+
+GLenum Program::getTransformFeedbackBufferMode() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mExecutable->getTransformFeedbackBufferMode();
+}
+
+bool Program::linkValidateShaders(InfoLog &infoLog)
+{
+ const ShaderMap<Shader *> &shaders = mState.mAttachedShaders;
+
+ bool isComputeShaderAttached = shaders[ShaderType::Compute] != nullptr;
+ bool isGraphicsShaderAttached = shaders[ShaderType::Vertex] ||
+ shaders[ShaderType::TessControl] ||
+ shaders[ShaderType::TessEvaluation] ||
+ shaders[ShaderType::Geometry] || shaders[ShaderType::Fragment];
+ // 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 && isGraphicsShaderAttached)
+ {
+ infoLog << "Both compute and graphics shaders are attached to the same program.";
+ return false;
+ }
+
+ Optional<int> version;
+ for (ShaderType shaderType : kAllGraphicsShaderTypes)
+ {
+ Shader *shader = shaders[shaderType];
+ ASSERT(!shader || shader->getType() == shaderType);
+ if (!shader)
+ {
+ continue;
+ }
+
+ if (!shader->isCompiled())
+ {
+ infoLog << ShaderTypeToString(shaderType) << " shader is not compiled.";
+ return false;
+ }
+
+ if (!version.valid())
+ {
+ version = shader->getShaderVersion();
+ }
+ else if (version != shader->getShaderVersion())
+ {
+ infoLog << ShaderTypeToString(shaderType)
+ << " shader version does not match other shader versions.";
+ return false;
+ }
+ }
+
+ if (isComputeShaderAttached)
+ {
+ ASSERT(shaders[ShaderType::Compute]->getType() == ShaderType::Compute);
+
+ mState.mComputeShaderLocalSize = shaders[ShaderType::Compute]->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 (!isGraphicsShaderAttached)
+ {
+ infoLog << "No compiled shaders.";
+ return false;
+ }
+
+ bool hasVertex = shaders[ShaderType::Vertex] != nullptr;
+ bool hasFragment = shaders[ShaderType::Fragment] != nullptr;
+ if (!isSeparable() && (!hasVertex || !hasFragment))
+ {
+ infoLog
+ << "The program must contain objects to form both a vertex and fragment shader.";
+ return false;
+ }
+
+ bool hasTessControl = shaders[ShaderType::TessControl] != nullptr;
+ bool hasTessEvaluation = shaders[ShaderType::TessEvaluation] != nullptr;
+ if (!isSeparable() && (hasTessControl != hasTessEvaluation))
+ {
+ infoLog << "Tessellation control and evaluation shaders must be specified together.";
+ return false;
+ }
+
+ Shader *geometryShader = shaders[ShaderType::Geometry];
+ if (shaders[ShaderType::Geometry])
+ {
+ // [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.
+ ASSERT(geometryShader->getType() == ShaderType::Geometry);
+
+ Optional<PrimitiveMode> inputPrimitive =
+ geometryShader->getGeometryShaderInputPrimitiveType();
+ if (!inputPrimitive.valid())
+ {
+ infoLog << "Input primitive type is not specified in the geometry shader.";
+ return false;
+ }
+
+ Optional<PrimitiveMode> outputPrimitive =
+ geometryShader->getGeometryShaderOutputPrimitiveType();
+ if (!outputPrimitive.valid())
+ {
+ infoLog << "Output primitive type is not specified in the geometry shader.";
+ return false;
+ }
+
+ Optional<GLint> maxVertices = geometryShader->getGeometryShaderMaxVertices();
+ if (!maxVertices.valid())
+ {
+ infoLog << "'max_vertices' is not specified in the geometry shader.";
+ return false;
+ }
+
+ mState.mExecutable->mGeometryShaderInputPrimitiveType = inputPrimitive.value();
+ mState.mExecutable->mGeometryShaderOutputPrimitiveType = outputPrimitive.value();
+ mState.mExecutable->mGeometryShaderMaxVertices = maxVertices.value();
+ mState.mExecutable->mGeometryShaderInvocations =
+ geometryShader->getGeometryShaderInvocations();
+ }
+
+ Shader *tessControlShader = shaders[ShaderType::TessControl];
+ if (tessControlShader)
+ {
+ int tcsShaderVertices = tessControlShader->getTessControlShaderVertices();
+ if (tcsShaderVertices == 0)
+ {
+ // In tessellation control shader, output vertices should be specified at least
+ // once.
+ // > GLSL ES Version 3.20.6 spec:
+ // > 4.4.2. Output Layout Qualifiers
+ // > Tessellation Control Outputs
+ // > ...
+ // > There must be at least one layout qualifier specifying an output patch vertex
+ // > count in any program containing a tessellation control shader.
+ infoLog << "In Tessellation Control Shader, at least one layout qualifier "
+ "specifying an output patch vertex count must exist.";
+ return false;
+ }
+
+ mState.mExecutable->mTessControlShaderVertices = tcsShaderVertices;
+ }
+
+ Shader *tessEvaluationShader = shaders[ShaderType::TessEvaluation];
+ if (tessEvaluationShader)
+ {
+ GLenum tesPrimitiveMode = tessEvaluationShader->getTessGenMode();
+ if (tesPrimitiveMode == 0)
+ {
+ // In tessellation evaluation shader, a primitive mode should be specified at least
+ // once.
+ // > GLSL ES Version 3.20.6 spec:
+ // > 4.4.1. Input Layout Qualifiers
+ // > Tessellation Evaluation Inputs
+ // > ...
+ // > The tessellation evaluation shader object in a program must declare a primitive
+ // > mode in its input layout. Declaring vertex spacing, ordering, or point mode
+ // > identifiers is optional.
+ infoLog << "The Tessellation Evaluation Shader object in a program must declare a "
+ "primitive mode in its input layout.";
+ return false;
+ }
+
+ mState.mExecutable->mTessGenMode = tesPrimitiveMode;
+ mState.mExecutable->mTessGenSpacing = tessEvaluationShader->getTessGenSpacing();
+ mState.mExecutable->mTessGenVertexOrder = tessEvaluationShader->getTessGenVertexOrder();
+ mState.mExecutable->mTessGenPointMode = tessEvaluationShader->getTessGenPointMode();
+ }
+ }
+
+ return true;
+}
+
+GLuint Program::getTransformFeedbackVaryingResourceIndex(const GLchar *name) const
+{
+ ASSERT(!mLinkingState);
+ for (GLuint tfIndex = 0; tfIndex < mState.mExecutable->mLinkedTransformFeedbackVaryings.size();
+ ++tfIndex)
+ {
+ const auto &tf = mState.mExecutable->mLinkedTransformFeedbackVaryings[tfIndex];
+ if (tf.nameWithArrayIndex() == name)
+ {
+ return tfIndex;
+ }
+ }
+ return GL_INVALID_INDEX;
+}
+
+const TransformFeedbackVarying &Program::getTransformFeedbackVaryingResource(GLuint index) const
+{
+ ASSERT(!mLinkingState);
+ ASSERT(index < mState.mExecutable->mLinkedTransformFeedbackVaryings.size());
+ return mState.mExecutable->mLinkedTransformFeedbackVaryings[index];
+}
+
+bool Program::hasDrawIDUniform() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mDrawIDLocation >= 0;
+}
+
+void Program::setDrawIDUniform(GLint drawid)
+{
+ ASSERT(!mLinkingState);
+ ASSERT(mState.mDrawIDLocation >= 0);
+ mProgram->setUniform1iv(mState.mDrawIDLocation, 1, &drawid);
+}
+
+bool Program::hasBaseVertexUniform() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mBaseVertexLocation >= 0;
+}
+
+void Program::setBaseVertexUniform(GLint baseVertex)
+{
+ ASSERT(!mLinkingState);
+ ASSERT(mState.mBaseVertexLocation >= 0);
+ if (baseVertex == mState.mCachedBaseVertex)
+ {
+ return;
+ }
+ mState.mCachedBaseVertex = baseVertex;
+ mProgram->setUniform1iv(mState.mBaseVertexLocation, 1, &baseVertex);
+}
+
+bool Program::hasBaseInstanceUniform() const
+{
+ ASSERT(!mLinkingState);
+ return mState.mBaseInstanceLocation >= 0;
+}
+
+void Program::setBaseInstanceUniform(GLuint baseInstance)
+{
+ ASSERT(!mLinkingState);
+ ASSERT(mState.mBaseInstanceLocation >= 0);
+ if (baseInstance == mState.mCachedBaseInstance)
+ {
+ return;
+ }
+ mState.mCachedBaseInstance = baseInstance;
+ GLint baseInstanceInt = baseInstance;
+ mProgram->setUniform1iv(mState.mBaseInstanceLocation, 1, &baseInstanceInt);
+}
+
+bool Program::linkVaryings(InfoLog &infoLog) const
+{
+ ShaderType previousShaderType = ShaderType::InvalidEnum;
+ for (ShaderType shaderType : kAllGraphicsShaderTypes)
+ {
+ Shader *currentShader = mState.mAttachedShaders[shaderType];
+ if (!currentShader)
+ {
+ continue;
+ }
+
+ if (previousShaderType != ShaderType::InvalidEnum)
+ {
+ Shader *previousShader = mState.mAttachedShaders[previousShaderType];
+ const std::vector<sh::ShaderVariable> &outputVaryings =
+ previousShader->getOutputVaryings();
+
+ if (!LinkValidateShaderInterfaceMatching(
+ outputVaryings, currentShader->getInputVaryings(), previousShaderType,
+ currentShader->getType(), previousShader->getShaderVersion(),
+ currentShader->getShaderVersion(), isSeparable(), infoLog))
+ {
+ return false;
+ }
+ }
+ previousShaderType = currentShader->getType();
+ }
+
+ // TODO: http://anglebug.com/3571 and http://anglebug.com/3572
+ // Need to move logic of validating builtin varyings inside the for-loop above.
+ // This is because the built-in symbols `gl_ClipDistance` and `gl_CullDistance`
+ // can be redeclared in Geometry or Tessellation shaders as well.
+ Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex];
+ Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
+ if (vertexShader && fragmentShader &&
+ !LinkValidateBuiltInVaryings(vertexShader->getOutputVaryings(),
+ fragmentShader->getInputVaryings(), vertexShader->getType(),
+ fragmentShader->getType(), vertexShader->getShaderVersion(),
+ fragmentShader->getShaderVersion(), infoLog))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool Program::linkUniforms(const Caps &caps,
+ const Version &version,
+ InfoLog &infoLog,
+ const ProgramAliasedBindings &uniformLocationBindings,
+ GLuint *combinedImageUniformsCount,
+ std::vector<UnusedUniform> *unusedUniforms)
+{
+ UniformLinker linker(mState);
+ if (!linker.link(caps, infoLog, uniformLocationBindings))
+ {
+ return false;
+ }
+
+ linker.getResults(&mState.mExecutable->mUniforms, unusedUniforms, &mState.mUniformLocations);
+
+ linkSamplerAndImageBindings(combinedImageUniformsCount);
+
+ if (!linkAtomicCounterBuffers())
+ {
+ return false;
+ }
+
+ if (version >= Version(3, 1))
+ {
+ GLint locationSize = static_cast<GLint>(mState.getUniformLocations().size());
+
+ if (locationSize > caps.maxUniformLocations)
+ {
+ infoLog << "Exceeded maximum uniform location size";
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void Program::linkSamplerAndImageBindings(GLuint *combinedImageUniforms)
+{
+ ASSERT(combinedImageUniforms);
+
+ // Iterate over mExecutable->mUniforms from the back, and find the range of subpass inputs,
+ // atomic counters, images and samplers in that order.
+ auto highIter = mState.mExecutable->getUniforms().rbegin();
+ auto lowIter = highIter;
+
+ unsigned int high = static_cast<unsigned int>(mState.mExecutable->getUniforms().size());
+ unsigned int low = high;
+
+ // Note that uniform block uniforms are not yet appended to this list.
+ ASSERT(mState.mExecutable->getUniforms().size() == 0 || highIter->isAtomicCounter() ||
+ highIter->isImage() || highIter->isSampler() || highIter->isInDefaultBlock() ||
+ highIter->isFragmentInOut);
+
+ for (; lowIter != mState.mExecutable->getUniforms().rend() && lowIter->isFragmentInOut;
+ ++lowIter)
+ {
+ --low;
+ }
+
+ mState.mExecutable->mFragmentInoutRange = RangeUI(low, high);
+
+ highIter = lowIter;
+ high = low;
+
+ for (; lowIter != mState.mExecutable->getUniforms().rend() && lowIter->isAtomicCounter();
+ ++lowIter)
+ {
+ --low;
+ }
+
+ mState.mAtomicCounterUniformRange = RangeUI(low, high);
+
+ highIter = lowIter;
+ high = low;
+
+ for (; lowIter != mState.mExecutable->getUniforms().rend() && lowIter->isImage(); ++lowIter)
+ {
+ --low;
+ }
+
+ mState.mExecutable->mImageUniformRange = RangeUI(low, high);
+ *combinedImageUniforms = 0u;
+ // The Program is still linking, so getExecutable().isCompute() isn't accurate yet.
+ bool hasComputeShader = mState.mAttachedShaders[ShaderType::Compute] != nullptr;
+ std::vector<ImageBinding> &imageBindings = hasComputeShader
+ ? mState.mExecutable->mComputeImageBindings
+ : mState.mExecutable->mGraphicsImageBindings;
+ // If uniform is a image type, insert it into the mImageBindings array.
+ for (unsigned int imageIndex : mState.mExecutable->getImageUniformRange())
+ {
+ // 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.mExecutable->getUniforms()[imageIndex];
+ TextureType textureType = ImageTypeToTextureType(imageUniform.type);
+ const GLuint arraySize = imageUniform.isArray() ? imageUniform.arraySizes[0] : 1u;
+
+ if (imageUniform.binding == -1)
+ {
+ imageBindings.emplace_back(
+ ImageBinding(imageUniform.getBasicTypeElementCount(), textureType));
+ }
+ else
+ {
+ // The arrays of arrays are flattened to arrays, it needs to record the array offset for
+ // the correct binding image unit.
+ imageBindings.emplace_back(
+ ImageBinding(imageUniform.binding + imageUniform.parentArrayIndex() * arraySize,
+ imageUniform.getBasicTypeElementCount(), textureType));
+ }
+
+ *combinedImageUniforms += imageUniform.activeShaderCount() * arraySize;
+ }
+
+ highIter = lowIter;
+ high = low;
+
+ for (; lowIter != mState.mExecutable->getUniforms().rend() && lowIter->isSampler(); ++lowIter)
+ {
+ --low;
+ }
+
+ mState.mExecutable->mSamplerUniformRange = RangeUI(low, high);
+
+ // If uniform is a sampler type, insert it into the mSamplerBindings array.
+ for (unsigned int samplerIndex : mState.mExecutable->getSamplerUniformRange())
+ {
+ const auto &samplerUniform = mState.mExecutable->getUniforms()[samplerIndex];
+ TextureType textureType = SamplerTypeToTextureType(samplerUniform.type);
+ GLenum samplerType = samplerUniform.typeInfo->type;
+ unsigned int elementCount = samplerUniform.getBasicTypeElementCount();
+ SamplerFormat format = samplerUniform.typeInfo->samplerFormat;
+ mState.mExecutable->mSamplerBindings.emplace_back(textureType, samplerType, format,
+ elementCount);
+ }
+
+ // Whatever is left constitutes the default uniforms.
+ mState.mExecutable->mDefaultUniformRange = RangeUI(0, low);
+}
+
+bool Program::linkAtomicCounterBuffers()
+{
+ for (unsigned int index : mState.mAtomicCounterUniformRange)
+ {
+ auto &uniform = mState.mExecutable->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.mExecutable->getActiveAtomicCounterBufferCount(); ++bufferIndex)
+ {
+ auto &buffer = mState.mExecutable->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.mExecutable->mAtomicCounterBuffers.push_back(atomicCounterBuffer);
+ uniform.bufferIndex =
+ static_cast<int>(mState.mExecutable->getActiveAtomicCounterBufferCount() - 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 (except built-ins) 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;
+ int shaderVersion = -1;
+ unsigned int usedLocations = 0;
+
+ Shader *vertexShader = mState.getAttachedShader(gl::ShaderType::Vertex);
+
+ if (!vertexShader)
+ {
+ // No vertex shader, so no attributes, so nothing to do
+ return true;
+ }
+
+ shaderVersion = vertexShader->getShaderVersion();
+ 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.mExecutable->mProgramInputs = vertexShader->getAllAttributes();
+ }
+ else
+ {
+ // In GLSL ES 1.00.17 we only do aliasing checks for active attributes.
+ mState.mExecutable->mProgramInputs = vertexShader->getActiveAttributes();
+ }
+
+ GLuint maxAttribs = static_cast<GLuint>(caps.maxVertexAttributes);
+ std::vector<sh::ShaderVariable *> usedAttribMap(maxAttribs, nullptr);
+
+ // Assign locations to attributes that have a binding location and check for attribute aliasing.
+ for (sh::ShaderVariable &attribute : mState.mExecutable->mProgramInputs)
+ {
+ // 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::ShaderVariable &attribute : mState.mExecutable->mProgramInputs)
+ {
+ // 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.mExecutable->mAttributesTypeMask.none());
+ ASSERT(mState.mExecutable->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.mExecutable->getProgramInputs().begin();
+ attributeIter != mState.mExecutable->getProgramInputs().end();)
+ {
+ if (attributeIter->active)
+ {
+ ++attributeIter;
+ }
+ else
+ {
+ attributeIter = mState.mExecutable->mProgramInputs.erase(attributeIter);
+ }
+ }
+ }
+
+ for (const sh::ShaderVariable &attribute : mState.mExecutable->getProgramInputs())
+ {
+ ASSERT(attribute.active);
+ ASSERT(attribute.location != -1);
+ unsigned int regs = static_cast<unsigned int>(VariableRegisterCount(attribute.type));
+
+ unsigned int location = static_cast<unsigned int>(attribute.location);
+ for (unsigned int r = 0; r < regs; r++)
+ {
+ // Built-in active program inputs don't have a bound attribute.
+ if (!attribute.isBuiltIn())
+ {
+ mState.mExecutable->mActiveAttribLocationsMask.set(location);
+ mState.mExecutable->mMaxActiveAttribLocation =
+ std::max(mState.mExecutable->mMaxActiveAttribLocation, location + 1);
+
+ ComponentType componentType =
+ GLenumToComponentType(VariableComponentType(attribute.type));
+
+ SetComponentTypeMask(componentType, location,
+ &mState.mExecutable->mAttributesTypeMask);
+ mState.mExecutable->mAttributesMask.set(location);
+
+ 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 = {};
+ InterfaceBlockMap instancelessInterfaceBlocksFields;
+
+ for (ShaderType shaderType : AllShaderTypes())
+ {
+ Shader *shader = mState.mAttachedShaders[shaderType];
+ if (!shader)
+ {
+ continue;
+ }
+
+ const auto &uniformBlocks = shader->getUniformBlocks();
+ if (!uniformBlocks.empty())
+ {
+ if (!ValidateInterfaceBlocksCount(
+ static_cast<GLuint>(caps.maxShaderUniformBlocks[shaderType]), uniformBlocks,
+ shaderType, sh::BlockType::BLOCK_UNIFORM, &combinedUniformBlocksCount, infoLog))
+ {
+ return false;
+ }
+
+ allShaderUniformBlocks[shaderType] = &uniformBlocks;
+ ++numShadersHasUniformBlocks;
+ }
+ }
+
+ if (combinedUniformBlocksCount > static_cast<GLuint>(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, &instancelessInterfaceBlocksFields))
+ {
+ 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(
+ static_cast<GLuint>(caps.maxShaderStorageBlocks[shaderType]),
+ shaderStorageBlocks, shaderType, sh::BlockType::BLOCK_BUFFER,
+ combinedShaderStorageBlocksCount, infoLog))
+ {
+ return false;
+ }
+
+ allShaderStorageBlocks[shaderType] = &shaderStorageBlocks;
+ ++numShadersHasShaderStorageBlocks;
+ }
+ }
+
+ if (*combinedShaderStorageBlocksCount >
+ static_cast<GLuint>(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,
+ &instancelessInterfaceBlocksFields))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+int Program::getOutputLocationForLink(const sh::ShaderVariable &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::ShaderVariable &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()
+ ? static_cast<unsigned int>(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,
+ sh::ShaderVariable &outputVariable)
+{
+ 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())
+ {
+ outputVariable.location = baseLocation;
+ 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)
+{
+ InfoLog &infoLog = mState.mExecutable->getInfoLog();
+ Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
+
+ ASSERT(mState.mOutputVariableTypes.empty());
+ ASSERT(mState.mActiveOutputVariables.none());
+ ASSERT(mState.mDrawBufferTypeMask.none());
+ ASSERT(!mState.mYUVOutput);
+
+ if (!fragmentShader)
+ {
+ // No fragment shader, so nothing to link
+ return true;
+ }
+
+ const std::vector<sh::ShaderVariable> &outputVariables =
+ fragmentShader->getActiveOutputVariables();
+
+ // Gather output variable types
+ for (const sh::ShaderVariable &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 (outputVariable.yuv)
+ {
+ ASSERT(outputVariables.size() == 1);
+ mState.mYUVOutput = true;
+ }
+ }
+
+ 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() >
+ static_cast<GLuint>(caps.maxCombinedShaderOutputResources))
+ {
+ infoLog
+ << "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 && fragmentShader->getShaderVersion() == 100)
+ return true;
+
+ mState.mExecutable->mOutputVariables = outputVariables;
+ mState.mExecutable->mYUVOutput = mState.mYUVOutput;
+ // TODO(jmadill): any caps validation here?
+
+ // 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.mExecutable->getOutputVariables().size();
+ outputVariableIndex++)
+ {
+ const sh::ShaderVariable &outputVariable =
+ mState.mExecutable->getOutputVariables()[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.mExecutable->mSecondaryOutputLocations
+ : mState.mExecutable->mOutputLocations;
+ unsigned int location = binding.second.location;
+ VariableLocation locationInfo(arrayIndex, outputVariableIndex);
+ if (location >= outputLocations.size())
+ {
+ outputLocations.resize(location + 1);
+ }
+ if (outputLocations[location].used())
+ {
+ infoLog << "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.mExecutable->getOutputVariables().size();
+ outputVariableIndex++)
+ {
+ const sh::ShaderVariable &outputVariable =
+ mState.mExecutable->getOutputVariables()[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.mExecutable->mSecondaryOutputLocations
+ : mState.mExecutable->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))
+ {
+ infoLog << "Location of variable " << outputVariable.name
+ << " conflicts with another variable.";
+ return false;
+ }
+ AssignOutputLocations(outputLocations, baseLocation, elementCount, reservedLocations,
+ outputVariableIndex,
+ mState.mExecutable->mOutputVariables[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 = static_cast<GLuint>(caps.maxDrawBuffers);
+ if (!mState.mExecutable->getSecondaryOutputLocations().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.mExecutable->getOutputVariables().size();
+ outputVariableIndex++)
+ {
+ const sh::ShaderVariable &outputVariable =
+ mState.mExecutable->getOutputVariables()[outputVariableIndex];
+
+ // Don't store outputs for gl_FragDepth, gl_FragColor, etc.
+ if (outputVariable.isBuiltIn())
+ continue;
+
+ int fixedLocation = getOutputLocationForLink(outputVariable);
+ auto &outputLocations = isOutputSecondaryForLink(outputVariable)
+ ? mState.mExecutable->mSecondaryOutputLocations
+ : mState.mExecutable->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,
+ mState.mExecutable->mOutputVariables[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."
+ infoLog << "Could not fit output variable into available locations: "
+ << outputVariable.name;
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void Program::setUniformValuesFromBindingQualifiers()
+{
+ for (unsigned int samplerIndex : mState.mExecutable->getSamplerUniformRange())
+ {
+ const auto &samplerUniform = mState.mExecutable->getUniforms()[samplerIndex];
+ if (samplerUniform.binding != -1)
+ {
+ UniformLocation location = getUniformLocation(samplerUniform.name);
+ ASSERT(location.value != -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.mExecutable->getActiveUniformBlockCount();
+ blockIndex++)
+ {
+ InterfaceBlock &uniformBlock = mState.mExecutable->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.mExecutable->mSamplerBindings[samplerIndex];
+ std::vector<GLuint> &boundTextureUnits = samplerBinding.boundTextureUnits;
+
+ if (locationInfo.arrayIndex >= boundTextureUnits.size())
+ {
+ return;
+ }
+ GLsizei safeUniformCount = std::min(
+ clampedCount, static_cast<GLsizei>(boundTextureUnits.size() - locationInfo.arrayIndex));
+
+ // Update the sampler uniforms.
+ for (GLsizei arrayIndex = 0; arrayIndex < safeUniformCount; ++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.mExecutable->mActiveSamplerRefCounts[oldTextureUnit];
+ uint32_t &newRefCount = mState.mExecutable->mActiveSamplerRefCounts[newTextureUnit];
+ ASSERT(oldRefCount > 0);
+ ASSERT(newRefCount < std::numeric_limits<uint32_t>::max());
+ oldRefCount--;
+ newRefCount++;
+
+ // Check for binding type change.
+ TextureType &newSamplerType = mState.mExecutable->mActiveSamplerTypes[newTextureUnit];
+ TextureType &oldSamplerType = mState.mExecutable->mActiveSamplerTypes[oldTextureUnit];
+ SamplerFormat &newSamplerFormat = mState.mExecutable->mActiveSamplerFormats[newTextureUnit];
+ SamplerFormat &oldSamplerFormat = mState.mExecutable->mActiveSamplerFormats[oldTextureUnit];
+
+ if (newRefCount == 1)
+ {
+ newSamplerType = samplerBinding.textureType;
+ newSamplerFormat = samplerBinding.format;
+ mState.mExecutable->mActiveSamplersMask.set(newTextureUnit);
+ mState.mExecutable->mActiveSamplerShaderBits[newTextureUnit] =
+ mState.mExecutable->getUniforms()[locationInfo.index].activeShaders();
+ }
+ 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.mExecutable->mActiveSamplersMask.reset(oldTextureUnit);
+ }
+ else
+ {
+ if (oldSamplerType == TextureType::InvalidEnum ||
+ oldSamplerFormat == SamplerFormat::InvalidEnum)
+ {
+ // Previous conflict. Check if this new change fixed the conflict.
+ mState.setSamplerUniformTextureTypeAndFormat(oldTextureUnit);
+ }
+ }
+
+ // Update the observing PPO's executable, if any.
+ // Do this before any of the Context work, since that uses the current ProgramExecutable,
+ // which will be the PPO's if this Program is bound to it, rather than this Program's.
+ if (isSeparable())
+ {
+ onStateChange(angle::SubjectMessage::ProgramTextureOrImageBindingChanged);
+ }
+
+ // Notify context.
+ if (context)
+ {
+ context->onSamplerUniformChange(newTextureUnit);
+ context->onSamplerUniformChange(oldTextureUnit);
+ }
+ }
+
+ // Invalidate the validation cache.
+ getExecutable().resetCachedValidateSamplersResult();
+ // Inform any PPOs this Program may be bound to.
+ onStateChange(angle::SubjectMessage::SamplerUniformsUpdated);
+}
+
+void ProgramState::setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex)
+{
+ mExecutable->setSamplerUniformTextureTypeAndFormat(textureUnitIndex,
+ mExecutable->mSamplerBindings);
+}
+
+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.mExecutable->getUniforms()[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(UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const T *v)
+{
+ const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
+
+ if (!transpose)
+ {
+ return clampUniformCount(locationInfo, count, cols * rows, v);
+ }
+
+ const LinkedUniform &linkedUniform = mState.mExecutable->getUniforms()[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,
+ UniformLocation location,
+ GLenum nativeType,
+ int components) const
+{
+ switch (nativeType)
+ {
+ case GL_BOOL:
+ {
+ GLint tempValue[16] = {0};
+ mProgram->getUniformiv(context, location.value, tempValue);
+ UniformStateQueryCastLoop<GLboolean>(
+ dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
+ break;
+ }
+ case GL_INT:
+ {
+ GLint tempValue[16] = {0};
+ mProgram->getUniformiv(context, location.value, tempValue);
+ UniformStateQueryCastLoop<GLint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
+ components);
+ break;
+ }
+ case GL_UNSIGNED_INT:
+ {
+ GLuint tempValue[16] = {0};
+ mProgram->getUniformuiv(context, location.value, tempValue);
+ UniformStateQueryCastLoop<GLuint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
+ components);
+ break;
+ }
+ case GL_FLOAT:
+ {
+ GLfloat tempValue[16] = {0};
+ mProgram->getUniformfv(context, location.value, 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(!mLinkingState);
+ ANGLE_TRY(mProgram->syncState(context, mDirtyBits));
+ mDirtyBits.reset();
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result 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);
+ }
+
+ // Must be before mExecutable->save(), since it uses the value.
+ stream.writeBool(mState.mSeparable);
+
+ mState.mExecutable->save(mState.mSeparable, &stream);
+
+ const auto &computeLocalSize = mState.getComputeShaderLocalSize();
+
+ stream.writeInt(computeLocalSize[0]);
+ stream.writeInt(computeLocalSize[1]);
+ stream.writeInt(computeLocalSize[2]);
+
+ stream.writeInt(mState.mNumViews);
+ stream.writeBool(mState.mEarlyFramentTestsOptimization);
+ stream.writeInt(mState.mSpecConstUsageBits.bits());
+
+ stream.writeInt(mState.getUniformLocations().size());
+ for (const auto &variable : mState.getUniformLocations())
+ {
+ stream.writeInt(variable.arrayIndex);
+ stream.writeIntOrNegOne(variable.index);
+ stream.writeBool(variable.ignored);
+ }
+
+ stream.writeInt(mState.getBufferVariables().size());
+ for (const BufferVariable &bufferVariable : mState.getBufferVariables())
+ {
+ WriteBufferVariable(&stream, bufferVariable);
+ }
+
+ // 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.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.writeBool(mState.isYUVOutput());
+
+ stream.writeInt(mState.getAtomicCounterUniformRange().low());
+ stream.writeInt(mState.getAtomicCounterUniformRange().high());
+
+ mProgram->save(context, &stream);
+
+ ASSERT(binaryOut);
+ if (!binaryOut->resize(stream.length()))
+ {
+ WARN() << "Failed to allocate enough memory to serialize a program. (" << stream.length()
+ << " bytes )";
+ return angle::Result::Incomplete;
+ }
+ memcpy(binaryOut->data(), stream.data(), stream.length());
+ return angle::Result::Continue;
+}
+
+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::Stop;
+ }
+
+ 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::Stop;
+ }
+
+ // Must be before mExecutable->load(), since it uses the value.
+ mState.mSeparable = stream.readBool();
+
+ mState.mExecutable->load(mState.mSeparable, &stream);
+
+ mState.mComputeShaderLocalSize[0] = stream.readInt<int>();
+ mState.mComputeShaderLocalSize[1] = stream.readInt<int>();
+ mState.mComputeShaderLocalSize[2] = stream.readInt<int>();
+
+ mState.mNumViews = stream.readInt<int>();
+ mState.mEarlyFramentTestsOptimization = stream.readBool();
+ mState.mSpecConstUsageBits = rx::SpecConstUsageBits(stream.readInt<uint32_t>());
+
+ const size_t uniformIndexCount = stream.readInt<size_t>();
+ ASSERT(mState.mUniformLocations.empty());
+ for (size_t uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; ++uniformIndexIndex)
+ {
+ VariableLocation variable;
+ stream.readInt(&variable.arrayIndex);
+ stream.readInt(&variable.index);
+ stream.readBool(&variable.ignored);
+
+ mState.mUniformLocations.push_back(variable);
+ }
+
+ size_t bufferVariableCount = stream.readInt<size_t>();
+ ASSERT(mState.mBufferVariables.empty());
+ for (size_t bufferVarIndex = 0; bufferVarIndex < bufferVariableCount; ++bufferVarIndex)
+ {
+ BufferVariable bufferVariable;
+ LoadBufferVariable(&stream, &bufferVariable);
+ mState.mBufferVariables.push_back(bufferVariable);
+ }
+
+ size_t outputTypeCount = stream.readInt<size_t>();
+ for (size_t 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 =
+ gl::DrawBufferMask(stream.readInt<gl::DrawBufferMask::value_type>());
+
+ stream.readBool(&mState.mYUVOutput);
+
+ 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");
+
+ // Reject programs that use transform feedback varyings if the hardware cannot support them.
+ if (mState.mExecutable->getLinkedTransformFeedbackVaryings().size() > 0 &&
+ context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled)
+ {
+ infoLog << "Current driver does not support transform feedback in binary programs.";
+ return angle::Result::Stop;
+ }
+
+ if (!mState.mAttachedShaders[ShaderType::Compute])
+ {
+ mState.mExecutable->updateTransformFeedbackStrides();
+ }
+
+ postResolveLink(context);
+ mState.mExecutable->updateCanDrawWith();
+
+ return angle::Result::Continue;
+}
+
+void Program::postResolveLink(const gl::Context *context)
+{
+ mState.updateActiveSamplers();
+ mState.mExecutable->mActiveImageShaderBits.fill({});
+ mState.mExecutable->updateActiveImages(getExecutable());
+
+ setUniformValuesFromBindingQualifiers();
+
+ if (context->getExtensions().multiDraw)
+ {
+ mState.mDrawIDLocation = getUniformLocation("gl_DrawID").value;
+ }
+
+ if (context->getExtensions().baseVertexBaseInstance)
+ {
+ mState.mBaseVertexLocation = getUniformLocation("gl_BaseVertex").value;
+ mState.mBaseInstanceLocation = getUniformLocation("gl_BaseInstance").value;
+ }
+}
+
+// HasAttachedShaders implementation.
+ShaderType HasAttachedShaders::getTransformFeedbackStage() const
+{
+ if (getAttachedShader(ShaderType::Geometry))
+ {
+ return ShaderType::Geometry;
+ }
+ if (getAttachedShader(ShaderType::TessEvaluation))
+ {
+ return ShaderType::TessEvaluation;
+ }
+ return ShaderType::Vertex;
+}
+} // namespace gl