diff options
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/Program.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Program.cpp | 3810 |
1 files changed, 3810 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Program.cpp b/gfx/angle/checkout/src/libANGLE/Program.cpp new file mode 100644 index 0000000000..3191a43ff3 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Program.cpp @@ -0,0 +1,3810 @@ +// +// 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_info.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/capture/FrameCapture.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_autogen.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); + } +} + +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 Context *context, + const ProgramState &state, + UniformBlockLinker *blockLinker) +{ + for (ShaderType shaderType : AllShaderTypes()) + { + Shader *shader = state.getAttachedShader(shaderType); + if (shader) + { + blockLinker->addShaderBlocks(shaderType, &shader->getUniformBlocks(context)); + } + } +} + +void InitShaderStorageBlockLinker(const Context *context, + const ProgramState &state, + ShaderStorageBlockLinker *blockLinker) +{ + for (ShaderType shaderType : AllShaderTypes()) + { + Shader *shader = state.getAttachedShader(shaderType); + if (shader != nullptr) + { + blockLinker->addShaderBlocks(shaderType, &shader->getShaderStorageBlocks(context)); + } + } +} +} // 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 ""; + } +} + +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); +} + +void WriteShInterfaceBlock(BinaryOutputStream *stream, const sh::InterfaceBlock &block) +{ + stream->writeString(block.name); + stream->writeString(block.mappedName); + stream->writeString(block.instanceName); + stream->writeInt(block.arraySize); + stream->writeEnum(block.layout); + stream->writeBool(block.isRowMajorLayout); + stream->writeInt(block.binding); + stream->writeBool(block.staticUse); + stream->writeBool(block.active); + stream->writeEnum(block.blockType); + + stream->writeInt<size_t>(block.fields.size()); + for (const sh::ShaderVariable &shaderVariable : block.fields) + { + WriteShaderVar(stream, shaderVariable); + } +} + +void LoadShInterfaceBlock(BinaryInputStream *stream, sh::InterfaceBlock *block) +{ + block->name = stream->readString(); + block->mappedName = stream->readString(); + block->instanceName = stream->readString(); + block->arraySize = stream->readInt<unsigned int>(); + block->layout = stream->readEnum<sh::BlockLayoutType>(); + block->isRowMajorLayout = stream->readBool(); + block->binding = stream->readInt<int>(); + block->staticUse = stream->readBool(); + block->active = stream->readBool(); + block->blockType = stream->readEnum<sh::BlockType>(); + + block->fields.resize(stream->readInt<size_t>()); + for (sh::ShaderVariable &variable : block->fields) + { + LoadShaderVar(stream, &variable); + } +} + +// 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 sanitized 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.rasterOrdered); + 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->rasterOrdered = stream->readBool(); + 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(); +} + +std::map<std::string, GLuint> ProgramBindings::getStableIterationMap() const +{ + return std::map<std::string, GLuint>(mBindings.begin(), 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(); +} + +std::map<std::string, ProgramBinding> ProgramAliasedBindings::getStableIterationMap() const +{ + return std::map<std::string, ProgramBinding>(mBindings.begin(), 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), + 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 +{ + return mExecutable->getUniformIndexFromSamplerIndex(samplerIndex); +} + +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; +} + +angle::Result Program::setLabel(const Context *context, const std::string &label) +{ + ASSERT(!mLinkingState); + mState.mLabel = label; + + if (mProgram) + { + return mProgram->onLabelUpdate(context); + } + return angle::Result::Continue; +} + +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->resetInfoLog(); + + // Validate we have properly attached shaders before checking the cache. + if (!linkValidateShaders(context, 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) + { + std::scoped_lock lock(mHistogramMutex); + // 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(context, infoLog); + ASSERT(result); + + std::unique_ptr<LinkingState> linkingState(new LinkingState()); + ProgramMergedVaryings mergedVaryings; + LinkingVariables linkingVariables(context, mState); + ProgramLinkedResources &resources = linkingState->resources; + + resources.init(&mState.mExecutable->mUniformBlocks, &mState.mExecutable->mUniforms, + &mState.mExecutable->mShaderStorageBlocks, &mState.mBufferVariables, + &mState.mExecutable->mAtomicCounterBuffers); + + // TODO: Fix incomplete linking. http://anglebug.com/6358 + updateLinkedShaderStages(); + + InitUniformBlockLinker(context, mState, &resources.uniformBlockLinker); + InitShaderStorageBlockLinker(context, mState, &resources.shaderStorageBlockLinker); + + if (mState.mAttachedShaders[ShaderType::Compute]) + { + GLuint combinedImageUniforms = 0; + if (!linkUniforms(context, &resources.unusedUniforms, &combinedImageUniforms, infoLog)) + { + return angle::Result::Continue; + } + + GLuint combinedShaderStorageBlocks = 0u; + if (!LinkValidateProgramInterfaceBlocks(context, + mState.mExecutable->getLinkedShaderStages(), + resources, 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; + } + } + else + { + if (!linkAttributes(context, infoLog)) + { + return angle::Result::Continue; + } + + if (!linkVaryings(context, infoLog)) + { + return angle::Result::Continue; + } + + GLuint combinedImageUniforms = 0; + if (!linkUniforms(context, &resources.unusedUniforms, &combinedImageUniforms, infoLog)) + { + return angle::Result::Continue; + } + + GLuint combinedShaderStorageBlocks = 0u; + if (!LinkValidateProgramInterfaceBlocks(context, + mState.mExecutable->getLinkedShaderStages(), + resources, infoLog, &combinedShaderStorageBlocks)) + { + return angle::Result::Continue; + } + + if (!LinkValidateProgramGlobalNames(infoLog, getExecutable(), linkingVariables)) + { + return angle::Result::Continue; + } + + gl::Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex]; + if (vertexShader) + { + mState.mNumViews = vertexShader->getNumViews(context); + mState.mSpecConstUsageBits |= vertexShader->getSpecConstUsageBits(); + } + + gl::Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment]; + if (fragmentShader) + { + if (!mState.mExecutable->linkValidateOutputVariables( + context->getCaps(), context->getExtensions(), context->getClientVersion(), + combinedImageUniforms, combinedShaderStorageBlocks, + fragmentShader->getActiveOutputVariables(context), + fragmentShader->getShaderVersion(context), mFragmentOutputLocations, + mFragmentOutputIndexes)) + { + return angle::Result::Continue; + } + + mState.mExecutable->mHasDiscard = fragmentShader->hasDiscard(); + mState.mExecutable->mEnablesPerSampleShading = + fragmentShader->enablesPerSampleShading(); + mState.mExecutable->mAdvancedBlendEquations = + fragmentShader->getAdvancedBlendEquations(); + mState.mSpecConstUsageBits |= fragmentShader->getSpecConstUsageBits(); + } + + mergedVaryings = GetMergedVaryingsFromLinkingVariables(linkingVariables); + if (!mState.mExecutable->linkMergedVaryings( + context, mergedVaryings, mState.mTransformFeedbackVaryingNames, linkingVariables, + isSeparable(), &resources.varyingPacking)) + { + return angle::Result::Continue; + } + } + + mState.mExecutable->saveLinkedStateInfo(context, mState); + + 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(context); + mState.updateProgramInterfaceOutputs(context); + + if (mState.mSeparable) + { + 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) + { + mState.mExecutable->reset(false); + 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. + ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW, + "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()); + } + } +} + +void ProgramState::updateActiveSamplers() +{ + mExecutable->mActiveSamplerRefCounts.fill(0); + mExecutable->updateActiveSamplers(*this); +} + +void ProgramState::updateProgramInterfaceInputs(const Context *context) +{ + 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(context)) + { + // 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(context)) + { + UpdateInterfaceVariable(&mExecutable->mProgramInputs, varying); + } + } +} + +void ProgramState::updateProgramInterfaceOutputs(const Context *context) +{ + 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(context)) + { + 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(true); + + mState.mUniformLocations.clear(); + mState.mBufferVariables.clear(); + mState.mComputeShaderLocalSize.fill(1); + mState.mNumViews = -1; + mState.mDrawIDLocation = -1; + mState.mBaseVertexLocation = -1; + mState.mBaseInstanceLocation = -1; + mState.mCachedBaseVertex = 0; + mState.mCachedBaseInstance = 0; + 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::GetANGLEHasBinaryLoading()) + { + return angle::Result::Incomplete; + } + + ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE); + if (binaryFormat != GL_PROGRAM_BINARY_ANGLE) + { + infoLog << "Invalid program binary format."; + return angle::Result::Incomplete; + } + + 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; +} + +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); +} + +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; +} + +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; +} + +template <typename UniformT, + GLint UniformSize, + void (rx::ProgramImpl::*SetUniformFunc)(GLint, GLsizei, const UniformT *)> +void Program::setUniformGeneric(UniformLocation location, GLsizei count, const UniformT *v) +{ + ASSERT(!mLinkingState); + if (shouldIgnoreUniform(location)) + { + return; + } + + const VariableLocation &locationInfo = mState.mUniformLocations[location.value]; + GLsizei clampedCount = clampUniformCount(locationInfo, count, UniformSize, v); + (mProgram->*SetUniformFunc)(location.value, clampedCount, v); + onStateChange(angle::SubjectMessage::ProgramUniformUpdated); +} + +void Program::setUniform1fv(UniformLocation location, GLsizei count, const GLfloat *v) +{ + setUniformGeneric<GLfloat, 1, &rx::ProgramImpl::setUniform1fv>(location, count, v); +} + +void Program::setUniform2fv(UniformLocation location, GLsizei count, const GLfloat *v) +{ + setUniformGeneric<GLfloat, 2, &rx::ProgramImpl::setUniform2fv>(location, count, v); +} + +void Program::setUniform3fv(UniformLocation location, GLsizei count, const GLfloat *v) +{ + setUniformGeneric<GLfloat, 3, &rx::ProgramImpl::setUniform3fv>(location, count, v); +} + +void Program::setUniform4fv(UniformLocation location, GLsizei count, const GLfloat *v) +{ + setUniformGeneric<GLfloat, 4, &rx::ProgramImpl::setUniform4fv>(location, count, 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); + } + else + { + onStateChange(angle::SubjectMessage::ProgramUniformUpdated); + } +} + +void Program::setUniform2iv(UniformLocation location, GLsizei count, const GLint *v) +{ + setUniformGeneric<GLint, 2, &rx::ProgramImpl::setUniform2iv>(location, count, v); +} + +void Program::setUniform3iv(UniformLocation location, GLsizei count, const GLint *v) +{ + setUniformGeneric<GLint, 3, &rx::ProgramImpl::setUniform3iv>(location, count, v); +} + +void Program::setUniform4iv(UniformLocation location, GLsizei count, const GLint *v) +{ + setUniformGeneric<GLint, 4, &rx::ProgramImpl::setUniform4iv>(location, count, v); +} + +void Program::setUniform1uiv(UniformLocation location, GLsizei count, const GLuint *v) +{ + setUniformGeneric<GLuint, 1, &rx::ProgramImpl::setUniform1uiv>(location, count, v); +} + +void Program::setUniform2uiv(UniformLocation location, GLsizei count, const GLuint *v) +{ + setUniformGeneric<GLuint, 2, &rx::ProgramImpl::setUniform2uiv>(location, count, v); +} + +void Program::setUniform3uiv(UniformLocation location, GLsizei count, const GLuint *v) +{ + setUniformGeneric<GLuint, 3, &rx::ProgramImpl::setUniform3uiv>(location, count, v); +} + +void Program::setUniform4uiv(UniformLocation location, GLsizei count, const GLuint *v) +{ + setUniformGeneric<GLuint, 4, &rx::ProgramImpl::setUniform4uiv>(location, count, v); +} + +template < + typename UniformT, + GLint MatrixC, + GLint MatrixR, + void (rx::ProgramImpl::*SetUniformMatrixFunc)(GLint, GLsizei, GLboolean, const UniformT *)> +void Program::setUniformMatrixGeneric(UniformLocation location, + GLsizei count, + GLboolean transpose, + const UniformT *v) +{ + ASSERT(!mLinkingState); + if (shouldIgnoreUniform(location)) + { + return; + } + + GLsizei clampedCount = clampMatrixUniformCount<MatrixC, MatrixR>(location, count, transpose, v); + (mProgram->*SetUniformMatrixFunc)(location.value, clampedCount, transpose, v); + onStateChange(angle::SubjectMessage::ProgramUniformUpdated); +} + +void Program::setUniformMatrix2fv(UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + setUniformMatrixGeneric<GLfloat, 2, 2, &rx::ProgramImpl::setUniformMatrix2fv>(location, count, + transpose, v); +} + +void Program::setUniformMatrix3fv(UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + setUniformMatrixGeneric<GLfloat, 3, 3, &rx::ProgramImpl::setUniformMatrix3fv>(location, count, + transpose, v); +} + +void Program::setUniformMatrix4fv(UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + setUniformMatrixGeneric<GLfloat, 4, 4, &rx::ProgramImpl::setUniformMatrix4fv>(location, count, + transpose, v); +} + +void Program::setUniformMatrix2x3fv(UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + setUniformMatrixGeneric<GLfloat, 2, 3, &rx::ProgramImpl::setUniformMatrix2x3fv>(location, count, + transpose, v); +} + +void Program::setUniformMatrix2x4fv(UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + setUniformMatrixGeneric<GLfloat, 2, 4, &rx::ProgramImpl::setUniformMatrix2x4fv>(location, count, + transpose, v); +} + +void Program::setUniformMatrix3x2fv(UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + setUniformMatrixGeneric<GLfloat, 3, 2, &rx::ProgramImpl::setUniformMatrix3x2fv>(location, count, + transpose, v); +} + +void Program::setUniformMatrix3x4fv(UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + setUniformMatrixGeneric<GLfloat, 3, 4, &rx::ProgramImpl::setUniformMatrix3x4fv>(location, count, + transpose, v); +} + +void Program::setUniformMatrix4x2fv(UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + setUniformMatrixGeneric<GLfloat, 4, 2, &rx::ProgramImpl::setUniformMatrix4x2fv>(location, count, + transpose, v); +} + +void Program::setUniformMatrix4x3fv(UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLfloat *v) +{ + setUniformMatrixGeneric<GLfloat, 4, 3, &rx::ProgramImpl::setUniformMatrix4x3fv>(location, count, + 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 Context *context, + 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(const Context *context, 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(context)) + { + infoLog << ShaderTypeToString(shaderType) << " shader is not compiled."; + return false; + } + + if (!version.valid()) + { + version = shader->getShaderVersion(context); + } + else if (version != shader->getShaderVersion(context)) + { + 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(context); + + // 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(context); + if (!inputPrimitive.valid()) + { + infoLog << "Input primitive type is not specified in the geometry shader."; + return false; + } + + Optional<PrimitiveMode> outputPrimitive = + geometryShader->getGeometryShaderOutputPrimitiveType(context); + if (!outputPrimitive.valid()) + { + infoLog << "Output primitive type is not specified in the geometry shader."; + return false; + } + + Optional<GLint> maxVertices = geometryShader->getGeometryShaderMaxVertices(context); + 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(context); + } + + Shader *tessControlShader = shaders[ShaderType::TessControl]; + if (tessControlShader) + { + int tcsShaderVertices = tessControlShader->getTessControlShaderVertices(context); + 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(context); + 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(context); + mState.mExecutable->mTessGenVertexOrder = + tessEvaluationShader->getTessGenVertexOrder(context); + mState.mExecutable->mTessGenPointMode = + tessEvaluationShader->getTessGenPointMode(context); + } + } + + 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(const Context *context, 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(context); + + if (!LinkValidateShaderInterfaceMatching( + outputVaryings, currentShader->getInputVaryings(context), previousShaderType, + currentShader->getType(), previousShader->getShaderVersion(context), + currentShader->getShaderVersion(context), 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(context), + fragmentShader->getInputVaryings(context), + vertexShader->getType(), fragmentShader->getType(), + vertexShader->getShaderVersion(context), + fragmentShader->getShaderVersion(context), infoLog)) + { + return false; + } + + return true; +} + +bool Program::linkUniforms(const Context *context, + std::vector<UnusedUniform> *unusedUniformsOutOrNull, + GLuint *combinedImageUniformsOut, + InfoLog &infoLog) +{ + // Initialize executable shader map. + ShaderMap<std::vector<sh::ShaderVariable>> shaderUniforms; + for (Shader *shader : mState.mAttachedShaders) + { + if (shader) + { + shaderUniforms[shader->getType()] = shader->getUniforms(context); + } + } + + if (!mState.mExecutable->linkUniforms(context, shaderUniforms, infoLog, + mState.mUniformLocationBindings, combinedImageUniformsOut, + unusedUniformsOutOrNull, &mState.mUniformLocations)) + { + return false; + } + + if (context->getClientVersion() >= Version(3, 1)) + { + GLint locationSize = static_cast<GLint>(mState.getUniformLocations().size()); + + if (locationSize > context->getCaps().maxUniformLocations) + { + infoLog << "Exceeded maximum uniform location size"; + return false; + } + } + + 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->isWebGL(); + 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(context); + 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(context); + } + else + { + // In GLSL ES 1.00.17 we only do aliasing checks for active attributes. + mState.mExecutable->mProgramInputs = vertexShader->getActiveAttributes(context); + } + + 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; +} + +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; + } + + // Update sampler's bound textureUnit + 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]; + bool newSamplerYUV = mState.mExecutable->mActiveSamplerYUV.test(newTextureUnit); + + if (newRefCount == 1) + { + mState.mExecutable->setActive(newTextureUnit, samplerBinding, + mState.mExecutable->getUniforms()[locationInfo.index]); + } + else + { + if (newSamplerType != samplerBinding.textureType || + newSamplerYUV != IsSamplerYUVType(samplerBinding.samplerType)) + { + mState.mExecutable->hasSamplerTypeConflict(newTextureUnit); + } + + if (newSamplerFormat != samplerBinding.format) + { + mState.mExecutable->hasSamplerFormatConflict(newTextureUnit); + } + } + + // Unset previously active sampler. + if (oldRefCount == 0) + { + mState.mExecutable->setInactive(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::GetANGLECommitHash()), + angle::GetANGLECommitHashSize()); + + // 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.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) + { + ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW, + "Saving program binary with transform feedback, which is not supported " + "on this driver."); + } + + if (context->getShareGroup()->getFrameCaptureShared()->enabled()) + { + // Serialize the source for each stage for re-use during capture + for (ShaderType shaderType : mState.mExecutable->getLinkedShaderStages()) + { + gl::Shader *shader = getAttachedShader(shaderType); + if (shader) + { + stream.writeString(shader->getSourceString()); + } + else + { + // If we don't have an attached shader, which would occur if this program was + // created via glProgramBinary, pull from our cached copy + const angle::ProgramSources &cachedLinkedSources = + context->getShareGroup()->getFrameCaptureShared()->getProgramSources(id()); + const std::string &cachedSourceString = cachedLinkedSources[shaderType]; + ASSERT(!cachedSourceString.empty()); + stream.writeString(cachedSourceString.c_str()); + } + } + } + + mProgram->save(context, &stream); + + ASSERT(binaryOut); + if (!binaryOut->resize(stream.length())) + { + std::stringstream sstream; + sstream << "Failed to allocate enough memory to serialize a program. (" << stream.length() + << " bytes )"; + ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW, + sstream.str().c_str()); + 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) +{ + std::vector<uint8_t> commitString(angle::GetANGLECommitHashSize(), 0); + stream.readBytes(commitString.data(), commitString.size()); + if (memcmp(commitString.data(), angle::GetANGLECommitHash(), commitString.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>(); + + static_assert(sizeof(mState.mSpecConstUsageBits.bits()) == sizeof(uint32_t)); + 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); + } + + 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(); + + if (context->getShareGroup()->getFrameCaptureShared()->enabled()) + { + // Extract the source for each stage from the program binary + angle::ProgramSources sources; + + for (ShaderType shaderType : mState.mExecutable->getLinkedShaderStages()) + { + std::string shaderSource = stream.readString(); + ASSERT(shaderSource.length() > 0); + sources[shaderType] = std::move(shaderSource); + } + + // Store it for use during mid-execution capture + context->getShareGroup()->getFrameCaptureShared()->setProgramSources(id(), + std::move(sources)); + } + + 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().multiDrawANGLE) + { + mState.mDrawIDLocation = getUniformLocation("gl_DrawID").value; + } + + if (context->getExtensions().baseVertexBaseInstanceShaderBuiltinANGLE) + { + mState.mBaseVertexLocation = getUniformLocation("gl_BaseVertex").value; + mState.mBaseInstanceLocation = getUniformLocation("gl_BaseInstance").value; + } +} +} // namespace gl |