summaryrefslogtreecommitdiff
path: root/src/3rdparty/angle/src/libANGLE/Program.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/Program.cpp')
-rw-r--r--src/3rdparty/angle/src/libANGLE/Program.cpp3066
1 files changed, 0 insertions, 3066 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/Program.cpp b/src/3rdparty/angle/src/libANGLE/Program.cpp
deleted file mode 100644
index 795d326041..0000000000
--- a/src/3rdparty/angle/src/libANGLE/Program.cpp
+++ /dev/null
@@ -1,3066 +0,0 @@
-//
-// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-
-// 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 "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/MemoryProgramCache.h"
-#include "libANGLE/ProgramLinkedResources.h"
-#include "libANGLE/ResourceManager.h"
-#include "libANGLE/Uniform.h"
-#include "libANGLE/VaryingPacking.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/Platform.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;
-}
-
-template <typename VarT>
-GLint GetVariableLocation(const std::vector<VarT> &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 VarT &variable = list[variableLocation.index];
-
- if (angle::BeginsWith(variable.name, name))
- {
- 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 *length)
-{
- ASSERT(bufSize > 0);
- strncpy(buffer, string.c_str(), bufSize);
- buffer[bufSize - 1] = '\0';
-
- if (length)
- {
- *length = static_cast<GLsizei>(strlen(buffer));
- }
-}
-
-bool IncludeSameArrayElement(const std::set<std::string> &nameSet, const std::string &name)
-{
- std::vector<unsigned int> subscripts;
- std::string baseName = ParseResourceName(name, &subscripts);
- for (auto nameInSet : nameSet)
- {
- std::vector<unsigned int> arrayIndices;
- std::string arrayName = ParseResourceName(nameInSet, &arrayIndices);
- if (baseName == arrayName &&
- (subscripts.empty() || arrayIndices.empty() || subscripts == arrayIndices))
- {
- return true;
- }
- }
- return false;
-}
-
-bool validateInterfaceBlocksCount(GLuint maxInterfaceBlocks,
- const std::vector<sh::InterfaceBlock> &interfaceBlocks,
- const std::string &errorMessage,
- InfoLog &infoLog)
-{
- GLuint blockCount = 0;
- for (const sh::InterfaceBlock &block : interfaceBlocks)
- {
- if (block.staticUse || block.layout != sh::BLOCKLAYOUT_PACKED)
- {
- blockCount += (block.arraySize ? block.arraySize : 1);
- if (blockCount > maxInterfaceBlocks)
- {
- infoLog << errorMessage << maxInterfaceBlocks << ")";
- return false;
- }
- }
- }
- return true;
-}
-
-GLuint GetInterfaceBlockIndex(const std::vector<InterfaceBlock> &list, const std::string &name)
-{
- std::vector<unsigned int> subscripts;
- std::string baseName = ParseResourceName(name, &subscripts);
-
- unsigned int numBlocks = static_cast<unsigned int>(list.size());
- for (unsigned int blockIndex = 0; blockIndex < numBlocks; blockIndex++)
- {
- const auto &block = list[blockIndex];
- if (block.name == baseName)
- {
- const bool arrayElementZero =
- (subscripts.empty() && (!block.isArray || block.arrayElement == 0));
- const bool arrayElementMatches =
- (subscripts.size() == 1 && subscripts[0] == block.arrayElement);
- if (arrayElementMatches || arrayElementZero)
- {
- return blockIndex;
- }
- }
- }
-
- return GL_INVALID_INDEX;
-}
-
-void GetInterfaceBlockName(const GLuint index,
- const std::vector<InterfaceBlock> &list,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *name)
-{
- ASSERT(index < list.size());
-
- const auto &block = list[index];
-
- if (bufSize > 0)
- {
- std::string blockName = block.name;
-
- if (block.isArray)
- {
- blockName += ArrayString(block.arrayElement);
- }
- CopyStringToBuffer(name, blockName, bufSize, length);
- }
-}
-
-void InitUniformBlockLinker(const gl::Context *context,
- const ProgramState &state,
- UniformBlockLinker *blockLinker)
-{
- if (state.getAttachedVertexShader())
- {
- blockLinker->addShaderBlocks(GL_VERTEX_SHADER,
- &state.getAttachedVertexShader()->getUniformBlocks(context));
- }
-
- if (state.getAttachedFragmentShader())
- {
- blockLinker->addShaderBlocks(GL_FRAGMENT_SHADER,
- &state.getAttachedFragmentShader()->getUniformBlocks(context));
- }
-
- if (state.getAttachedComputeShader())
- {
- blockLinker->addShaderBlocks(GL_COMPUTE_SHADER,
- &state.getAttachedComputeShader()->getUniformBlocks(context));
- }
-}
-
-void InitShaderStorageBlockLinker(const gl::Context *context,
- const ProgramState &state,
- ShaderStorageBlockLinker *blockLinker)
-{
- if (state.getAttachedVertexShader())
- {
- blockLinker->addShaderBlocks(
- GL_VERTEX_SHADER, &state.getAttachedVertexShader()->getShaderStorageBlocks(context));
- }
-
- if (state.getAttachedFragmentShader())
- {
- blockLinker->addShaderBlocks(
- GL_FRAGMENT_SHADER,
- &state.getAttachedFragmentShader()->getShaderStorageBlocks(context));
- }
-
- if (state.getAttachedComputeShader())
- {
- blockLinker->addShaderBlocks(
- GL_COMPUTE_SHADER, &state.getAttachedComputeShader()->getShaderStorageBlocks(context));
- }
-}
-
-} // anonymous namespace
-
-const char *const g_fakepath = "C:\\fakepath";
-
-InfoLog::InfoLog()
-{
-}
-
-InfoLog::~InfoLog()
-{
-}
-
-size_t InfoLog::getLength() const
-{
- if (!mLazyStream)
- {
- return 0;
- }
-
- const std::string &logString = mLazyStream->str();
- return logString.empty() ? 0 : logString.length() + 1;
-}
-
-void InfoLog::getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
-{
- size_t index = 0;
-
- if (bufSize > 0)
- {
- const std::string logString(str());
-
- if (!logString.empty())
- {
- index = std::min(static_cast<size_t>(bufSize) - 1, logString.length());
- memcpy(infoLog, logString.c_str(), index);
- }
-
- infoLog[index] = '\0';
- }
-
- if (length)
- {
- *length = static_cast<GLsizei>(index);
- }
-}
-
-// append a santized message to the program info log.
-// The D3D compiler includes a fake file path in some of the warning or error
-// messages, so lets remove all occurrences of this fake file path from the log.
-void InfoLog::appendSanitized(const char *message)
-{
- ensureInitialized();
-
- std::string msg(message);
-
- size_t found;
- do
- {
- found = msg.find(g_fakepath);
- if (found != std::string::npos)
- {
- msg.erase(found, strlen(g_fakepath));
- }
- }
- while (found != std::string::npos);
-
- *mLazyStream << message << std::endl;
-}
-
-void InfoLog::reset()
-{
-}
-
-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);
-}
-
-SamplerBinding::SamplerBinding(GLenum textureTypeIn, size_t elementCount, bool unreferenced)
- : textureType(textureTypeIn), boundTextureUnits(elementCount, 0), unreferenced(unreferenced)
-{
-}
-
-SamplerBinding::SamplerBinding(const SamplerBinding &other) = default;
-
-SamplerBinding::~SamplerBinding() = default;
-
-Program::Bindings::Bindings()
-{
-}
-
-Program::Bindings::~Bindings()
-{
-}
-
-void Program::Bindings::bindLocation(GLuint index, const std::string &name)
-{
- mBindings[name] = index;
-}
-
-int Program::Bindings::getBinding(const std::string &name) const
-{
- auto iter = mBindings.find(name);
- return (iter != mBindings.end()) ? iter->second : -1;
-}
-
-Program::Bindings::const_iterator Program::Bindings::begin() const
-{
- return mBindings.begin();
-}
-
-Program::Bindings::const_iterator Program::Bindings::end() const
-{
- return mBindings.end();
-}
-
-ImageBinding::ImageBinding(size_t count) : boundImageUnits(count, 0)
-{
-}
-ImageBinding::ImageBinding(GLuint imageUnit, size_t count)
-{
- 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::ProgramState()
- : mLabel(),
- mAttachedFragmentShader(nullptr),
- mAttachedVertexShader(nullptr),
- mAttachedComputeShader(nullptr),
- mAttachedGeometryShader(nullptr),
- mTransformFeedbackBufferMode(GL_INTERLEAVED_ATTRIBS),
- mMaxActiveAttribLocation(0),
- mSamplerUniformRange(0, 0),
- mImageUniformRange(0, 0),
- mAtomicCounterUniformRange(0, 0),
- mBinaryRetrieveableHint(false),
- mNumViews(-1)
-{
- mComputeShaderLocalSize.fill(1);
-}
-
-ProgramState::~ProgramState()
-{
- ASSERT(!mAttachedVertexShader && !mAttachedFragmentShader && !mAttachedComputeShader &&
- !mAttachedGeometryShader);
-}
-
-const std::string &ProgramState::getLabel()
-{
- return mLabel;
-}
-
-GLuint ProgramState::getUniformIndexFromName(const std::string &name) const
-{
- return GetResourceIndexFromName(mUniforms, name);
-}
-
-GLuint ProgramState::getBufferVariableIndexFromName(const std::string &name) const
-{
- return GetResourceIndexFromName(mBufferVariables, name);
-}
-
-GLuint ProgramState::getUniformIndexFromLocation(GLint location) const
-{
- ASSERT(location >= 0 && static_cast<size_t>(location) < mUniformLocations.size());
- return mUniformLocations[location].index;
-}
-
-Optional<GLuint> ProgramState::getSamplerIndex(GLint location) const
-{
- GLuint index = getUniformIndexFromLocation(location);
- if (!isSamplerUniformIndex(index))
- {
- return Optional<GLuint>::Invalid();
- }
-
- return getSamplerIndexFromUniformIndex(index);
-}
-
-bool ProgramState::isSamplerUniformIndex(GLuint index) const
-{
- return mSamplerUniformRange.contains(index);
-}
-
-GLuint ProgramState::getSamplerIndexFromUniformIndex(GLuint uniformIndex) const
-{
- ASSERT(isSamplerUniformIndex(uniformIndex));
- return uniformIndex - mSamplerUniformRange.low();
-}
-
-GLuint ProgramState::getAttributeLocation(const std::string &name) const
-{
- for (const sh::Attribute &attribute : mAttributes)
- {
- if (attribute.name == name)
- {
- return attribute.location;
- }
- }
-
- return static_cast<GLuint>(-1);
-}
-
-Program::Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle)
- : 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)
-{
- if (mState.mAttachedVertexShader != nullptr)
- {
- mState.mAttachedVertexShader->release(context);
- mState.mAttachedVertexShader = nullptr;
- }
-
- if (mState.mAttachedFragmentShader != nullptr)
- {
- mState.mAttachedFragmentShader->release(context);
- mState.mAttachedFragmentShader = nullptr;
- }
-
- if (mState.mAttachedComputeShader != nullptr)
- {
- mState.mAttachedComputeShader->release(context);
- mState.mAttachedComputeShader = nullptr;
- }
-
- if (mState.mAttachedGeometryShader != nullptr)
- {
- mState.mAttachedGeometryShader->release(context);
- mState.mAttachedGeometryShader = nullptr;
- }
-
- mProgram->destroy(context);
-
- ASSERT(!mState.mAttachedVertexShader && !mState.mAttachedFragmentShader &&
- !mState.mAttachedComputeShader && !mState.mAttachedGeometryShader);
- SafeDelete(mProgram);
-
- delete this;
-}
-
-void Program::setLabel(const std::string &label)
-{
- mState.mLabel = label;
-}
-
-const std::string &Program::getLabel() const
-{
- return mState.mLabel;
-}
-
-void Program::attachShader(Shader *shader)
-{
- switch (shader->getType())
- {
- case GL_VERTEX_SHADER:
- {
- ASSERT(!mState.mAttachedVertexShader);
- mState.mAttachedVertexShader = shader;
- mState.mAttachedVertexShader->addRef();
- break;
- }
- case GL_FRAGMENT_SHADER:
- {
- ASSERT(!mState.mAttachedFragmentShader);
- mState.mAttachedFragmentShader = shader;
- mState.mAttachedFragmentShader->addRef();
- break;
- }
- case GL_COMPUTE_SHADER:
- {
- ASSERT(!mState.mAttachedComputeShader);
- mState.mAttachedComputeShader = shader;
- mState.mAttachedComputeShader->addRef();
- break;
- }
- case GL_GEOMETRY_SHADER_EXT:
- {
- ASSERT(!mState.mAttachedGeometryShader);
- mState.mAttachedGeometryShader = shader;
- mState.mAttachedGeometryShader->addRef();
- break;
- }
- default:
- UNREACHABLE();
- }
-}
-
-void Program::detachShader(const Context *context, Shader *shader)
-{
- switch (shader->getType())
- {
- case GL_VERTEX_SHADER:
- {
- ASSERT(mState.mAttachedVertexShader == shader);
- shader->release(context);
- mState.mAttachedVertexShader = nullptr;
- break;
- }
- case GL_FRAGMENT_SHADER:
- {
- ASSERT(mState.mAttachedFragmentShader == shader);
- shader->release(context);
- mState.mAttachedFragmentShader = nullptr;
- break;
- }
- case GL_COMPUTE_SHADER:
- {
- ASSERT(mState.mAttachedComputeShader == shader);
- shader->release(context);
- mState.mAttachedComputeShader = nullptr;
- break;
- }
- case GL_GEOMETRY_SHADER_EXT:
- {
- ASSERT(mState.mAttachedGeometryShader == shader);
- shader->release(context);
- mState.mAttachedGeometryShader = nullptr;
- break;
- }
- default:
- UNREACHABLE();
- }
-}
-
-int Program::getAttachedShadersCount() const
-{
- return (mState.mAttachedVertexShader ? 1 : 0) + (mState.mAttachedFragmentShader ? 1 : 0) +
- (mState.mAttachedComputeShader ? 1 : 0) + (mState.mAttachedGeometryShader ? 1 : 0);
-}
-
-void Program::bindAttributeLocation(GLuint index, const char *name)
-{
- mAttributeBindings.bindLocation(index, name);
-}
-
-void Program::bindUniformLocation(GLuint index, const char *name)
-{
- mUniformLocationBindings.bindLocation(index, name);
-}
-
-void Program::bindFragmentInputLocation(GLint index, const char *name)
-{
- mFragmentInputBindings.bindLocation(index, name);
-}
-
-BindingInfo Program::getFragmentInputBindingInfo(const Context *context, GLint index) const
-{
- BindingInfo ret;
- ret.type = GL_NONE;
- ret.valid = false;
-
- Shader *fragmentShader = mState.getAttachedFragmentShader();
- ASSERT(fragmentShader);
-
- // Find the actual fragment shader varying we're interested in
- const std::vector<sh::Varying> &inputs = fragmentShader->getInputVaryings(context);
-
- for (const auto &binding : mFragmentInputBindings)
- {
- if (binding.second != static_cast<GLuint>(index))
- continue;
-
- ret.valid = true;
-
- size_t nameLengthWithoutArrayIndex;
- unsigned int arrayIndex = ParseArrayIndex(binding.first, &nameLengthWithoutArrayIndex);
-
- for (const auto &in : inputs)
- {
- if (in.name.length() == nameLengthWithoutArrayIndex &&
- angle::BeginsWith(in.name, binding.first, nameLengthWithoutArrayIndex))
- {
- if (in.isArray())
- {
- // The client wants to bind either "name" or "name[0]".
- // GL ES 3.1 spec refers to active array names with language such as:
- // "if 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".
- if (arrayIndex == GL_INVALID_INDEX)
- arrayIndex = 0;
-
- ret.name = in.mappedName + "[" + ToString(arrayIndex) + "]";
- }
- else
- {
- ret.name = in.mappedName;
- }
- ret.type = in.type;
- return ret;
- }
- }
- }
-
- return ret;
-}
-
-void Program::pathFragmentInputGen(const Context *context,
- GLint index,
- GLenum genMode,
- GLint components,
- const GLfloat *coeffs)
-{
- // If the location is -1 then the command is silently ignored
- if (index == -1)
- return;
-
- const auto &binding = getFragmentInputBindingInfo(context, index);
-
- // If the input doesn't exist then then the command is silently ignored
- // This could happen through optimization for example, the shader translator
- // decides that a variable is not actually being used and optimizes it away.
- if (binding.name.empty())
- return;
-
- mProgram->setPathFragmentInputGen(binding.name, genMode, components, coeffs);
-}
-
-// 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.
-Error Program::link(const gl::Context *context)
-{
- const auto &data = context->getContextState();
-
- auto *platform = ANGLEPlatformCurrent();
- double startTime = platform->currentTime(platform);
-
- unlink();
-
- ProgramHash programHash;
- auto *cache = context->getMemoryProgramCache();
- if (cache)
- {
- ANGLE_TRY_RESULT(cache->getProgram(context, this, &mState, &programHash), mLinked);
- ANGLE_HISTOGRAM_BOOLEAN("GPU.ANGLE.ProgramCache.LoadBinarySuccess", mLinked);
- }
-
- if (mLinked)
- {
- double delta = platform->currentTime(platform) - startTime;
- int us = static_cast<int>(delta * 1000000.0);
- ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheHitTimeUS", us);
- return NoError();
- }
-
- // Cache load failed, fall through to normal linking.
- unlink();
- mInfoLog.reset();
-
- const Caps &caps = data.getCaps();
-
- Shader *vertexShader = mState.mAttachedVertexShader;
- Shader *fragmentShader = mState.mAttachedFragmentShader;
- Shader *computeShader = mState.mAttachedComputeShader;
-
- bool isComputeShaderAttached = (computeShader != nullptr);
- bool nonComputeShadersAttached = (vertexShader != nullptr || fragmentShader != nullptr);
- // 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 == true && nonComputeShadersAttached == true)
- {
- mInfoLog << "Both a compute and non-compute shaders are attached to the same program.";
- return NoError();
- }
-
- if (computeShader)
- {
- if (!computeShader->isCompiled(context))
- {
- mInfoLog << "Attached compute shader is not compiled.";
- return NoError();
- }
- ASSERT(computeShader->getType() == GL_COMPUTE_SHADER);
-
- mState.mComputeShaderLocalSize = computeShader->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())
- {
- mInfoLog << "Work group size is not specified.";
- return NoError();
- }
-
- if (!linkUniforms(context, mInfoLog, mUniformLocationBindings))
- {
- return NoError();
- }
-
- if (!linkInterfaceBlocks(context, mInfoLog))
- {
- return NoError();
- }
-
- ProgramLinkedResources resources = {
- {0, PackMode::ANGLE_RELAXED},
- {&mState.mUniformBlocks, &mState.mUniforms},
- {&mState.mShaderStorageBlocks, &mState.mBufferVariables}};
-
- InitUniformBlockLinker(context, mState, &resources.uniformBlockLinker);
- InitShaderStorageBlockLinker(context, mState, &resources.shaderStorageBlockLinker);
-
- ANGLE_TRY_RESULT(mProgram->link(context, resources, mInfoLog), mLinked);
- if (!mLinked)
- {
- return NoError();
- }
- }
- else
- {
- if (!fragmentShader || !fragmentShader->isCompiled(context))
- {
- return NoError();
- }
- ASSERT(fragmentShader->getType() == GL_FRAGMENT_SHADER);
-
- if (!vertexShader || !vertexShader->isCompiled(context))
- {
- return NoError();
- }
- ASSERT(vertexShader->getType() == GL_VERTEX_SHADER);
-
- if (fragmentShader->getShaderVersion(context) != vertexShader->getShaderVersion(context))
- {
- mInfoLog << "Fragment shader version does not match vertex shader version.";
- return NoError();
- }
-
- if (!linkAttributes(context, mInfoLog))
- {
- return NoError();
- }
-
- if (!linkVaryings(context, mInfoLog))
- {
- return NoError();
- }
-
- if (!linkUniforms(context, mInfoLog, mUniformLocationBindings))
- {
- return NoError();
- }
-
- if (!linkInterfaceBlocks(context, mInfoLog))
- {
- return NoError();
- }
-
- if (!linkValidateGlobalNames(context, mInfoLog))
- {
- return NoError();
- }
-
- const auto &mergedVaryings = getMergedVaryings(context);
-
- mState.mNumViews = vertexShader->getNumViews(context);
-
- linkOutputVariables(context);
-
- // Map the varyings to the register file
- // In WebGL, we use a slightly different handling for packing variables.
- auto packMode = data.getExtensions().webglCompatibility ? PackMode::WEBGL_STRICT
- : PackMode::ANGLE_RELAXED;
-
- ProgramLinkedResources resources = {
- {data.getCaps().maxVaryingVectors, packMode},
- {&mState.mUniformBlocks, &mState.mUniforms},
- {&mState.mShaderStorageBlocks, &mState.mBufferVariables}};
-
- InitUniformBlockLinker(context, mState, &resources.uniformBlockLinker);
- InitShaderStorageBlockLinker(context, mState, &resources.shaderStorageBlockLinker);
-
- if (!linkValidateTransformFeedback(context, mInfoLog, mergedVaryings, caps))
- {
- return NoError();
- }
-
- if (!resources.varyingPacking.collectAndPackUserVaryings(
- mInfoLog, mergedVaryings, mState.getTransformFeedbackVaryingNames()))
- {
- return NoError();
- }
-
- ANGLE_TRY_RESULT(mProgram->link(context, resources, mInfoLog), mLinked);
- if (!mLinked)
- {
- return NoError();
- }
-
- gatherTransformFeedbackVaryings(mergedVaryings);
- }
-
- gatherAtomicCounterBuffers();
- initInterfaceBlockBindings();
-
- setUniformValuesFromBindingQualifiers();
-
- ASSERT(mLinked);
- updateLinkedShaderStages();
-
- // Mark implementation-specific unreferenced uniforms as ignored.
- mProgram->markUnusedUniformLocations(&mState.mUniformLocations, &mState.mSamplerBindings);
-
- // Save to the program cache.
- if (cache && (mState.mLinkedTransformFeedbackVaryings.empty() ||
- !context->getWorkarounds().disableProgramCachingForTransformFeedback))
- {
- cache->putProgram(programHash, context, this);
- }
-
- double delta = platform->currentTime(platform) - startTime;
- int us = static_cast<int>(delta * 1000000.0);
- ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheMissTimeUS", us);
-
- return NoError();
-}
-
-void Program::updateLinkedShaderStages()
-{
- if (mState.mAttachedVertexShader)
- {
- mState.mLinkedShaderStages.set(SHADER_VERTEX);
- }
-
- if (mState.mAttachedFragmentShader)
- {
- mState.mLinkedShaderStages.set(SHADER_FRAGMENT);
- }
-
- if (mState.mAttachedComputeShader)
- {
- mState.mLinkedShaderStages.set(SHADER_COMPUTE);
- }
-}
-
-// Returns the program object to an unlinked state, before re-linking, or at destruction
-void Program::unlink()
-{
- mState.mAttributes.clear();
- mState.mActiveAttribLocationsMask.reset();
- mState.mMaxActiveAttribLocation = 0;
- mState.mLinkedTransformFeedbackVaryings.clear();
- mState.mUniforms.clear();
- mState.mUniformLocations.clear();
- mState.mUniformBlocks.clear();
- mState.mActiveUniformBlockBindings.reset();
- mState.mAtomicCounterBuffers.clear();
- mState.mOutputVariables.clear();
- mState.mOutputLocations.clear();
- mState.mOutputVariableTypes.clear();
- mState.mActiveOutputVariables.reset();
- mState.mComputeShaderLocalSize.fill(1);
- mState.mSamplerBindings.clear();
- mState.mImageBindings.clear();
- mState.mNumViews = -1;
- mState.mLinkedShaderStages.reset();
-
- mValidated = false;
-
- mLinked = false;
-}
-
-bool Program::isLinked() const
-{
- return mLinked;
-}
-
-Error Program::loadBinary(const Context *context,
- GLenum binaryFormat,
- const void *binary,
- GLsizei length)
-{
- unlink();
-
-#if ANGLE_PROGRAM_BINARY_LOAD != ANGLE_ENABLED
- return NoError();
-#else
- ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE);
- if (binaryFormat != GL_PROGRAM_BINARY_ANGLE)
- {
- mInfoLog << "Invalid program binary format.";
- return NoError();
- }
-
- const uint8_t *bytes = reinterpret_cast<const uint8_t *>(binary);
- ANGLE_TRY_RESULT(
- MemoryProgramCache::Deserialize(context, this, &mState, bytes, length, mInfoLog), mLinked);
-
- // Currently we require the full shader text to compute the program hash.
- // TODO(jmadill): Store the binary in the internal program cache.
-
- return NoError();
-#endif // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
-}
-
-Error Program::saveBinary(const Context *context,
- GLenum *binaryFormat,
- void *binary,
- GLsizei bufSize,
- GLsizei *length) const
-{
- if (binaryFormat)
- {
- *binaryFormat = GL_PROGRAM_BINARY_ANGLE;
- }
-
- angle::MemoryBuffer memoryBuf;
- MemoryProgramCache::Serialize(context, this, &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.
- return InternalError();
- }
-
- if (binary)
- {
- char *ptr = reinterpret_cast<char*>(binary);
-
- memcpy(ptr, streamState, streamLength);
- ptr += streamLength;
-
- ASSERT(ptr - streamLength == binary);
- }
-
- if (length)
- {
- *length = streamLength;
- }
-
- return NoError();
-}
-
-GLint Program::getBinaryLength(const Context *context) const
-{
- GLint length;
- Error error = saveBinary(context, nullptr, nullptr, std::numeric_limits<GLint>::max(), &length);
- if (error.isError())
- {
- return 0;
- }
-
- return length;
-}
-
-void Program::setBinaryRetrievableHint(bool retrievable)
-{
- // TODO(jmadill) : replace with dirty bits
- mProgram->setBinaryRetrievableHint(retrievable);
- mState.mBinaryRetrieveableHint = retrievable;
-}
-
-bool Program::getBinaryRetrievableHint() const
-{
- return mState.mBinaryRetrieveableHint;
-}
-
-void Program::setSeparable(bool separable)
-{
- // TODO(yunchao) : replace with dirty bits
- if (mState.mSeparable != separable)
- {
- mProgram->setSeparable(separable);
- mState.mSeparable = separable;
- }
-}
-
-bool Program::isSeparable() const
-{
- return mState.mSeparable;
-}
-
-void Program::release(const Context *context)
-{
- mRefCount--;
-
- if (mRefCount == 0 && mDeleteStatus)
- {
- mResourceManager->deleteProgram(context, mHandle);
- }
-}
-
-void Program::addRef()
-{
- mRefCount++;
-}
-
-unsigned int Program::getRefCount() const
-{
- return mRefCount;
-}
-
-int Program::getInfoLogLength() const
-{
- return static_cast<int>(mInfoLog.getLength());
-}
-
-void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
-{
- return mInfoLog.getLog(bufSize, length, infoLog);
-}
-
-void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const
-{
- int total = 0;
-
- if (mState.mAttachedComputeShader)
- {
- if (total < maxCount)
- {
- shaders[total] = mState.mAttachedComputeShader->getHandle();
- total++;
- }
- }
-
- if (mState.mAttachedVertexShader)
- {
- if (total < maxCount)
- {
- shaders[total] = mState.mAttachedVertexShader->getHandle();
- total++;
- }
- }
-
- if (mState.mAttachedFragmentShader)
- {
- if (total < maxCount)
- {
- shaders[total] = mState.mAttachedFragmentShader->getHandle();
- total++;
- }
- }
-
- if (mState.mAttachedGeometryShader)
- {
- if (total < maxCount)
- {
- shaders[total] = mState.mAttachedGeometryShader->getHandle();
- total++;
- }
- }
-
- if (count)
- {
- *count = total;
- }
-}
-
-GLuint Program::getAttributeLocation(const std::string &name) const
-{
- return mState.getAttributeLocation(name);
-}
-
-bool Program::isAttribLocationActive(size_t attribLocation) const
-{
- ASSERT(attribLocation < mState.mActiveAttribLocationsMask.size());
- return mState.mActiveAttribLocationsMask[attribLocation];
-}
-
-void Program::getActiveAttribute(GLuint index,
- GLsizei bufsize,
- GLsizei *length,
- GLint *size,
- GLenum *type,
- GLchar *name) const
-{
- if (!mLinked)
- {
- if (bufsize > 0)
- {
- name[0] = '\0';
- }
-
- if (length)
- {
- *length = 0;
- }
-
- *type = GL_NONE;
- *size = 1;
- return;
- }
-
- ASSERT(index < mState.mAttributes.size());
- const sh::Attribute &attrib = mState.mAttributes[index];
-
- if (bufsize > 0)
- {
- CopyStringToBuffer(name, attrib.name, bufsize, length);
- }
-
- // Always a single 'type' instance
- *size = 1;
- *type = attrib.type;
-}
-
-GLint Program::getActiveAttributeCount() const
-{
- if (!mLinked)
- {
- return 0;
- }
-
- return static_cast<GLint>(mState.mAttributes.size());
-}
-
-GLint Program::getActiveAttributeMaxLength() const
-{
- if (!mLinked)
- {
- return 0;
- }
-
- size_t maxLength = 0;
-
- for (const sh::Attribute &attrib : mState.mAttributes)
- {
- maxLength = std::max(attrib.name.length() + 1, maxLength);
- }
-
- return static_cast<GLint>(maxLength);
-}
-
-GLuint Program::getInputResourceIndex(const GLchar *name) const
-{
- return GetResourceIndexFromName(mState.mAttributes, std::string(name));
-}
-
-GLuint Program::getOutputResourceIndex(const GLchar *name) const
-{
- return GetResourceIndexFromName(mState.mOutputVariables, std::string(name));
-}
-
-size_t Program::getOutputResourceCount() const
-{
- return (mLinked ? mState.mOutputVariables.size() : 0);
-}
-
-template <typename T>
-void Program::getResourceName(GLuint index,
- const std::vector<T> &resources,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *name) const
-{
- if (length)
- {
- *length = 0;
- }
-
- if (!mLinked)
- {
- if (bufSize > 0)
- {
- name[0] = '\0';
- }
- return;
- }
- ASSERT(index < resources.size());
- const auto &resource = resources[index];
-
- if (bufSize > 0)
- {
- CopyStringToBuffer(name, resource.name, bufSize, length);
- }
-}
-
-void Program::getInputResourceName(GLuint index,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *name) const
-{
- getResourceName(index, mState.mAttributes, bufSize, length, name);
-}
-
-void Program::getOutputResourceName(GLuint index,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *name) const
-{
- getResourceName(index, mState.mOutputVariables, bufSize, length, name);
-}
-
-void Program::getUniformResourceName(GLuint index,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *name) const
-{
- getResourceName(index, mState.mUniforms, bufSize, length, name);
-}
-
-void Program::getBufferVariableResourceName(GLuint index,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *name) const
-{
- getResourceName(index, mState.mBufferVariables, bufSize, length, name);
-}
-
-const sh::Attribute &Program::getInputResource(GLuint index) const
-{
- ASSERT(index < mState.mAttributes.size());
- return mState.mAttributes[index];
-}
-
-const sh::OutputVariable &Program::getOutputResource(GLuint index) const
-{
- ASSERT(index < mState.mOutputVariables.size());
- return mState.mOutputVariables[index];
-}
-
-GLint Program::getFragDataLocation(const std::string &name) const
-{
- return GetVariableLocation(mState.mOutputVariables, mState.mOutputLocations, name);
-}
-
-void Program::getActiveUniform(GLuint index,
- GLsizei bufsize,
- GLsizei *length,
- GLint *size,
- GLenum *type,
- GLchar *name) const
-{
- if (mLinked)
- {
- // index must be smaller than getActiveUniformCount()
- ASSERT(index < mState.mUniforms.size());
- const LinkedUniform &uniform = mState.mUniforms[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
-{
- if (mLinked)
- {
- return static_cast<GLint>(mState.mUniforms.size());
- }
- else
- {
- return 0;
- }
-}
-
-size_t Program::getActiveBufferVariableCount() const
-{
- return mLinked ? mState.mBufferVariables.size() : 0;
-}
-
-GLint Program::getActiveUniformMaxLength() const
-{
- size_t maxLength = 0;
-
- if (mLinked)
- {
- for (const LinkedUniform &uniform : mState.mUniforms)
- {
- 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(GLint location) const
-{
- ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size()));
- return (location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size() &&
- mState.mUniformLocations[static_cast<size_t>(location)].used());
-}
-
-const LinkedUniform &Program::getUniformByLocation(GLint location) const
-{
- ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
- return mState.mUniforms[mState.getUniformIndexFromLocation(location)];
-}
-
-const VariableLocation &Program::getUniformLocation(GLint location) const
-{
- ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
- return mState.mUniformLocations[location];
-}
-
-const std::vector<VariableLocation> &Program::getUniformLocations() const
-{
- return mState.mUniformLocations;
-}
-
-const LinkedUniform &Program::getUniformByIndex(GLuint index) const
-{
- ASSERT(index < static_cast<size_t>(mState.mUniforms.size()));
- return mState.mUniforms[index];
-}
-
-const BufferVariable &Program::getBufferVariableByIndex(GLuint index) const
-{
- ASSERT(index < static_cast<size_t>(mState.mBufferVariables.size()));
- return mState.mBufferVariables[index];
-}
-
-GLint Program::getUniformLocation(const std::string &name) const
-{
- return GetVariableLocation(mState.mUniforms, mState.mUniformLocations, name);
-}
-
-GLuint Program::getUniformIndex(const std::string &name) const
-{
- return mState.getUniformIndexFromName(name);
-}
-
-void Program::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
- mProgram->setUniform1fv(location, clampedCount, v);
-}
-
-void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
- mProgram->setUniform2fv(location, clampedCount, v);
-}
-
-void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
- mProgram->setUniform3fv(location, clampedCount, v);
-}
-
-void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
- mProgram->setUniform4fv(location, clampedCount, v);
-}
-
-Program::SetUniformResult Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
-
- mProgram->setUniform1iv(location, clampedCount, v);
-
- if (mState.isSamplerUniformIndex(locationInfo.index))
- {
- updateSamplerUniform(locationInfo, clampedCount, v);
- return SetUniformResult::SamplerChanged;
- }
-
- return SetUniformResult::NoSamplerChange;
-}
-
-void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
- mProgram->setUniform2iv(location, clampedCount, v);
-}
-
-void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
- mProgram->setUniform3iv(location, clampedCount, v);
-}
-
-void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
- mProgram->setUniform4iv(location, clampedCount, v);
-}
-
-void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
- mProgram->setUniform1uiv(location, clampedCount, v);
-}
-
-void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
- mProgram->setUniform2uiv(location, clampedCount, v);
-}
-
-void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
- mProgram->setUniform3uiv(location, clampedCount, v);
-}
-
-void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
- GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
- mProgram->setUniform4uiv(location, clampedCount, v);
-}
-
-void Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
-{
- GLsizei clampedCount = clampMatrixUniformCount<2, 2>(location, count, transpose, v);
- mProgram->setUniformMatrix2fv(location, clampedCount, transpose, v);
-}
-
-void Program::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
-{
- GLsizei clampedCount = clampMatrixUniformCount<3, 3>(location, count, transpose, v);
- mProgram->setUniformMatrix3fv(location, clampedCount, transpose, v);
-}
-
-void Program::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
-{
- GLsizei clampedCount = clampMatrixUniformCount<4, 4>(location, count, transpose, v);
- mProgram->setUniformMatrix4fv(location, clampedCount, transpose, v);
-}
-
-void Program::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
-{
- GLsizei clampedCount = clampMatrixUniformCount<2, 3>(location, count, transpose, v);
- mProgram->setUniformMatrix2x3fv(location, clampedCount, transpose, v);
-}
-
-void Program::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
-{
- GLsizei clampedCount = clampMatrixUniformCount<2, 4>(location, count, transpose, v);
- mProgram->setUniformMatrix2x4fv(location, clampedCount, transpose, v);
-}
-
-void Program::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
-{
- GLsizei clampedCount = clampMatrixUniformCount<3, 2>(location, count, transpose, v);
- mProgram->setUniformMatrix3x2fv(location, clampedCount, transpose, v);
-}
-
-void Program::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
-{
- GLsizei clampedCount = clampMatrixUniformCount<3, 4>(location, count, transpose, v);
- mProgram->setUniformMatrix3x4fv(location, clampedCount, transpose, v);
-}
-
-void Program::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
-{
- GLsizei clampedCount = clampMatrixUniformCount<4, 2>(location, count, transpose, v);
- mProgram->setUniformMatrix4x2fv(location, clampedCount, transpose, v);
-}
-
-void Program::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
-{
- GLsizei clampedCount = clampMatrixUniformCount<4, 3>(location, count, transpose, v);
- mProgram->setUniformMatrix4x3fv(location, clampedCount, transpose, v);
-}
-
-void Program::getUniformfv(const Context *context, GLint location, GLfloat *v) const
-{
- const auto &uniformLocation = mState.getUniformLocations()[location];
- const auto &uniform = mState.getUniforms()[uniformLocation.index];
-
- GLenum nativeType = gl::VariableComponentType(uniform.type);
- if (nativeType == GL_FLOAT)
- {
- mProgram->getUniformfv(context, location, v);
- }
- else
- {
- getUniformInternal(context, v, location, nativeType,
- gl::VariableComponentCount(uniform.type));
- }
-}
-
-void Program::getUniformiv(const Context *context, GLint location, GLint *v) const
-{
- const auto &uniformLocation = mState.getUniformLocations()[location];
- const auto &uniform = mState.getUniforms()[uniformLocation.index];
-
- GLenum nativeType = gl::VariableComponentType(uniform.type);
- if (nativeType == GL_INT || nativeType == GL_BOOL)
- {
- mProgram->getUniformiv(context, location, v);
- }
- else
- {
- getUniformInternal(context, v, location, nativeType,
- gl::VariableComponentCount(uniform.type));
- }
-}
-
-void Program::getUniformuiv(const Context *context, GLint location, GLuint *v) const
-{
- const auto &uniformLocation = mState.getUniformLocations()[location];
- const auto &uniform = mState.getUniforms()[uniformLocation.index];
-
- GLenum nativeType = gl::VariableComponentType(uniform.type);
- if (nativeType == GL_UNSIGNED_INT)
- {
- mProgram->getUniformuiv(context, location, v);
- }
- else
- {
- getUniformInternal(context, v, location, nativeType,
- gl::VariableComponentCount(uniform.type));
- }
-}
-
-void Program::flagForDeletion()
-{
- mDeleteStatus = true;
-}
-
-bool Program::isFlaggedForDeletion() const
-{
- return mDeleteStatus;
-}
-
-void Program::validate(const Caps &caps)
-{
- mInfoLog.reset();
-
- if (mLinked)
- {
- mValidated = ConvertToBool(mProgram->validate(caps, &mInfoLog));
- }
- else
- {
- mInfoLog << "Program has not been successfully linked.";
- }
-}
-
-bool Program::validateSamplers(InfoLog *infoLog, const Caps &caps)
-{
- // Skip cache if we're using an infolog, so we get the full error.
- // Also skip the cache if the sample mapping has changed, or if we haven't ever validated.
- if (infoLog == nullptr && mCachedValidateSamplersResult.valid())
- {
- return mCachedValidateSamplersResult.value();
- }
-
- if (mTextureUnitTypesCache.empty())
- {
- mTextureUnitTypesCache.resize(caps.maxCombinedTextureImageUnits, GL_NONE);
- }
- else
- {
- std::fill(mTextureUnitTypesCache.begin(), mTextureUnitTypesCache.end(), GL_NONE);
- }
-
- // if any two active samplers in a program are of different types, but refer to the same
- // texture image unit, and this is the current program, then ValidateProgram will fail, and
- // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
- for (const auto &samplerBinding : mState.mSamplerBindings)
- {
- if (samplerBinding.unreferenced)
- continue;
-
- GLenum textureType = samplerBinding.textureType;
-
- for (GLuint textureUnit : samplerBinding.boundTextureUnits)
- {
- if (textureUnit >= caps.maxCombinedTextureImageUnits)
- {
- if (infoLog)
- {
- (*infoLog) << "Sampler uniform (" << textureUnit
- << ") exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ("
- << caps.maxCombinedTextureImageUnits << ")";
- }
-
- mCachedValidateSamplersResult = false;
- return false;
- }
-
- if (mTextureUnitTypesCache[textureUnit] != GL_NONE)
- {
- if (textureType != mTextureUnitTypesCache[textureUnit])
- {
- if (infoLog)
- {
- (*infoLog) << "Samplers of conflicting types refer to the same texture "
- "image unit ("
- << textureUnit << ").";
- }
-
- mCachedValidateSamplersResult = false;
- return false;
- }
- }
- else
- {
- mTextureUnitTypesCache[textureUnit] = textureType;
- }
- }
- }
-
- mCachedValidateSamplersResult = true;
- return true;
-}
-
-bool Program::isValidated() const
-{
- return mValidated;
-}
-
-GLuint Program::getActiveUniformBlockCount() const
-{
- return static_cast<GLuint>(mState.mUniformBlocks.size());
-}
-
-GLuint Program::getActiveAtomicCounterBufferCount() const
-{
- return static_cast<GLuint>(mState.mAtomicCounterBuffers.size());
-}
-
-GLuint Program::getActiveShaderStorageBlockCount() const
-{
- return static_cast<GLuint>(mState.mShaderStorageBlocks.size());
-}
-
-void Program::getActiveUniformBlockName(const GLuint blockIndex,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *blockName) const
-{
- GetInterfaceBlockName(blockIndex, mState.mUniformBlocks, bufSize, length, blockName);
-}
-
-void Program::getActiveShaderStorageBlockName(const GLuint blockIndex,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *blockName) const
-{
-
- GetInterfaceBlockName(blockIndex, mState.mShaderStorageBlocks, bufSize, length, blockName);
-}
-
-GLint Program::getActiveUniformBlockMaxLength() const
-{
- int maxLength = 0;
-
- if (mLinked)
- {
- unsigned int numUniformBlocks = static_cast<unsigned int>(mState.mUniformBlocks.size());
- for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++)
- {
- const InterfaceBlock &uniformBlock = mState.mUniformBlocks[uniformBlockIndex];
- if (!uniformBlock.name.empty())
- {
- int length = static_cast<int>(uniformBlock.nameWithArrayIndex().length());
- maxLength = std::max(length + 1, maxLength);
- }
- }
- }
-
- return maxLength;
-}
-
-GLuint Program::getUniformBlockIndex(const std::string &name) const
-{
- return GetInterfaceBlockIndex(mState.mUniformBlocks, name);
-}
-
-GLuint Program::getShaderStorageBlockIndex(const std::string &name) const
-{
- return GetInterfaceBlockIndex(mState.mShaderStorageBlocks, name);
-}
-
-const InterfaceBlock &Program::getUniformBlockByIndex(GLuint index) const
-{
- ASSERT(index < static_cast<GLuint>(mState.mUniformBlocks.size()));
- return mState.mUniformBlocks[index];
-}
-
-const InterfaceBlock &Program::getShaderStorageBlockByIndex(GLuint index) const
-{
- ASSERT(index < static_cast<GLuint>(mState.mShaderStorageBlocks.size()));
- return mState.mShaderStorageBlocks[index];
-}
-
-void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
-{
- mState.mUniformBlocks[uniformBlockIndex].binding = uniformBlockBinding;
- mState.mActiveUniformBlockBindings.set(uniformBlockIndex, uniformBlockBinding != 0);
- mProgram->setUniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
-}
-
-GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const
-{
- return mState.getUniformBlockBinding(uniformBlockIndex);
-}
-
-GLuint Program::getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const
-{
- return mState.getShaderStorageBlockBinding(shaderStorageBlockIndex);
-}
-
-void Program::setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
-{
- mState.mTransformFeedbackVaryingNames.resize(count);
- for (GLsizei i = 0; i < count; i++)
- {
- mState.mTransformFeedbackVaryingNames[i] = varyings[i];
- }
-
- mState.mTransformFeedbackBufferMode = bufferMode;
-}
-
-void Program::getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const
-{
- if (mLinked)
- {
- ASSERT(index < mState.mLinkedTransformFeedbackVaryings.size());
- const auto &var = mState.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
-{
- if (mLinked)
- {
- return static_cast<GLsizei>(mState.mLinkedTransformFeedbackVaryings.size());
- }
- else
- {
- return 0;
- }
-}
-
-GLsizei Program::getTransformFeedbackVaryingMaxLength() const
-{
- if (mLinked)
- {
- GLsizei maxSize = 0;
- for (const auto &var : mState.mLinkedTransformFeedbackVaryings)
- {
- maxSize =
- std::max(maxSize, static_cast<GLsizei>(var.nameWithArrayIndex().length() + 1));
- }
-
- return maxSize;
- }
- else
- {
- return 0;
- }
-}
-
-GLenum Program::getTransformFeedbackBufferMode() const
-{
- return mState.mTransformFeedbackBufferMode;
-}
-
-bool Program::linkVaryings(const Context *context, InfoLog &infoLog) const
-{
- Shader *vertexShader = mState.mAttachedVertexShader;
- Shader *fragmentShader = mState.mAttachedFragmentShader;
-
- ASSERT(vertexShader->getShaderVersion(context) == fragmentShader->getShaderVersion(context));
-
- const std::vector<sh::Varying> &vertexVaryings = vertexShader->getOutputVaryings(context);
- const std::vector<sh::Varying> &fragmentVaryings = fragmentShader->getInputVaryings(context);
-
- std::map<GLuint, std::string> staticFragmentInputLocations;
-
- for (const sh::Varying &output : fragmentVaryings)
- {
- bool matched = false;
-
- // Built-in varyings obey special rules
- if (output.isBuiltIn())
- {
- continue;
- }
-
- for (const sh::Varying &input : vertexVaryings)
- {
- if (output.name == input.name)
- {
- ASSERT(!input.isBuiltIn());
- if (!linkValidateVaryings(infoLog, output.name, input, output,
- vertexShader->getShaderVersion(context)))
- {
- return false;
- }
-
- matched = true;
- break;
- }
- }
-
- // We permit unmatched, unreferenced varyings
- if (!matched && output.staticUse)
- {
- infoLog << "Fragment varying " << output.name << " does not match any vertex varying";
- return false;
- }
-
- // Check for aliased path rendering input bindings (if any).
- // If more than one binding refer statically to the same
- // location the link must fail.
-
- if (!output.staticUse)
- continue;
-
- const auto inputBinding = mFragmentInputBindings.getBinding(output.name);
- if (inputBinding == -1)
- continue;
-
- const auto it = staticFragmentInputLocations.find(inputBinding);
- if (it == std::end(staticFragmentInputLocations))
- {
- staticFragmentInputLocations.insert(std::make_pair(inputBinding, output.name));
- }
- else
- {
- infoLog << "Binding for fragment input " << output.name << " conflicts with "
- << it->second;
- return false;
- }
- }
-
- if (!linkValidateBuiltInVaryings(context, infoLog))
- {
- return false;
- }
-
- // TODO(jmadill): verify no unmatched vertex varyings?
-
- return true;
-}
-
-bool Program::linkUniforms(const Context *context,
- InfoLog &infoLog,
- const Bindings &uniformLocationBindings)
-{
- UniformLinker linker(mState);
- if (!linker.link(context, infoLog, uniformLocationBindings))
- {
- return false;
- }
-
- linker.getResults(&mState.mUniforms, &mState.mUniformLocations);
-
- linkSamplerAndImageBindings();
-
- if (!linkAtomicCounterBuffers())
- {
- return false;
- }
-
- return true;
-}
-
-void Program::linkSamplerAndImageBindings()
-{
- unsigned int high = static_cast<unsigned int>(mState.mUniforms.size());
- unsigned int low = high;
-
- for (auto counterIter = mState.mUniforms.rbegin();
- counterIter != mState.mUniforms.rend() && counterIter->isAtomicCounter(); ++counterIter)
- {
- --low;
- }
-
- mState.mAtomicCounterUniformRange = RangeUI(low, high);
-
- high = low;
-
- for (auto imageIter = mState.mUniforms.rbegin();
- imageIter != mState.mUniforms.rend() && imageIter->isImage(); ++imageIter)
- {
- --low;
- }
-
- mState.mImageUniformRange = RangeUI(low, high);
-
- // If uniform is a image type, insert it into the mImageBindings array.
- for (unsigned int imageIndex : mState.mImageUniformRange)
- {
- // ES3.1 (section 7.6.1) and GLSL ES3.1 (section 4.4.5), Uniform*i{v} commands
- // cannot load values into a uniform defined as an image. if declare without a
- // binding qualifier, any uniform image variable (include all elements of
- // unbound image array) shoud be bound to unit zero.
- auto &imageUniform = mState.mUniforms[imageIndex];
- if (imageUniform.binding == -1)
- {
- mState.mImageBindings.emplace_back(
- ImageBinding(imageUniform.getBasicTypeElementCount()));
- }
- else
- {
- mState.mImageBindings.emplace_back(
- ImageBinding(imageUniform.binding, imageUniform.getBasicTypeElementCount()));
- }
- }
-
- high = low;
-
- for (auto samplerIter = mState.mUniforms.rbegin() + mState.mImageUniformRange.length();
- samplerIter != mState.mUniforms.rend() && samplerIter->isSampler(); ++samplerIter)
- {
- --low;
- }
-
- mState.mSamplerUniformRange = RangeUI(low, high);
-
- // If uniform is a sampler type, insert it into the mSamplerBindings array.
- for (unsigned int samplerIndex : mState.mSamplerUniformRange)
- {
- const auto &samplerUniform = mState.mUniforms[samplerIndex];
- GLenum textureType = SamplerTypeToTextureType(samplerUniform.type);
- mState.mSamplerBindings.emplace_back(
- SamplerBinding(textureType, samplerUniform.getBasicTypeElementCount(), false));
- }
-}
-
-bool Program::linkAtomicCounterBuffers()
-{
- for (unsigned int index : mState.mAtomicCounterUniformRange)
- {
- auto &uniform = mState.mUniforms[index];
- bool found = false;
- for (unsigned int bufferIndex = 0; bufferIndex < mState.mAtomicCounterBuffers.size();
- ++bufferIndex)
- {
- auto &buffer = mState.mAtomicCounterBuffers[bufferIndex];
- if (buffer.binding == uniform.binding)
- {
- buffer.memberIndexes.push_back(index);
- uniform.bufferIndex = bufferIndex;
- found = true;
- buffer.unionReferencesWith(uniform);
- break;
- }
- }
- if (!found)
- {
- AtomicCounterBuffer atomicCounterBuffer;
- atomicCounterBuffer.binding = uniform.binding;
- atomicCounterBuffer.memberIndexes.push_back(index);
- atomicCounterBuffer.unionReferencesWith(uniform);
- mState.mAtomicCounterBuffers.push_back(atomicCounterBuffer);
- uniform.bufferIndex = static_cast<int>(mState.mAtomicCounterBuffers.size() - 1);
- }
- }
- // TODO(jie.a.chen@intel.com): Count each atomic counter buffer to validate against
- // gl_Max[Vertex|Fragment|Compute|Combined]AtomicCounterBuffers.
-
- return true;
-}
-
-bool Program::linkValidateInterfaceBlockFields(InfoLog &infoLog,
- const std::string &uniformName,
- const sh::InterfaceBlockField &vertexUniform,
- const sh::InterfaceBlockField &fragmentUniform,
- bool webglCompatibility)
-{
- // If webgl, validate precision of UBO fields, otherwise don't. See Khronos bug 10287.
- if (!linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform,
- webglCompatibility))
- {
- return false;
- }
-
- if (vertexUniform.isRowMajorLayout != fragmentUniform.isRowMajorLayout)
- {
- infoLog << "Matrix packings for " << uniformName << " differ between vertex and fragment shaders";
- return false;
- }
-
- return true;
-}
-
-// Assigns locations to all attributes from the bindings and program locations.
-bool Program::linkAttributes(const Context *context, InfoLog &infoLog)
-{
- const ContextState &data = context->getContextState();
- auto *vertexShader = mState.getAttachedVertexShader();
-
- unsigned int usedLocations = 0;
- mState.mAttributes = vertexShader->getActiveAttributes(context);
- GLuint maxAttribs = data.getCaps().maxVertexAttributes;
-
- // TODO(jmadill): handle aliasing robustly
- if (mState.mAttributes.size() > maxAttribs)
- {
- infoLog << "Too many vertex attributes.";
- return false;
- }
-
- std::vector<sh::Attribute *> usedAttribMap(maxAttribs, nullptr);
-
- // Link attributes that have a binding location
- for (sh::Attribute &attribute : mState.mAttributes)
- {
- // 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.name);
- 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 << "Active 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 3.00, attribute aliasing produces a link error
- // In GLSL 1.00, attribute aliasing is allowed, but ANGLE currently has a bug
- if (linkedAttribute)
- {
- // TODO(jmadill): fix aliasing on ES2
- // if (mProgram->getShaderVersion() >= 300)
- {
- infoLog << "Attribute '" << attribute.name << "' aliases attribute '"
- << linkedAttribute->name << "' at location " << regLocation;
- return false;
- }
- }
- else
- {
- usedAttribMap[regLocation] = &attribute;
- }
-
- usedLocations |= 1 << regLocation;
- }
- }
- }
-
- // Link attributes that don't have a binding location
- for (sh::Attribute &attribute : mState.mAttributes)
- {
- // 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 active attributes (" << attribute.name << ")";
- return false;
- }
-
- attribute.location = availableIndex;
- }
- }
-
- for (const sh::Attribute &attribute : mState.mAttributes)
- {
- ASSERT(attribute.location != -1);
- unsigned int regs = static_cast<unsigned int>(VariableRegisterCount(attribute.type));
-
- for (unsigned int r = 0; r < regs; r++)
- {
- unsigned int location = static_cast<unsigned int>(attribute.location) + r;
- mState.mActiveAttribLocationsMask.set(location);
- mState.mMaxActiveAttribLocation =
- std::max(mState.mMaxActiveAttribLocation, location + 1);
- }
- }
-
- return true;
-}
-
-bool Program::validateVertexAndFragmentInterfaceBlocks(
- const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks,
- const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks,
- InfoLog &infoLog,
- bool webglCompatibility) const
-{
- // Check that interface blocks defined in the vertex and fragment shaders are identical
- typedef std::map<std::string, const sh::InterfaceBlock *> InterfaceBlockMap;
- InterfaceBlockMap linkedInterfaceBlocks;
-
- for (const sh::InterfaceBlock &vertexInterfaceBlock : vertexInterfaceBlocks)
- {
- linkedInterfaceBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock;
- }
-
- for (const sh::InterfaceBlock &fragmentInterfaceBlock : fragmentInterfaceBlocks)
- {
- auto entry = linkedInterfaceBlocks.find(fragmentInterfaceBlock.name);
- if (entry != linkedInterfaceBlocks.end())
- {
- const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second;
- if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock,
- webglCompatibility))
- {
- return false;
- }
- }
- // TODO(jiajia.qin@intel.com): Add
- // MAX_COMBINED_UNIFORM_BLOCKS/MAX_COMBINED_SHADER_STORAGE_BLOCKS validation.
- }
- return true;
-}
-
-bool Program::linkInterfaceBlocks(const Context *context, InfoLog &infoLog)
-{
- const auto &caps = context->getCaps();
-
- if (mState.mAttachedComputeShader)
- {
- Shader &computeShader = *mState.mAttachedComputeShader;
- const auto &computeUniformBlocks = computeShader.getUniformBlocks(context);
-
- if (!validateInterfaceBlocksCount(
- caps.maxComputeUniformBlocks, computeUniformBlocks,
- "Compute shader uniform block count exceeds GL_MAX_COMPUTE_UNIFORM_BLOCKS (",
- infoLog))
- {
- return false;
- }
-
- const auto &computeShaderStorageBlocks = computeShader.getShaderStorageBlocks(context);
- if (!validateInterfaceBlocksCount(caps.maxComputeShaderStorageBlocks,
- computeShaderStorageBlocks,
- "Compute shader shader storage block count exceeds "
- "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS (",
- infoLog))
- {
- return false;
- }
- return true;
- }
-
- Shader &vertexShader = *mState.mAttachedVertexShader;
- Shader &fragmentShader = *mState.mAttachedFragmentShader;
-
- const auto &vertexUniformBlocks = vertexShader.getUniformBlocks(context);
- const auto &fragmentUniformBlocks = fragmentShader.getUniformBlocks(context);
-
- if (!validateInterfaceBlocksCount(
- caps.maxVertexUniformBlocks, vertexUniformBlocks,
- "Vertex shader uniform block count exceeds GL_MAX_VERTEX_UNIFORM_BLOCKS (", infoLog))
- {
- return false;
- }
- if (!validateInterfaceBlocksCount(
- caps.maxFragmentUniformBlocks, fragmentUniformBlocks,
- "Fragment shader uniform block count exceeds GL_MAX_FRAGMENT_UNIFORM_BLOCKS (",
- infoLog))
- {
-
- return false;
- }
-
- bool webglCompatibility = context->getExtensions().webglCompatibility;
- if (!validateVertexAndFragmentInterfaceBlocks(vertexUniformBlocks, fragmentUniformBlocks,
- infoLog, webglCompatibility))
- {
- return false;
- }
-
- if (context->getClientVersion() >= Version(3, 1))
- {
- const auto &vertexShaderStorageBlocks = vertexShader.getShaderStorageBlocks(context);
- const auto &fragmentShaderStorageBlocks = fragmentShader.getShaderStorageBlocks(context);
-
- if (!validateInterfaceBlocksCount(caps.maxVertexShaderStorageBlocks,
- vertexShaderStorageBlocks,
- "Vertex shader shader storage block count exceeds "
- "GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS (",
- infoLog))
- {
- return false;
- }
- if (!validateInterfaceBlocksCount(caps.maxFragmentShaderStorageBlocks,
- fragmentShaderStorageBlocks,
- "Fragment shader shader storage block count exceeds "
- "GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS (",
- infoLog))
- {
-
- return false;
- }
-
- if (!validateVertexAndFragmentInterfaceBlocks(vertexShaderStorageBlocks,
- fragmentShaderStorageBlocks, infoLog,
- webglCompatibility))
- {
- return false;
- }
- }
- return true;
-}
-
-bool Program::areMatchingInterfaceBlocks(InfoLog &infoLog,
- const sh::InterfaceBlock &vertexInterfaceBlock,
- const sh::InterfaceBlock &fragmentInterfaceBlock,
- bool webglCompatibility) const
-{
- const char* blockName = vertexInterfaceBlock.name.c_str();
- // validate blocks for the same member types
- if (vertexInterfaceBlock.fields.size() != fragmentInterfaceBlock.fields.size())
- {
- infoLog << "Types for interface block '" << blockName
- << "' differ between vertex and fragment shaders";
- return false;
- }
- if (vertexInterfaceBlock.arraySize != fragmentInterfaceBlock.arraySize)
- {
- infoLog << "Array sizes differ for interface block '" << blockName
- << "' between vertex and fragment shaders";
- return false;
- }
- if (vertexInterfaceBlock.layout != fragmentInterfaceBlock.layout ||
- vertexInterfaceBlock.isRowMajorLayout != fragmentInterfaceBlock.isRowMajorLayout ||
- vertexInterfaceBlock.binding != fragmentInterfaceBlock.binding)
- {
- infoLog << "Layout qualifiers differ for interface block '" << blockName
- << "' between vertex and fragment shaders";
- return false;
- }
- const unsigned int numBlockMembers =
- static_cast<unsigned int>(vertexInterfaceBlock.fields.size());
- for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
- {
- const sh::InterfaceBlockField &vertexMember = vertexInterfaceBlock.fields[blockMemberIndex];
- const sh::InterfaceBlockField &fragmentMember = fragmentInterfaceBlock.fields[blockMemberIndex];
- if (vertexMember.name != fragmentMember.name)
- {
- infoLog << "Name mismatch for field " << blockMemberIndex
- << " of interface block '" << blockName
- << "': (in vertex: '" << vertexMember.name
- << "', in fragment: '" << fragmentMember.name << "')";
- return false;
- }
- std::string memberName = "interface block '" + vertexInterfaceBlock.name + "' member '" + vertexMember.name + "'";
- if (!linkValidateInterfaceBlockFields(infoLog, memberName, vertexMember, fragmentMember,
- webglCompatibility))
- {
- return false;
- }
- }
- return true;
-}
-
-bool Program::linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable,
- const sh::ShaderVariable &fragmentVariable, bool validatePrecision)
-{
- if (vertexVariable.type != fragmentVariable.type)
- {
- infoLog << "Types for " << variableName << " differ between vertex and fragment shaders";
- return false;
- }
- if (vertexVariable.arraySizes != fragmentVariable.arraySizes)
- {
- infoLog << "Array sizes for " << variableName << " differ between vertex and fragment shaders";
- return false;
- }
- if (validatePrecision && vertexVariable.precision != fragmentVariable.precision)
- {
- infoLog << "Precisions for " << variableName << " differ between vertex and fragment shaders";
- return false;
- }
- if (vertexVariable.structName != fragmentVariable.structName)
- {
- infoLog << "Structure names for " << variableName
- << " differ between vertex and fragment shaders";
- return false;
- }
-
- if (vertexVariable.fields.size() != fragmentVariable.fields.size())
- {
- infoLog << "Structure lengths for " << variableName << " differ between vertex and fragment shaders";
- return false;
- }
- const unsigned int numMembers = static_cast<unsigned int>(vertexVariable.fields.size());
- for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++)
- {
- const sh::ShaderVariable &vertexMember = vertexVariable.fields[memberIndex];
- const sh::ShaderVariable &fragmentMember = fragmentVariable.fields[memberIndex];
-
- if (vertexMember.name != fragmentMember.name)
- {
- infoLog << "Name mismatch for field '" << memberIndex
- << "' of " << variableName
- << ": (in vertex: '" << vertexMember.name
- << "', in fragment: '" << fragmentMember.name << "')";
- return false;
- }
-
- const std::string memberName = variableName.substr(0, variableName.length() - 1) + "." +
- vertexMember.name + "'";
-
- if (!linkValidateVariablesBase(infoLog, vertexMember.name, vertexMember, fragmentMember, validatePrecision))
- {
- return false;
- }
- }
-
- return true;
-}
-
-bool Program::linkValidateVaryings(InfoLog &infoLog,
- const std::string &varyingName,
- const sh::Varying &vertexVarying,
- const sh::Varying &fragmentVarying,
- int shaderVersion)
-{
- if (!linkValidateVariablesBase(infoLog, varyingName, vertexVarying, fragmentVarying, false))
- {
- return false;
- }
-
- if (!sh::InterpolationTypesMatch(vertexVarying.interpolation, fragmentVarying.interpolation))
- {
- infoLog << "Interpolation types for " << varyingName
- << " differ between vertex and fragment shaders.";
- return false;
- }
-
- if (shaderVersion == 100 && vertexVarying.isInvariant != fragmentVarying.isInvariant)
- {
- infoLog << "Invariance for " << varyingName
- << " differs between vertex and fragment shaders.";
- return false;
- }
-
- return true;
-}
-
-bool Program::linkValidateBuiltInVaryings(const Context *context, InfoLog &infoLog) const
-{
- Shader *vertexShader = mState.mAttachedVertexShader;
- Shader *fragmentShader = mState.mAttachedFragmentShader;
- const auto &vertexVaryings = vertexShader->getOutputVaryings(context);
- const auto &fragmentVaryings = fragmentShader->getInputVaryings(context);
- int shaderVersion = vertexShader->getShaderVersion(context);
-
- if (shaderVersion != 100)
- {
- // Only ESSL 1.0 has restrictions on matching input and output invariance
- return true;
- }
-
- bool glPositionIsInvariant = false;
- bool glPointSizeIsInvariant = false;
- bool glFragCoordIsInvariant = false;
- bool glPointCoordIsInvariant = false;
-
- for (const sh::Varying &varying : vertexVaryings)
- {
- if (!varying.isBuiltIn())
- {
- continue;
- }
- if (varying.name.compare("gl_Position") == 0)
- {
- glPositionIsInvariant = varying.isInvariant;
- }
- else if (varying.name.compare("gl_PointSize") == 0)
- {
- glPointSizeIsInvariant = varying.isInvariant;
- }
- }
-
- for (const sh::Varying &varying : fragmentVaryings)
- {
- if (!varying.isBuiltIn())
- {
- continue;
- }
- if (varying.name.compare("gl_FragCoord") == 0)
- {
- glFragCoordIsInvariant = varying.isInvariant;
- }
- else if (varying.name.compare("gl_PointCoord") == 0)
- {
- glPointCoordIsInvariant = varying.isInvariant;
- }
- }
-
- // There is some ambiguity in ESSL 1.00.17 paragraph 4.6.4 interpretation,
- // for example, https://cvs.khronos.org/bugzilla/show_bug.cgi?id=13842.
- // Not requiring invariance to match is supported by:
- // dEQP, WebGL CTS, Nexus 5X GLES
- if (glFragCoordIsInvariant && !glPositionIsInvariant)
- {
- infoLog << "gl_FragCoord can only be declared invariant if and only if gl_Position is "
- "declared invariant.";
- return false;
- }
- if (glPointCoordIsInvariant && !glPointSizeIsInvariant)
- {
- infoLog << "gl_PointCoord can only be declared invariant if and only if gl_PointSize is "
- "declared invariant.";
- return false;
- }
-
- return true;
-}
-
-bool Program::linkValidateTransformFeedback(const gl::Context *context,
- InfoLog &infoLog,
- const Program::MergedVaryings &varyings,
- const Caps &caps) const
-{
- size_t totalComponents = 0;
-
- std::set<std::string> uniqueNames;
-
- for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
- {
- bool found = false;
- std::vector<unsigned int> subscripts;
- std::string baseName = ParseResourceName(tfVaryingName, &subscripts);
-
- for (const auto &ref : varyings)
- {
- const sh::Varying *varying = ref.second.get();
-
- if (baseName == varying->name)
- {
- if (uniqueNames.count(tfVaryingName) > 0)
- {
- infoLog << "Two transform feedback varyings specify the same output variable ("
- << tfVaryingName << ").";
- return false;
- }
- if (context->getClientVersion() >= Version(3, 1))
- {
- if (IncludeSameArrayElement(uniqueNames, tfVaryingName))
- {
- infoLog
- << "Two transform feedback varyings include the same array element ("
- << tfVaryingName << ").";
- return false;
- }
- }
- else if (varying->isArray())
- {
- infoLog << "Capture of arrays is undefined and not supported.";
- return false;
- }
-
- uniqueNames.insert(tfVaryingName);
-
- // TODO(jmadill): Investigate implementation limits on D3D11
-
- // GLSL ES 3.10 section 4.3.6: A vertex output can't be an array of arrays.
- ASSERT(!varying->isArrayOfArrays());
- size_t elementCount =
- ((varying->isArray() && subscripts.empty()) ? varying->getOutermostArraySize()
- : 1);
- size_t componentCount = VariableComponentCount(varying->type) * elementCount;
- if (mState.mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS &&
- componentCount > caps.maxTransformFeedbackSeparateComponents)
- {
- infoLog << "Transform feedback varying's " << varying->name << " components ("
- << componentCount << ") exceed the maximum separate components ("
- << caps.maxTransformFeedbackSeparateComponents << ").";
- return false;
- }
-
- totalComponents += componentCount;
- found = true;
- break;
- }
- }
- if (context->getClientVersion() < Version(3, 1) &&
- tfVaryingName.find('[') != std::string::npos)
- {
- infoLog << "Capture of array elements is undefined and not supported.";
- return false;
- }
- if (!found)
- {
- infoLog << "Transform feedback varying " << tfVaryingName
- << " does not exist in the vertex shader.";
- return false;
- }
- }
-
- if (mState.mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS &&
- totalComponents > caps.maxTransformFeedbackInterleavedComponents)
- {
- infoLog << "Transform feedback varying total components (" << totalComponents
- << ") exceed the maximum interleaved components ("
- << caps.maxTransformFeedbackInterleavedComponents << ").";
- return false;
- }
-
- return true;
-}
-
-bool Program::linkValidateGlobalNames(const Context *context, InfoLog &infoLog) const
-{
- const std::vector<sh::Uniform> &vertexUniforms =
- mState.mAttachedVertexShader->getUniforms(context);
- const std::vector<sh::Uniform> &fragmentUniforms =
- mState.mAttachedFragmentShader->getUniforms(context);
- const std::vector<sh::Attribute> &attributes =
- mState.mAttachedVertexShader->getActiveAttributes(context);
- for (const auto &attrib : attributes)
- {
- for (const auto &uniform : vertexUniforms)
- {
- if (uniform.name == attrib.name)
- {
- infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name;
- return false;
- }
- }
- for (const auto &uniform : fragmentUniforms)
- {
- if (uniform.name == attrib.name)
- {
- infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name;
- return false;
- }
- }
- }
- return true;
-}
-
-void Program::gatherTransformFeedbackVaryings(const Program::MergedVaryings &varyings)
-{
- // Gather the linked varyings that are used for transform feedback, they should all exist.
- mState.mLinkedTransformFeedbackVaryings.clear();
- for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
- {
- std::vector<unsigned int> subscripts;
- std::string baseName = ParseResourceName(tfVaryingName, &subscripts);
- size_t subscript = GL_INVALID_INDEX;
- if (!subscripts.empty())
- {
- subscript = subscripts.back();
- }
- for (const auto &ref : varyings)
- {
- const sh::Varying *varying = ref.second.get();
- if (baseName == varying->name)
- {
- mState.mLinkedTransformFeedbackVaryings.emplace_back(
- *varying, static_cast<GLuint>(subscript));
- break;
- }
- }
- }
-}
-
-Program::MergedVaryings Program::getMergedVaryings(const Context *context) const
-{
- MergedVaryings merged;
-
- for (const sh::Varying &varying : mState.mAttachedVertexShader->getOutputVaryings(context))
- {
- merged[varying.name].vertex = &varying;
- }
-
- for (const sh::Varying &varying : mState.mAttachedFragmentShader->getInputVaryings(context))
- {
- merged[varying.name].fragment = &varying;
- }
-
- return merged;
-}
-
-
-void Program::linkOutputVariables(const Context *context)
-{
- Shader *fragmentShader = mState.mAttachedFragmentShader;
- ASSERT(fragmentShader != nullptr);
-
- ASSERT(mState.mOutputVariableTypes.empty());
- ASSERT(mState.mActiveOutputVariables.none());
-
- // Gather output variable types
- for (const auto &outputVariable : fragmentShader->getActiveOutputVariables(context))
- {
- if (outputVariable.isBuiltIn() && outputVariable.name != "gl_FragColor" &&
- outputVariable.name != "gl_FragData")
- {
- continue;
- }
-
- unsigned int baseLocation =
- (outputVariable.location == -1 ? 0u
- : static_cast<unsigned int>(outputVariable.location));
-
- // GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of
- // structures, so we may use getBasicTypeElementCount().
- unsigned int elementCount = outputVariable.getBasicTypeElementCount();
- for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++)
- {
- const unsigned int location = baseLocation + elementIndex;
- if (location >= mState.mOutputVariableTypes.size())
- {
- mState.mOutputVariableTypes.resize(location + 1, GL_NONE);
- }
- ASSERT(location < mState.mActiveOutputVariables.size());
- mState.mActiveOutputVariables.set(location);
- mState.mOutputVariableTypes[location] = VariableComponentType(outputVariable.type);
- }
- }
-
- // Skip this step for GLES2 shaders.
- if (fragmentShader->getShaderVersion(context) == 100)
- return;
-
- mState.mOutputVariables = fragmentShader->getActiveOutputVariables(context);
- // TODO(jmadill): any caps validation here?
-
- for (unsigned int outputVariableIndex = 0; outputVariableIndex < mState.mOutputVariables.size();
- outputVariableIndex++)
- {
- const sh::OutputVariable &outputVariable = mState.mOutputVariables[outputVariableIndex];
-
- if (outputVariable.isArray())
- {
- // We're following the GLES 3.1 November 2016 spec section 7.3.1.1 Naming Active
- // Resources and including [0] at the end of array variable names.
- mState.mOutputVariables[outputVariableIndex].name += "[0]";
- mState.mOutputVariables[outputVariableIndex].mappedName += "[0]";
- }
-
- // Don't store outputs for gl_FragDepth, gl_FragColor, etc.
- if (outputVariable.isBuiltIn())
- continue;
-
- // Since multiple output locations must be specified, use 0 for non-specified locations.
- unsigned int baseLocation =
- (outputVariable.location == -1 ? 0u
- : static_cast<unsigned int>(outputVariable.location));
-
- // GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of
- // structures, so we may use getBasicTypeElementCount().
- unsigned int elementCount = outputVariable.getBasicTypeElementCount();
- for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++)
- {
- const unsigned int location = baseLocation + elementIndex;
- if (location >= mState.mOutputLocations.size())
- {
- mState.mOutputLocations.resize(location + 1);
- }
- ASSERT(!mState.mOutputLocations.at(location).used());
- if (outputVariable.isArray())
- {
- mState.mOutputLocations[location] =
- VariableLocation(elementIndex, outputVariableIndex);
- }
- else
- {
- VariableLocation locationInfo;
- locationInfo.index = outputVariableIndex;
- mState.mOutputLocations[location] = locationInfo;
- }
- }
- }
-}
-
-void Program::setUniformValuesFromBindingQualifiers()
-{
- for (unsigned int samplerIndex : mState.mSamplerUniformRange)
- {
- const auto &samplerUniform = mState.mUniforms[samplerIndex];
- if (samplerUniform.binding != -1)
- {
- GLint location = getUniformLocation(samplerUniform.name);
- ASSERT(location != -1);
- std::vector<GLint> boundTextureUnits;
- for (unsigned int elementIndex = 0;
- elementIndex < samplerUniform.getBasicTypeElementCount(); ++elementIndex)
- {
- boundTextureUnits.push_back(samplerUniform.binding + elementIndex);
- }
- setUniform1iv(location, static_cast<GLsizei>(boundTextureUnits.size()),
- boundTextureUnits.data());
- }
- }
-}
-
-void Program::gatherAtomicCounterBuffers()
-{
- for (unsigned int index : mState.mAtomicCounterUniformRange)
- {
- auto &uniform = mState.mUniforms[index];
- uniform.blockInfo.offset = uniform.offset;
- uniform.blockInfo.arrayStride = (uniform.isArray() ? 4 : 0);
- uniform.blockInfo.matrixStride = 0;
- uniform.blockInfo.isRowMajorMatrix = false;
- }
-
- // TODO(jie.a.chen@intel.com): Get the actual BUFFER_DATA_SIZE from backend for each buffer.
-}
-
-void Program::initInterfaceBlockBindings()
-{
- // Set initial bindings from shader.
- for (unsigned int blockIndex = 0; blockIndex < mState.mUniformBlocks.size(); blockIndex++)
- {
- InterfaceBlock &uniformBlock = mState.mUniformBlocks[blockIndex];
- bindUniformBlock(blockIndex, uniformBlock.binding);
- }
-}
-
-void Program::updateSamplerUniform(const VariableLocation &locationInfo,
- GLsizei clampedCount,
- const GLint *v)
-{
- ASSERT(mState.isSamplerUniformIndex(locationInfo.index));
- GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationInfo.index);
- std::vector<GLuint> *boundTextureUnits =
- &mState.mSamplerBindings[samplerIndex].boundTextureUnits;
-
- std::copy(v, v + clampedCount, boundTextureUnits->begin() + locationInfo.arrayIndex);
-
- // Invalidate the validation cache.
- mCachedValidateSamplersResult.reset();
-}
-
-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.mUniforms[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(GLint location,
- GLsizei count,
- GLboolean transpose,
- const T *v)
-{
- const VariableLocation &locationInfo = mState.mUniformLocations[location];
-
- if (!transpose)
- {
- return clampUniformCount(locationInfo, count, cols * rows, v);
- }
-
- const LinkedUniform &linkedUniform = mState.mUniforms[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,
- GLint location,
- GLenum nativeType,
- int components) const
-{
- switch (nativeType)
- {
- case GL_BOOL:
- {
- GLint tempValue[16] = {0};
- mProgram->getUniformiv(context, location, tempValue);
- UniformStateQueryCastLoop<GLboolean>(
- dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
- break;
- }
- case GL_INT:
- {
- GLint tempValue[16] = {0};
- mProgram->getUniformiv(context, location, tempValue);
- UniformStateQueryCastLoop<GLint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
- components);
- break;
- }
- case GL_UNSIGNED_INT:
- {
- GLuint tempValue[16] = {0};
- mProgram->getUniformuiv(context, location, tempValue);
- UniformStateQueryCastLoop<GLuint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
- components);
- break;
- }
- case GL_FLOAT:
- {
- GLfloat tempValue[16] = {0};
- mProgram->getUniformfv(context, location, tempValue);
- UniformStateQueryCastLoop<GLfloat>(
- dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
- break;
- }
- default:
- UNREACHABLE();
- break;
- }
-}
-
-bool Program::samplesFromTexture(const gl::State &state, GLuint textureID) const
-{
- // Must be called after samplers are validated.
- ASSERT(mCachedValidateSamplersResult.valid() && mCachedValidateSamplersResult.value());
-
- for (const auto &binding : mState.mSamplerBindings)
- {
- GLenum textureType = binding.textureType;
- for (const auto &unit : binding.boundTextureUnits)
- {
- GLenum programTextureID = state.getSamplerTextureId(unit, textureType);
- if (programTextureID == textureID)
- {
- // TODO(jmadill): Check for appropriate overlap.
- return true;
- }
- }
- }
-
- return false;
-}
-
-} // namespace gl