diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/Program.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/Program.cpp | 3066 |
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 |