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kc3-lang/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp

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  • Author : Tim Van Patten
    Date : 2019-08-28 13:57:52
    Hash : 790abf03
    Message : Vulkan: Support program interface queries for inputs Program interface queries are a generic way to query attributes of the program like uniforms, samplers, attributes, etc. This change supports those queries for program inputs. Bug: angleproject:3596 Test: dEQP-GLES31.functional.program_interface_query.* Test: ProgramInterfaceTest.cpp Change-Id: Ie904274f4efd87357256f559b69e148e8eda6119 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1775458 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>

  • src/libANGLE/renderer/d3d/ProgramD3D.cpp
  • //
    // Copyright 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.
    //
    
    // ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
    
    #include "libANGLE/renderer/d3d/ProgramD3D.h"
    
    #include "common/MemoryBuffer.h"
    #include "common/bitset_utils.h"
    #include "common/string_utils.h"
    #include "common/utilities.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/Framebuffer.h"
    #include "libANGLE/FramebufferAttachment.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/ProgramLinkedResources.h"
    #include "libANGLE/Uniform.h"
    #include "libANGLE/VertexArray.h"
    #include "libANGLE/features.h"
    #include "libANGLE/queryconversions.h"
    #include "libANGLE/renderer/ContextImpl.h"
    #include "libANGLE/renderer/d3d/ContextD3D.h"
    #include "libANGLE/renderer/d3d/DynamicHLSL.h"
    #include "libANGLE/renderer/d3d/FramebufferD3D.h"
    #include "libANGLE/renderer/d3d/ShaderD3D.h"
    #include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
    #include "libANGLE/renderer/d3d/VertexDataManager.h"
    #include "libANGLE/renderer/renderer_utils.h"
    
    using namespace angle;
    
    namespace rx
    {
    
    namespace
    {
    
    void GetDefaultInputLayoutFromShader(gl::Shader *vertexShader, gl::InputLayout *inputLayoutOut)
    {
        inputLayoutOut->clear();
    
        if (!vertexShader)
        {
            return;
        }
    
        for (const sh::ShaderVariable &shaderAttr : vertexShader->getActiveAttributes())
        {
            if (shaderAttr.type != GL_NONE)
            {
                GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type);
    
                for (size_t rowIndex = 0;
                     static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); ++rowIndex)
                {
                    GLenum componentType = gl::VariableComponentType(transposedType);
                    GLuint components    = static_cast<GLuint>(gl::VariableColumnCount(transposedType));
                    bool pureInt         = (componentType != GL_FLOAT);
    
                    gl::VertexAttribType attribType =
                        gl::FromGLenum<gl::VertexAttribType>(componentType);
    
                    angle::FormatID defaultID =
                        gl::GetVertexFormatID(attribType, GL_FALSE, components, pureInt);
    
                    inputLayoutOut->push_back(defaultID);
                }
            }
        }
    }
    
    size_t GetMaxOutputIndex(const std::vector<PixelShaderOutputVariable> &shaderOutputVars,
                             size_t location)
    {
        size_t maxIndex = 0;
        for (auto &outputVar : shaderOutputVars)
        {
            if (outputVar.outputLocation == location)
            {
                maxIndex = std::max(maxIndex, outputVar.outputIndex);
            }
        }
        return maxIndex;
    }
    
    void GetDefaultOutputLayoutFromShader(
        const std::vector<PixelShaderOutputVariable> &shaderOutputVars,
        std::vector<GLenum> *outputLayoutOut)
    {
        outputLayoutOut->clear();
    
        if (!shaderOutputVars.empty())
        {
            size_t location = shaderOutputVars[0].outputLocation;
            size_t maxIndex = GetMaxOutputIndex(shaderOutputVars, location);
            outputLayoutOut->assign(maxIndex + 1,
                                    GL_COLOR_ATTACHMENT0 + static_cast<unsigned int>(location));
        }
    }
    
    void GetDefaultImage2DBindLayoutFromComputeShader(
        const std::vector<sh::ShaderVariable> &image2DUniforms,
        gl::ImageUnitTextureTypeMap *image2DBindLayout)
    {
        image2DBindLayout->clear();
    
        for (const sh::ShaderVariable &image2D : image2DUniforms)
        {
            if (gl::IsImage2DType(image2D.type))
            {
                if (image2D.binding == -1)
                {
                    image2DBindLayout->insert(std::make_pair(0, gl::TextureType::_2D));
                }
                else
                {
                    for (unsigned int index = 0; index < image2D.getArraySizeProduct(); index++)
                    {
                        image2DBindLayout->insert(
                            std::make_pair(image2D.binding + index, gl::TextureType::_2D));
                    }
                }
            }
        }
    }
    
    gl::PrimitiveMode GetGeometryShaderTypeFromDrawMode(gl::PrimitiveMode drawMode)
    {
        switch (drawMode)
        {
            // Uses the point sprite geometry shader.
            case gl::PrimitiveMode::Points:
                return gl::PrimitiveMode::Points;
    
            // All line drawing uses the same geometry shader.
            case gl::PrimitiveMode::Lines:
            case gl::PrimitiveMode::LineStrip:
            case gl::PrimitiveMode::LineLoop:
                return gl::PrimitiveMode::Lines;
    
            // The triangle fan primitive is emulated with strips in D3D11.
            case gl::PrimitiveMode::Triangles:
            case gl::PrimitiveMode::TriangleFan:
                return gl::PrimitiveMode::Triangles;
    
            // Special case for triangle strips.
            case gl::PrimitiveMode::TriangleStrip:
                return gl::PrimitiveMode::TriangleStrip;
    
            default:
                UNREACHABLE();
                return gl::PrimitiveMode::InvalidEnum;
        }
    }
    
    bool HasFlatInterpolationVarying(const std::vector<sh::ShaderVariable> &varyings)
    {
        // Note: this assumes nested structs can only be packed with one interpolation.
        for (const auto &varying : varyings)
        {
            if (varying.interpolation == sh::INTERPOLATION_FLAT)
            {
                return true;
            }
        }
    
        return false;
    }
    
    bool FindFlatInterpolationVaryingPerShader(gl::Shader *shader)
    {
        ASSERT(shader);
        switch (shader->getType())
        {
            case gl::ShaderType::Vertex:
                return HasFlatInterpolationVarying(shader->getOutputVaryings());
            case gl::ShaderType::Fragment:
                return HasFlatInterpolationVarying(shader->getInputVaryings());
            case gl::ShaderType::Geometry:
                return HasFlatInterpolationVarying(shader->getInputVaryings()) ||
                       HasFlatInterpolationVarying(shader->getOutputVaryings());
            default:
                UNREACHABLE();
                return false;
        }
    }
    
    bool FindFlatInterpolationVarying(const gl::ShaderMap<gl::Shader *> &shaders)
    {
        for (gl::ShaderType shaderType : gl::kAllGraphicsShaderTypes)
        {
            gl::Shader *shader = shaders[shaderType];
            if (!shader)
            {
                continue;
            }
    
            if (FindFlatInterpolationVaryingPerShader(shader))
            {
                return true;
            }
        }
    
        return false;
    }
    
    // Helper class that gathers uniform info from the default uniform block.
    class UniformEncodingVisitorD3D : public sh::BlockEncoderVisitor
    {
      public:
        UniformEncodingVisitorD3D(gl::ShaderType shaderType,
                                  HLSLRegisterType registerType,
                                  sh::BlockLayoutEncoder *encoder,
                                  D3DUniformMap *uniformMapOut)
            : sh::BlockEncoderVisitor("", "", encoder),
              mShaderType(shaderType),
              mRegisterType(registerType),
              mUniformMapOut(uniformMapOut)
        {}
    
        void visitNamedSampler(const sh::ShaderVariable &sampler,
                               const std::string &name,
                               const std::string &mappedName,
                               const std::vector<unsigned int> &arraySizes) override
        {
            auto uniformMapEntry = mUniformMapOut->find(name);
            if (uniformMapEntry == mUniformMapOut->end())
            {
                (*mUniformMapOut)[name] =
                    new D3DUniform(sampler.type, mRegisterType, name, sampler.arraySizes, true);
            }
        }
    
        void encodeVariable(const sh::ShaderVariable &variable,
                            const sh::BlockMemberInfo &variableInfo,
                            const std::string &name,
                            const std::string &mappedName) override
        {
            auto uniformMapEntry   = mUniformMapOut->find(name);
            D3DUniform *d3dUniform = nullptr;
    
            if (uniformMapEntry != mUniformMapOut->end())
            {
                d3dUniform = uniformMapEntry->second;
            }
            else
            {
                d3dUniform =
                    new D3DUniform(variable.type, mRegisterType, name, variable.arraySizes, true);
                (*mUniformMapOut)[name] = d3dUniform;
            }
    
            d3dUniform->registerElement = static_cast<unsigned int>(
                sh::BlockLayoutEncoder::GetBlockRegisterElement(variableInfo));
            unsigned int reg =
                static_cast<unsigned int>(sh::BlockLayoutEncoder::GetBlockRegister(variableInfo));
    
            ASSERT(mShaderType != gl::ShaderType::InvalidEnum);
            d3dUniform->mShaderRegisterIndexes[mShaderType] = reg;
        }
    
      private:
        gl::ShaderType mShaderType;
        HLSLRegisterType mRegisterType;
        D3DUniformMap *mUniformMapOut;
    };
    
    class HLSLBlockLayoutEncoderFactory : public gl::CustomBlockLayoutEncoderFactory
    {
      public:
        sh::BlockLayoutEncoder *makeEncoder() override
        {
            return new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED, false);
        }
    };
    }  // anonymous namespace
    
    // D3DUniform Implementation
    
    D3DUniform::D3DUniform(GLenum type,
                           HLSLRegisterType reg,
                           const std::string &nameIn,
                           const std::vector<unsigned int> &arraySizesIn,
                           bool defaultBlock)
        : typeInfo(gl::GetUniformTypeInfo(type)),
          name(nameIn),
          arraySizes(arraySizesIn),
          mShaderData({}),
          regType(reg),
          registerCount(0),
          registerElement(0)
    {
        mShaderRegisterIndexes.fill(GL_INVALID_INDEX);
    
        // We use data storage for default block uniforms to cache values that are sent to D3D during
        // rendering
        // Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
        if (defaultBlock)
        {
            // Use the row count as register count, will work for non-square matrices.
            registerCount = typeInfo.rowCount * getArraySizeProduct();
        }
    }
    
    D3DUniform::~D3DUniform() {}
    
    unsigned int D3DUniform::getArraySizeProduct() const
    {
        return gl::ArraySizeProduct(arraySizes);
    }
    
    const uint8_t *D3DUniform::getDataPtrToElement(size_t elementIndex) const
    {
        ASSERT((!isArray() && elementIndex == 0) ||
               (isArray() && elementIndex < getArraySizeProduct()));
    
        if (isSampler())
        {
            return reinterpret_cast<const uint8_t *>(&mSamplerData[elementIndex]);
        }
    
        return firstNonNullData() + (elementIndex > 0 ? (typeInfo.internalSize * elementIndex) : 0u);
    }
    
    bool D3DUniform::isSampler() const
    {
        return typeInfo.isSampler;
    }
    
    bool D3DUniform::isImage() const
    {
        return typeInfo.isImageType;
    }
    
    bool D3DUniform::isImage2D() const
    {
        return gl::IsImage2DType(typeInfo.type);
    }
    
    bool D3DUniform::isReferencedByShader(gl::ShaderType shaderType) const
    {
        return mShaderRegisterIndexes[shaderType] != GL_INVALID_INDEX;
    }
    
    const uint8_t *D3DUniform::firstNonNullData() const
    {
        if (!mSamplerData.empty())
        {
            return reinterpret_cast<const uint8_t *>(mSamplerData.data());
        }
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            if (mShaderData[shaderType])
            {
                return mShaderData[shaderType];
            }
        }
    
        UNREACHABLE();
        return nullptr;
    }
    
    // D3DInterfaceBlock Implementation
    D3DInterfaceBlock::D3DInterfaceBlock()
    {
        mShaderRegisterIndexes.fill(GL_INVALID_INDEX);
    }
    
    D3DInterfaceBlock::D3DInterfaceBlock(const D3DInterfaceBlock &other) = default;
    
    // D3DVarying Implementation
    
    D3DVarying::D3DVarying() : semanticIndex(0), componentCount(0), outputSlot(0) {}
    
    D3DVarying::D3DVarying(const std::string &semanticNameIn,
                           unsigned int semanticIndexIn,
                           unsigned int componentCountIn,
                           unsigned int outputSlotIn)
        : semanticName(semanticNameIn),
          semanticIndex(semanticIndexIn),
          componentCount(componentCountIn),
          outputSlot(outputSlotIn)
    {}
    
    // ProgramD3DMetadata Implementation
    
    ProgramD3DMetadata::ProgramD3DMetadata(RendererD3D *renderer,
                                           const gl::ShaderMap<const ShaderD3D *> &attachedShaders,
                                           EGLenum clientType)
        : mRendererMajorShaderModel(renderer->getMajorShaderModel()),
          mShaderModelSuffix(renderer->getShaderModelSuffix()),
          mUsesInstancedPointSpriteEmulation(
              renderer->getFeatures().useInstancedPointSpriteEmulation.enabled),
          mUsesViewScale(renderer->presentPathFastEnabled()),
          mCanSelectViewInVertexShader(renderer->canSelectViewInVertexShader()),
          mAttachedShaders(attachedShaders),
          mClientType(clientType)
    {}
    
    ProgramD3DMetadata::~ProgramD3DMetadata() = default;
    
    int ProgramD3DMetadata::getRendererMajorShaderModel() const
    {
        return mRendererMajorShaderModel;
    }
    
    bool ProgramD3DMetadata::usesBroadcast(const gl::State &data) const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
        return (shader && shader->usesFragColor() && shader->usesMultipleRenderTargets() &&
                data.getClientMajorVersion() < 3);
    }
    
    bool ProgramD3DMetadata::usesSecondaryColor() const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
        return (shader && shader->usesSecondaryColor());
    }
    
    bool ProgramD3DMetadata::usesFragDepth() const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
        return (shader && shader->usesFragDepth());
    }
    
    bool ProgramD3DMetadata::usesPointCoord() const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
        return (shader && shader->usesPointCoord());
    }
    
    bool ProgramD3DMetadata::usesFragCoord() const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
        return (shader && shader->usesFragCoord());
    }
    
    bool ProgramD3DMetadata::usesPointSize() const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex];
        return (shader && shader->usesPointSize());
    }
    
    bool ProgramD3DMetadata::usesInsertedPointCoordValue() const
    {
        return (!usesPointSize() || !mUsesInstancedPointSpriteEmulation) && usesPointCoord() &&
               mRendererMajorShaderModel >= 4;
    }
    
    bool ProgramD3DMetadata::usesViewScale() const
    {
        return mUsesViewScale;
    }
    
    bool ProgramD3DMetadata::hasANGLEMultiviewEnabled() const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex];
        return (shader && shader->hasANGLEMultiviewEnabled());
    }
    
    bool ProgramD3DMetadata::usesVertexID() const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex];
        return (shader && shader->usesVertexID());
    }
    
    bool ProgramD3DMetadata::usesViewID() const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
        return (shader && shader->usesViewID());
    }
    
    bool ProgramD3DMetadata::canSelectViewInVertexShader() const
    {
        return mCanSelectViewInVertexShader;
    }
    
    bool ProgramD3DMetadata::addsPointCoordToVertexShader() const
    {
        // PointSprite emulation requiress that gl_PointCoord is present in the vertex shader
        // VS_OUTPUT structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
        // Even with a geometry shader, the app can render triangles or lines and reference
        // gl_PointCoord in the fragment shader, requiring us to provide a dummy value. For
        // simplicity, we always add this to the vertex shader when the fragment shader
        // references gl_PointCoord, even if we could skip it in the geometry shader.
        return (mUsesInstancedPointSpriteEmulation && usesPointCoord()) ||
               usesInsertedPointCoordValue();
    }
    
    bool ProgramD3DMetadata::usesTransformFeedbackGLPosition() const
    {
        // gl_Position only needs to be outputted from the vertex shader if transform feedback is
        // active. This isn't supported on D3D11 Feature Level 9_3, so we don't output gl_Position from
        // the vertex shader in this case. This saves us 1 output vector.
        return !(mRendererMajorShaderModel >= 4 && mShaderModelSuffix != "");
    }
    
    bool ProgramD3DMetadata::usesSystemValuePointSize() const
    {
        return !mUsesInstancedPointSpriteEmulation && usesPointSize();
    }
    
    bool ProgramD3DMetadata::usesMultipleFragmentOuts() const
    {
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
        return (shader && shader->usesMultipleRenderTargets());
    }
    
    bool ProgramD3DMetadata::usesCustomOutVars() const
    {
    
        const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex];
        int version                 = shader ? shader->getData().getShaderVersion() : -1;
    
        switch (mClientType)
        {
            case EGL_OPENGL_API:
                return version >= 130;
            default:
                return version >= 300;
        }
    }
    
    const ShaderD3D *ProgramD3DMetadata::getFragmentShader() const
    {
        return mAttachedShaders[gl::ShaderType::Fragment];
    }
    
    // ProgramD3D::GetExecutableTask class
    class ProgramD3D::GetExecutableTask : public Closure, public d3d::Context
    {
      public:
        GetExecutableTask(ProgramD3D *program) : mProgram(program) {}
    
        virtual angle::Result run() = 0;
    
        void operator()() override { mResult = run(); }
    
        angle::Result getResult() const { return mResult; }
        const gl::InfoLog &getInfoLog() const { return mInfoLog; }
        ShaderExecutableD3D *getExecutable() { return mExecutable; }
    
        void handleResult(HRESULT hr,
                          const char *message,
                          const char *file,
                          const char *function,
                          unsigned int line) override
        {
            mStoredHR       = hr;
            mStoredMessage  = message;
            mStoredFile     = file;
            mStoredFunction = function;
            mStoredLine     = line;
        }
    
        void popError(d3d::Context *context)
        {
            ASSERT(mStoredFile);
            ASSERT(mStoredFunction);
            context->handleResult(mStoredHR, mStoredMessage.c_str(), mStoredFile, mStoredFunction,
                                  mStoredLine);
        }
    
      protected:
        ProgramD3D *mProgram  = nullptr;
        angle::Result mResult = angle::Result::Continue;
        gl::InfoLog mInfoLog;
        ShaderExecutableD3D *mExecutable = nullptr;
        HRESULT mStoredHR                = S_OK;
        std::string mStoredMessage;
        const char *mStoredFile     = nullptr;
        const char *mStoredFunction = nullptr;
        unsigned int mStoredLine    = 0;
    };
    
    // ProgramD3D Implementation
    
    ProgramD3D::VertexExecutable::VertexExecutable(const gl::InputLayout &inputLayout,
                                                   const Signature &signature,
                                                   ShaderExecutableD3D *shaderExecutable)
        : mInputs(inputLayout), mSignature(signature), mShaderExecutable(shaderExecutable)
    {}
    
    ProgramD3D::VertexExecutable::~VertexExecutable()
    {
        SafeDelete(mShaderExecutable);
    }
    
    // static
    ProgramD3D::VertexExecutable::HLSLAttribType ProgramD3D::VertexExecutable::GetAttribType(
        GLenum type)
    {
        switch (type)
        {
            case GL_INT:
                return HLSLAttribType::SIGNED_INT;
            case GL_UNSIGNED_INT:
                return HLSLAttribType::UNSIGNED_INT;
            case GL_SIGNED_NORMALIZED:
            case GL_UNSIGNED_NORMALIZED:
            case GL_FLOAT:
                return HLSLAttribType::FLOAT;
            default:
                UNREACHABLE();
                return HLSLAttribType::FLOAT;
        }
    }
    
    // static
    void ProgramD3D::VertexExecutable::getSignature(RendererD3D *renderer,
                                                    const gl::InputLayout &inputLayout,
                                                    Signature *signatureOut)
    {
        signatureOut->assign(inputLayout.size(), HLSLAttribType::FLOAT);
    
        for (size_t index = 0; index < inputLayout.size(); ++index)
        {
            angle::FormatID vertexFormatID = inputLayout[index];
            if (vertexFormatID == angle::FormatID::NONE)
                continue;
    
            VertexConversionType conversionType = renderer->getVertexConversionType(vertexFormatID);
            if ((conversionType & VERTEX_CONVERT_GPU) == 0)
                continue;
    
            GLenum componentType   = renderer->getVertexComponentType(vertexFormatID);
            (*signatureOut)[index] = GetAttribType(componentType);
        }
    }
    
    bool ProgramD3D::VertexExecutable::matchesSignature(const Signature &signature) const
    {
        size_t limit = std::max(mSignature.size(), signature.size());
        for (size_t index = 0; index < limit; ++index)
        {
            // treat undefined indexes as FLOAT
            auto a = index < signature.size() ? signature[index] : HLSLAttribType::FLOAT;
            auto b = index < mSignature.size() ? mSignature[index] : HLSLAttribType::FLOAT;
            if (a != b)
                return false;
        }
    
        return true;
    }
    
    ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature,
                                                 ShaderExecutableD3D *shaderExecutable)
        : mOutputSignature(outputSignature), mShaderExecutable(shaderExecutable)
    {}
    
    ProgramD3D::PixelExecutable::~PixelExecutable()
    {
        SafeDelete(mShaderExecutable);
    }
    
    ProgramD3D::ComputeExecutable::ComputeExecutable(
        const gl::ImageUnitTextureTypeMap &signature,
        std::unique_ptr<ShaderExecutableD3D> shaderExecutable)
        : mSignature(signature), mShaderExecutable(std::move(shaderExecutable))
    {}
    
    ProgramD3D::ComputeExecutable::~ComputeExecutable() {}
    
    ProgramD3D::Sampler::Sampler()
        : active(false), logicalTextureUnit(0), textureType(gl::TextureType::_2D)
    {}
    
    ProgramD3D::Image::Image() : active(false), logicalImageUnit(0) {}
    
    unsigned int ProgramD3D::mCurrentSerial = 1;
    
    ProgramD3D::ProgramD3D(const gl::ProgramState &state, RendererD3D *renderer)
        : ProgramImpl(state),
          mRenderer(renderer),
          mDynamicHLSL(nullptr),
          mUsesPointSize(false),
          mUsesFlatInterpolation(false),
          mUsedShaderSamplerRanges({}),
          mDirtySamplerMapping(true),
          mUsedComputeImageRange(0, 0),
          mUsedComputeReadonlyImageRange(0, 0),
          mUsedComputeAtomicCounterRange(0, 0),
          mSerial(issueSerial())
    {
        mDynamicHLSL = new DynamicHLSL(renderer);
    }
    
    ProgramD3D::~ProgramD3D()
    {
        reset();
        SafeDelete(mDynamicHLSL);
    }
    
    bool ProgramD3D::usesPointSpriteEmulation() const
    {
        return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4;
    }
    
    bool ProgramD3D::usesGeometryShaderForPointSpriteEmulation() const
    {
        return usesPointSpriteEmulation() && !usesInstancedPointSpriteEmulation();
    }
    
    bool ProgramD3D::usesGetDimensionsIgnoresBaseLevel() const
    {
        return mRenderer->getFeatures().getDimensionsIgnoresBaseLevel.enabled;
    }
    
    bool ProgramD3D::usesGeometryShader(const gl::State &state, const gl::PrimitiveMode drawMode) const
    {
        if (mHasANGLEMultiviewEnabled && !mRenderer->canSelectViewInVertexShader())
        {
            return true;
        }
        if (drawMode != gl::PrimitiveMode::Points)
        {
            if (!mUsesFlatInterpolation)
            {
                return false;
            }
            return state.getProvokingVertex() == gl::ProvokingVertexConvention::LastVertexConvention;
        }
        return usesGeometryShaderForPointSpriteEmulation();
    }
    
    bool ProgramD3D::usesInstancedPointSpriteEmulation() const
    {
        return mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled;
    }
    
    GLint ProgramD3D::getSamplerMapping(gl::ShaderType type,
                                        unsigned int samplerIndex,
                                        const gl::Caps &caps) const
    {
        GLint logicalTextureUnit = -1;
    
        ASSERT(type != gl::ShaderType::InvalidEnum);
    
        ASSERT(samplerIndex < caps.maxShaderTextureImageUnits[type]);
    
        const auto &samplers = mShaderSamplers[type];
        if (samplerIndex < samplers.size() && samplers[samplerIndex].active)
        {
            logicalTextureUnit = samplers[samplerIndex].logicalTextureUnit;
        }
    
        if (logicalTextureUnit >= 0 &&
            logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits))
        {
            return logicalTextureUnit;
        }
    
        return -1;
    }
    
    // Returns the texture type for a given Direct3D 9 sampler type and
    // index (0-15 for the pixel shader and 0-3 for the vertex shader).
    gl::TextureType ProgramD3D::getSamplerTextureType(gl::ShaderType type,
                                                      unsigned int samplerIndex) const
    {
        ASSERT(type != gl::ShaderType::InvalidEnum);
    
        const auto &samplers = mShaderSamplers[type];
        ASSERT(samplerIndex < samplers.size());
        ASSERT(samplers[samplerIndex].active);
    
        return samplers[samplerIndex].textureType;
    }
    
    gl::RangeUI ProgramD3D::getUsedSamplerRange(gl::ShaderType type) const
    {
        ASSERT(type != gl::ShaderType::InvalidEnum);
        return mUsedShaderSamplerRanges[type];
    }
    
    ProgramD3D::SamplerMapping ProgramD3D::updateSamplerMapping()
    {
        if (!mDirtySamplerMapping)
        {
            return SamplerMapping::WasClean;
        }
    
        mDirtySamplerMapping = false;
    
        // Retrieve sampler uniform values
        for (const D3DUniform *d3dUniform : mD3DUniforms)
        {
            if (!d3dUniform->isSampler())
                continue;
    
            int count = d3dUniform->getArraySizeProduct();
    
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                if (!d3dUniform->isReferencedByShader(shaderType))
                {
                    continue;
                }
    
                unsigned int firstIndex = d3dUniform->mShaderRegisterIndexes[shaderType];
    
                std::vector<Sampler> &samplers = mShaderSamplers[shaderType];
                for (int i = 0; i < count; i++)
                {
                    unsigned int samplerIndex = firstIndex + i;
    
                    if (samplerIndex < samplers.size())
                    {
                        ASSERT(samplers[samplerIndex].active);
                        samplers[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i];
                    }
                }
            }
        }
    
        return SamplerMapping::WasDirty;
    }
    
    GLint ProgramD3D::getImageMapping(gl::ShaderType type,
                                      unsigned int imageIndex,
                                      bool readonly,
                                      const gl::Caps &caps) const
    {
        GLint logicalImageUnit = -1;
        ASSERT(imageIndex < caps.maxImageUnits);
        switch (type)
        {
            case gl::ShaderType::Compute:
                if (readonly && imageIndex < mReadonlyImagesCS.size() &&
                    mReadonlyImagesCS[imageIndex].active)
                {
                    logicalImageUnit = mReadonlyImagesCS[imageIndex].logicalImageUnit;
                }
                else if (imageIndex < mImagesCS.size() && mImagesCS[imageIndex].active)
                {
                    logicalImageUnit = mImagesCS[imageIndex].logicalImageUnit;
                }
                break;
            // TODO(xinghua.cao@intel.com): add image mapping for vertex shader and pixel shader.
            default:
                UNREACHABLE();
        }
    
        if (logicalImageUnit >= 0 && logicalImageUnit < static_cast<GLint>(caps.maxImageUnits))
        {
            return logicalImageUnit;
        }
    
        return -1;
    }
    
    gl::RangeUI ProgramD3D::getUsedImageRange(gl::ShaderType type, bool readonly) const
    {
        switch (type)
        {
            case gl::ShaderType::Compute:
                return readonly ? mUsedComputeReadonlyImageRange : mUsedComputeImageRange;
            // TODO(xinghua.cao@intel.com): add real image range of vertex shader and pixel shader.
            case gl::ShaderType::Vertex:
            case gl::ShaderType::Fragment:
                return {0, 0};
            default:
                UNREACHABLE();
                return {0, 0};
        }
    }
    
    class ProgramD3D::LoadBinaryTask : public ProgramD3D::GetExecutableTask
    {
      public:
        LoadBinaryTask(ProgramD3D *program, gl::BinaryInputStream *stream, gl::InfoLog &infoLog)
            : ProgramD3D::GetExecutableTask(program), mProgram(program), mInfoLog(infoLog)
        {
            ASSERT(mProgram);
            ASSERT(stream);
    
            // Copy the remaining data from the stream locally so that the client can't modify it when
            // loading off thread.
            size_t dataSize    = stream->remainingSize();
            mDataCopySucceeded = mStreamData.resize(dataSize);
            if (mDataCopySucceeded)
            {
                memcpy(mStreamData.data(), stream->data() + stream->offset(), dataSize);
            }
        }
    
        angle::Result run() override
        {
            if (!mDataCopySucceeded)
            {
                mInfoLog << "Failed to copy program binary data to local buffer.";
                return angle::Result::Incomplete;
            }
    
            gl::BinaryInputStream stream(mStreamData.data(), mStreamData.size());
            return mProgram->loadBinaryShaderExecutables(this, &stream, mInfoLog);
        }
    
      private:
        ProgramD3D *mProgram;
        gl::InfoLog &mInfoLog;
    
        bool mDataCopySucceeded;
        angle::MemoryBuffer mStreamData;
    };
    
    class ProgramD3D::LoadBinaryLinkEvent final : public LinkEvent
    {
      public:
        LoadBinaryLinkEvent(std::shared_ptr<WorkerThreadPool> workerPool,
                            ProgramD3D *program,
                            gl::BinaryInputStream *stream,
                            gl::InfoLog &infoLog)
            : mTask(std::make_shared<ProgramD3D::LoadBinaryTask>(program, stream, infoLog)),
              mWaitableEvent(angle::WorkerThreadPool::PostWorkerTask(workerPool, mTask))
        {}
    
        angle::Result wait(const gl::Context *context) override
        {
            mWaitableEvent->wait();
    
            // Continue and Incomplete are not errors. For Stop, pass the error to the ContextD3D.
            if (mTask->getResult() != angle::Result::Stop)
            {
                return angle::Result::Continue;
            }
    
            ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
            mTask->popError(contextD3D);
            return angle::Result::Stop;
        }
    
        bool isLinking() override { return !mWaitableEvent->isReady(); }
    
      private:
        std::shared_ptr<ProgramD3D::LoadBinaryTask> mTask;
        std::shared_ptr<WaitableEvent> mWaitableEvent;
    };
    
    std::unique_ptr<rx::LinkEvent> ProgramD3D::load(const gl::Context *context,
                                                    gl::BinaryInputStream *stream,
                                                    gl::InfoLog &infoLog)
    {
    
        // TODO(jmadill): Use Renderer from contextImpl.
    
        reset();
    
        DeviceIdentifier binaryDeviceIdentifier = {0};
        stream->readBytes(reinterpret_cast<unsigned char *>(&binaryDeviceIdentifier),
                          sizeof(DeviceIdentifier));
    
        DeviceIdentifier identifier = mRenderer->getAdapterIdentifier();
        if (memcmp(&identifier, &binaryDeviceIdentifier, sizeof(DeviceIdentifier)) != 0)
        {
            infoLog << "Invalid program binary, device configuration has changed.";
            return std::make_unique<LinkEventDone>(angle::Result::Incomplete);
        }
    
        int compileFlags = stream->readInt<int>();
        if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
        {
            infoLog << "Mismatched compilation flags.";
            return std::make_unique<LinkEventDone>(angle::Result::Incomplete);
        }
    
        for (int &index : mAttribLocationToD3DSemantic)
        {
            stream->readInt(&index);
        }
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            const unsigned int samplerCount = stream->readInt<unsigned int>();
            for (unsigned int i = 0; i < samplerCount; ++i)
            {
                Sampler sampler;
                stream->readBool(&sampler.active);
                stream->readInt(&sampler.logicalTextureUnit);
                stream->readEnum(&sampler.textureType);
                mShaderSamplers[shaderType].push_back(sampler);
            }
    
            unsigned int samplerRangeLow, samplerRangeHigh;
            stream->readInt(&samplerRangeLow);
            stream->readInt(&samplerRangeHigh);
            mUsedShaderSamplerRanges[shaderType] = gl::RangeUI(samplerRangeLow, samplerRangeHigh);
        }
    
        const unsigned int csImageCount = stream->readInt<unsigned int>();
        for (unsigned int i = 0; i < csImageCount; ++i)
        {
            Image image;
            stream->readBool(&image.active);
            stream->readInt(&image.logicalImageUnit);
            mImagesCS.push_back(image);
        }
    
        const unsigned int csReadonlyImageCount = stream->readInt<unsigned int>();
        for (unsigned int i = 0; i < csReadonlyImageCount; ++i)
        {
            Image image;
            stream->readBool(&image.active);
            stream->readInt(&image.logicalImageUnit);
            mReadonlyImagesCS.push_back(image);
        }
    
        unsigned int computeImageRangeLow, computeImageRangeHigh, computeReadonlyImageRangeLow,
            computeReadonlyImageRangeHigh;
        stream->readInt(&computeImageRangeLow);
        stream->readInt(&computeImageRangeHigh);
        stream->readInt(&computeReadonlyImageRangeLow);
        stream->readInt(&computeReadonlyImageRangeHigh);
        mUsedComputeImageRange = gl::RangeUI(computeImageRangeLow, computeImageRangeHigh);
        mUsedComputeReadonlyImageRange =
            gl::RangeUI(computeReadonlyImageRangeLow, computeReadonlyImageRangeHigh);
    
        unsigned int atomicCounterRangeLow, atomicCounterRangeHigh;
        stream->readInt(&atomicCounterRangeLow);
        stream->readInt(&atomicCounterRangeHigh);
        mUsedComputeAtomicCounterRange = gl::RangeUI(atomicCounterRangeLow, atomicCounterRangeHigh);
    
        const unsigned int shaderStorageBlockCount = stream->readInt<unsigned int>();
        if (stream->error())
        {
            infoLog << "Invalid program binary.";
            return std::make_unique<LinkEventDone>(angle::Result::Incomplete);
        }
    
        ASSERT(mD3DShaderStorageBlocks.empty());
        for (unsigned int blockIndex = 0; blockIndex < shaderStorageBlockCount; ++blockIndex)
        {
            D3DInterfaceBlock shaderStorageBlock;
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                stream->readInt(&shaderStorageBlock.mShaderRegisterIndexes[shaderType]);
            }
            mD3DShaderStorageBlocks.push_back(shaderStorageBlock);
        }
    
        for (unsigned int ii = 0; ii < gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS; ++ii)
        {
            unsigned int index                             = stream->readInt<unsigned int>();
            mComputeAtomicCounterBufferRegisterIndices[ii] = index;
        }
    
        const unsigned int uniformCount = stream->readInt<unsigned int>();
        if (stream->error())
        {
            infoLog << "Invalid program binary.";
            return std::make_unique<LinkEventDone>(angle::Result::Incomplete);
        }
    
        const auto &linkedUniforms = mState.getUniforms();
        ASSERT(mD3DUniforms.empty());
        for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++)
        {
            const gl::LinkedUniform &linkedUniform = linkedUniforms[uniformIndex];
    
            D3DUniform *d3dUniform =
                new D3DUniform(linkedUniform.type, HLSLRegisterType::None, linkedUniform.name,
                               linkedUniform.arraySizes, linkedUniform.isInDefaultBlock());
            stream->readInt<HLSLRegisterType>(&d3dUniform->regType);
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                stream->readInt(&d3dUniform->mShaderRegisterIndexes[shaderType]);
            }
            stream->readInt(&d3dUniform->registerCount);
            stream->readInt(&d3dUniform->registerElement);
    
            mD3DUniforms.push_back(d3dUniform);
        }
    
        const unsigned int blockCount = stream->readInt<unsigned int>();
        if (stream->error())
        {
            infoLog << "Invalid program binary.";
            return std::make_unique<LinkEventDone>(angle::Result::Incomplete);
        }
    
        ASSERT(mD3DUniformBlocks.empty());
        for (unsigned int blockIndex = 0; blockIndex < blockCount; ++blockIndex)
        {
            D3DInterfaceBlock uniformBlock;
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                stream->readInt(&uniformBlock.mShaderRegisterIndexes[shaderType]);
            }
            mD3DUniformBlocks.push_back(uniformBlock);
        }
    
        const unsigned int streamOutVaryingCount = stream->readInt<unsigned int>();
        mStreamOutVaryings.resize(streamOutVaryingCount);
        for (unsigned int varyingIndex = 0; varyingIndex < streamOutVaryingCount; ++varyingIndex)
        {
            D3DVarying *varying = &mStreamOutVaryings[varyingIndex];
    
            stream->readString(&varying->semanticName);
            stream->readInt(&varying->semanticIndex);
            stream->readInt(&varying->componentCount);
            stream->readInt(&varying->outputSlot);
        }
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            stream->readString(&mShaderHLSL[shaderType]);
            stream->readBytes(reinterpret_cast<unsigned char *>(&mShaderWorkarounds[shaderType]),
                              sizeof(angle::CompilerWorkaroundsD3D));
        }
    
        stream->readBool(&mUsesFragDepth);
        stream->readBool(&mHasANGLEMultiviewEnabled);
        stream->readBool(&mUsesVertexID);
        stream->readBool(&mUsesViewID);
        stream->readBool(&mUsesPointSize);
        stream->readBool(&mUsesFlatInterpolation);
    
        const size_t pixelShaderKeySize = stream->readInt<unsigned int>();
        mPixelShaderKey.resize(pixelShaderKeySize);
        for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize;
             pixelShaderKeyIndex++)
        {
            stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type);
            stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name);
            stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source);
            stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputLocation);
            stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex);
        }
    
        stream->readString(&mGeometryShaderPreamble);
    
        return std::make_unique<LoadBinaryLinkEvent>(context->getWorkerThreadPool(), this, stream,
                                                     infoLog);
    }
    
    angle::Result ProgramD3D::loadBinaryShaderExecutables(d3d::Context *contextD3D,
                                                          gl::BinaryInputStream *stream,
                                                          gl::InfoLog &infoLog)
    {
        const unsigned char *binary = reinterpret_cast<const unsigned char *>(stream->data());
    
        bool separateAttribs = (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS);
    
        const unsigned int vertexShaderCount = stream->readInt<unsigned int>();
        for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount;
             vertexShaderIndex++)
        {
            size_t inputLayoutSize = stream->readInt<size_t>();
            gl::InputLayout inputLayout(inputLayoutSize, angle::FormatID::NONE);
    
            for (size_t inputIndex = 0; inputIndex < inputLayoutSize; inputIndex++)
            {
                inputLayout[inputIndex] = stream->readInt<angle::FormatID>();
            }
    
            unsigned int vertexShaderSize             = stream->readInt<unsigned int>();
            const unsigned char *vertexShaderFunction = binary + stream->offset();
    
            ShaderExecutableD3D *shaderExecutable = nullptr;
    
            ANGLE_TRY(mRenderer->loadExecutable(contextD3D, vertexShaderFunction, vertexShaderSize,
                                                gl::ShaderType::Vertex, mStreamOutVaryings,
                                                separateAttribs, &shaderExecutable));
    
            if (!shaderExecutable)
            {
                infoLog << "Could not create vertex shader.";
                return angle::Result::Incomplete;
            }
    
            // generated converted input layout
            VertexExecutable::Signature signature;
            VertexExecutable::getSignature(mRenderer, inputLayout, &signature);
    
            // add new binary
            mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>(
                new VertexExecutable(inputLayout, signature, shaderExecutable)));
    
            stream->skip(vertexShaderSize);
        }
    
        const size_t pixelShaderCount = stream->readInt<unsigned int>();
        for (size_t pixelShaderIndex = 0; pixelShaderIndex < pixelShaderCount; pixelShaderIndex++)
        {
            const size_t outputCount = stream->readInt<unsigned int>();
            std::vector<GLenum> outputs(outputCount);
            for (size_t outputIndex = 0; outputIndex < outputCount; outputIndex++)
            {
                stream->readInt(&outputs[outputIndex]);
            }
    
            const size_t pixelShaderSize             = stream->readInt<unsigned int>();
            const unsigned char *pixelShaderFunction = binary + stream->offset();
            ShaderExecutableD3D *shaderExecutable    = nullptr;
    
            ANGLE_TRY(mRenderer->loadExecutable(contextD3D, pixelShaderFunction, pixelShaderSize,
                                                gl::ShaderType::Fragment, mStreamOutVaryings,
                                                separateAttribs, &shaderExecutable));
    
            if (!shaderExecutable)
            {
                infoLog << "Could not create pixel shader.";
                return angle::Result::Incomplete;
            }
    
            // add new binary
            mPixelExecutables.push_back(
                std::unique_ptr<PixelExecutable>(new PixelExecutable(outputs, shaderExecutable)));
    
            stream->skip(pixelShaderSize);
        }
    
        for (auto &geometryExe : mGeometryExecutables)
        {
            unsigned int geometryShaderSize = stream->readInt<unsigned int>();
            if (geometryShaderSize == 0)
            {
                continue;
            }
    
            const unsigned char *geometryShaderFunction = binary + stream->offset();
    
            ShaderExecutableD3D *geometryExecutable = nullptr;
            ANGLE_TRY(mRenderer->loadExecutable(contextD3D, geometryShaderFunction, geometryShaderSize,
                                                gl::ShaderType::Geometry, mStreamOutVaryings,
                                                separateAttribs, &geometryExecutable));
    
            if (!geometryExecutable)
            {
                infoLog << "Could not create geometry shader.";
                return angle::Result::Incomplete;
            }
    
            geometryExe.reset(geometryExecutable);
    
            stream->skip(geometryShaderSize);
        }
    
        const size_t computeShaderCount = stream->readInt<unsigned int>();
        for (size_t computeShaderIndex = 0; computeShaderIndex < computeShaderCount;
             computeShaderIndex++)
        {
            const size_t signatureCount = stream->readInt<unsigned int>();
            gl::ImageUnitTextureTypeMap signatures;
            for (size_t signatureIndex = 0; signatureIndex < signatureCount; signatureIndex++)
            {
                unsigned int imageUint;
                gl::TextureType textureType;
                stream->readInt<unsigned int>(&imageUint);
                stream->readInt<gl::TextureType>(&textureType);
                signatures.insert(std::pair<unsigned int, gl::TextureType>(imageUint, textureType));
            }
    
            const size_t computeShaderSize             = stream->readInt<unsigned int>();
            const unsigned char *computeShaderFunction = binary + stream->offset();
    
            ShaderExecutableD3D *computeExecutable = nullptr;
            ANGLE_TRY(mRenderer->loadExecutable(contextD3D, computeShaderFunction, computeShaderSize,
                                                gl::ShaderType::Compute, std::vector<D3DVarying>(),
                                                false, &computeExecutable));
    
            if (!computeExecutable)
            {
                infoLog << "Could not create compute shader.";
                return angle::Result::Incomplete;
            }
    
            // add new binary
            mComputeExecutables.push_back(std::unique_ptr<ComputeExecutable>(new ComputeExecutable(
                signatures, std::unique_ptr<ShaderExecutableD3D>(computeExecutable))));
    
            stream->skip(computeShaderSize);
        }
    
        const size_t bindLayoutCount = stream->readInt<unsigned int>();
        for (size_t bindLayoutIndex = 0; bindLayoutIndex < bindLayoutCount; bindLayoutIndex++)
        {
            mComputeShaderImage2DBindLayoutCache.insert(std::pair<unsigned int, gl::TextureType>(
                stream->readInt<unsigned int>(), gl::TextureType::_2D));
        }
    
        initializeUniformStorage(mState.getLinkedShaderStages());
    
        dirtyAllUniforms();
    
        return angle::Result::Continue;
    }
    
    void ProgramD3D::save(const gl::Context *context, gl::BinaryOutputStream *stream)
    {
        // Output the DeviceIdentifier before we output any shader code
        // When we load the binary again later, we can validate the device identifier before trying to
        // compile any HLSL
        DeviceIdentifier binaryIdentifier = mRenderer->getAdapterIdentifier();
        stream->writeBytes(reinterpret_cast<unsigned char *>(&binaryIdentifier),
                           sizeof(DeviceIdentifier));
    
        stream->writeInt(ANGLE_COMPILE_OPTIMIZATION_LEVEL);
    
        for (int d3dSemantic : mAttribLocationToD3DSemantic)
        {
            stream->writeInt(d3dSemantic);
        }
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            stream->writeInt(mShaderSamplers[shaderType].size());
            for (unsigned int i = 0; i < mShaderSamplers[shaderType].size(); ++i)
            {
                stream->writeInt(mShaderSamplers[shaderType][i].active);
                stream->writeInt(mShaderSamplers[shaderType][i].logicalTextureUnit);
                stream->writeEnum(mShaderSamplers[shaderType][i].textureType);
            }
    
            stream->writeInt(mUsedShaderSamplerRanges[shaderType].low());
            stream->writeInt(mUsedShaderSamplerRanges[shaderType].high());
        }
    
        stream->writeInt(mImagesCS.size());
        for (unsigned int i = 0; i < mImagesCS.size(); ++i)
        {
            stream->writeInt(mImagesCS[i].active);
            stream->writeInt(mImagesCS[i].logicalImageUnit);
        }
    
        stream->writeInt(mReadonlyImagesCS.size());
        for (unsigned int i = 0; i < mReadonlyImagesCS.size(); ++i)
        {
            stream->writeInt(mReadonlyImagesCS[i].active);
            stream->writeInt(mReadonlyImagesCS[i].logicalImageUnit);
        }
    
        stream->writeInt(mUsedComputeImageRange.low());
        stream->writeInt(mUsedComputeImageRange.high());
        stream->writeInt(mUsedComputeReadonlyImageRange.low());
        stream->writeInt(mUsedComputeReadonlyImageRange.high());
        stream->writeInt(mUsedComputeAtomicCounterRange.low());
        stream->writeInt(mUsedComputeAtomicCounterRange.high());
    
        stream->writeInt(mD3DShaderStorageBlocks.size());
        for (const D3DInterfaceBlock &shaderStorageBlock : mD3DShaderStorageBlocks)
        {
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                stream->writeIntOrNegOne(shaderStorageBlock.mShaderRegisterIndexes[shaderType]);
            }
        }
    
        for (unsigned int ii = 0; ii < gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS; ++ii)
        {
            stream->writeInt(mComputeAtomicCounterBufferRegisterIndices[ii]);
        }
    
        stream->writeInt(mD3DUniforms.size());
        for (const D3DUniform *uniform : mD3DUniforms)
        {
            // Type, name and arraySize are redundant, so aren't stored in the binary.
            stream->writeInt(static_cast<unsigned int>(uniform->regType));
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                stream->writeIntOrNegOne(uniform->mShaderRegisterIndexes[shaderType]);
            }
            stream->writeInt(uniform->registerCount);
            stream->writeInt(uniform->registerElement);
        }
    
        stream->writeInt(mD3DUniformBlocks.size());
        for (const D3DInterfaceBlock &uniformBlock : mD3DUniformBlocks)
        {
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                stream->writeIntOrNegOne(uniformBlock.mShaderRegisterIndexes[shaderType]);
            }
        }
    
        stream->writeInt(mStreamOutVaryings.size());
        for (const auto &varying : mStreamOutVaryings)
        {
            stream->writeString(varying.semanticName);
            stream->writeInt(varying.semanticIndex);
            stream->writeInt(varying.componentCount);
            stream->writeInt(varying.outputSlot);
        }
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            stream->writeString(mShaderHLSL[shaderType]);
            stream->writeBytes(reinterpret_cast<unsigned char *>(&mShaderWorkarounds[shaderType]),
                               sizeof(angle::CompilerWorkaroundsD3D));
        }
    
        stream->writeInt(mUsesFragDepth);
        stream->writeInt(mHasANGLEMultiviewEnabled);
        stream->writeInt(mUsesVertexID);
        stream->writeInt(mUsesViewID);
        stream->writeInt(mUsesPointSize);
        stream->writeInt(mUsesFlatInterpolation);
    
        const std::vector<PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey;
        stream->writeInt(pixelShaderKey.size());
        for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size();
             pixelShaderKeyIndex++)
        {
            const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex];
            stream->writeInt(variable.type);
            stream->writeString(variable.name);
            stream->writeString(variable.source);
            stream->writeInt(variable.outputLocation);
            stream->writeInt(variable.outputIndex);
        }
    
        stream->writeString(mGeometryShaderPreamble);
    
        stream->writeInt(mVertexExecutables.size());
        for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size();
             vertexExecutableIndex++)
        {
            VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex].get();
    
            const auto &inputLayout = vertexExecutable->inputs();
            stream->writeInt(inputLayout.size());
    
            for (size_t inputIndex = 0; inputIndex < inputLayout.size(); inputIndex++)
            {
                stream->writeInt(static_cast<unsigned int>(inputLayout[inputIndex]));
            }
    
            size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength();
            stream->writeInt(vertexShaderSize);
    
            const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction();
            stream->writeBytes(vertexBlob, vertexShaderSize);
        }
    
        stream->writeInt(mPixelExecutables.size());
        for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size();
             pixelExecutableIndex++)
        {
            PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex].get();
    
            const std::vector<GLenum> outputs = pixelExecutable->outputSignature();
            stream->writeInt(outputs.size());
            for (size_t outputIndex = 0; outputIndex < outputs.size(); outputIndex++)
            {
                stream->writeInt(outputs[outputIndex]);
            }
    
            size_t pixelShaderSize = pixelExecutable->shaderExecutable()->getLength();
            stream->writeInt(pixelShaderSize);
    
            const uint8_t *pixelBlob = pixelExecutable->shaderExecutable()->getFunction();
            stream->writeBytes(pixelBlob, pixelShaderSize);
        }
    
        for (auto const &geometryExecutable : mGeometryExecutables)
        {
            if (!geometryExecutable)
            {
                stream->writeInt(0);
                continue;
            }
    
            size_t geometryShaderSize = geometryExecutable->getLength();
            stream->writeInt(geometryShaderSize);
            stream->writeBytes(geometryExecutable->getFunction(), geometryShaderSize);
        }
    
        stream->writeInt(mComputeExecutables.size());
        for (size_t computeExecutableIndex = 0; computeExecutableIndex < mComputeExecutables.size();
             computeExecutableIndex++)
        {
            ComputeExecutable *computeExecutable = mComputeExecutables[computeExecutableIndex].get();
    
            const gl::ImageUnitTextureTypeMap signatures = computeExecutable->signature();
            stream->writeInt(signatures.size());
            for (const auto &signature : signatures)
            {
                stream->writeInt(signature.first);
                stream->writeInt(static_cast<unsigned int>(signature.second));
            }
    
            size_t computeShaderSize = computeExecutable->shaderExecutable()->getLength();
            stream->writeInt(computeShaderSize);
    
            const uint8_t *computeBlob = computeExecutable->shaderExecutable()->getFunction();
            stream->writeBytes(computeBlob, computeShaderSize);
        }
    
        stream->writeInt(mComputeShaderImage2DBindLayoutCache.size());
        for (auto &image2DBindLayout : mComputeShaderImage2DBindLayoutCache)
        {
            stream->writeInt(image2DBindLayout.first);
        }
    }
    
    void ProgramD3D::setBinaryRetrievableHint(bool /* retrievable */) {}
    
    void ProgramD3D::setSeparable(bool /* separable */) {}
    
    angle::Result ProgramD3D::getPixelExecutableForCachedOutputLayout(
        d3d::Context *context,
        ShaderExecutableD3D **outExecutable,
        gl::InfoLog *infoLog)
    {
        if (mCachedPixelExecutableIndex.valid())
        {
            *outExecutable = mPixelExecutables[mCachedPixelExecutableIndex.value()]->shaderExecutable();
            return angle::Result::Continue;
        }
    
        std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(
            mShaderHLSL[gl::ShaderType::Fragment], mPixelShaderKey, mUsesFragDepth,
            mPixelShaderOutputLayoutCache);
    
        // Generate new pixel executable
        ShaderExecutableD3D *pixelExecutable = nullptr;
    
        gl::InfoLog tempInfoLog;
        gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
    
        ANGLE_TRY(mRenderer->compileToExecutable(
            context, *currentInfoLog, finalPixelHLSL, gl::ShaderType::Fragment, mStreamOutVaryings,
            (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS),
            mShaderWorkarounds[gl::ShaderType::Fragment], &pixelExecutable));
    
        if (pixelExecutable)
        {
            mPixelExecutables.push_back(std::unique_ptr<PixelExecutable>(
                new PixelExecutable(mPixelShaderOutputLayoutCache, pixelExecutable)));
            mCachedPixelExecutableIndex = mPixelExecutables.size() - 1;
        }
        else if (!infoLog)
        {
            ERR() << "Error compiling dynamic pixel executable:" << std::endl
                  << tempInfoLog.str() << std::endl;
        }
    
        *outExecutable = pixelExecutable;
        return angle::Result::Continue;
    }
    
    angle::Result ProgramD3D::getVertexExecutableForCachedInputLayout(
        d3d::Context *context,
        ShaderExecutableD3D **outExectuable,
        gl::InfoLog *infoLog)
    {
        if (mCachedVertexExecutableIndex.valid())
        {
            *outExectuable =
                mVertexExecutables[mCachedVertexExecutableIndex.value()]->shaderExecutable();
            return angle::Result::Continue;
        }
    
        // Generate new dynamic layout with attribute conversions
        std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(
            mShaderHLSL[gl::ShaderType::Vertex], mCachedInputLayout, mState.getProgramInputs());
    
        // Generate new vertex executable
        ShaderExecutableD3D *vertexExecutable = nullptr;
    
        gl::InfoLog tempInfoLog;
        gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
    
        ANGLE_TRY(mRenderer->compileToExecutable(
            context, *currentInfoLog, finalVertexHLSL, gl::ShaderType::Vertex, mStreamOutVaryings,
            (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS),
            mShaderWorkarounds[gl::ShaderType::Vertex], &vertexExecutable));
    
        if (vertexExecutable)
        {
            mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>(
                new VertexExecutable(mCachedInputLayout, mCachedVertexSignature, vertexExecutable)));
            mCachedVertexExecutableIndex = mVertexExecutables.size() - 1;
        }
        else if (!infoLog)
        {
            ERR() << "Error compiling dynamic vertex executable:" << std::endl
                  << tempInfoLog.str() << std::endl;
        }
    
        *outExectuable = vertexExecutable;
        return angle::Result::Continue;
    }
    
    angle::Result ProgramD3D::getGeometryExecutableForPrimitiveType(d3d::Context *context,
                                                                    const gl::State &state,
                                                                    gl::PrimitiveMode drawMode,
                                                                    ShaderExecutableD3D **outExecutable,
                                                                    gl::InfoLog *infoLog)
    {
        if (outExecutable)
        {
            *outExecutable = nullptr;
        }
    
        // Return a null shader if the current rendering doesn't use a geometry shader
        if (!usesGeometryShader(state, drawMode))
        {
            return angle::Result::Continue;
        }
    
        gl::PrimitiveMode geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode);
    
        if (mGeometryExecutables[geometryShaderType])
        {
            if (outExecutable)
            {
                *outExecutable = mGeometryExecutables[geometryShaderType].get();
            }
            return angle::Result::Continue;
        }
        const gl::Caps &caps     = state.getCaps();
        std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(
            caps, geometryShaderType, mState, mRenderer->presentPathFastEnabled(),
            mHasANGLEMultiviewEnabled, mRenderer->canSelectViewInVertexShader(),
            usesGeometryShaderForPointSpriteEmulation(), mGeometryShaderPreamble);
    
        gl::InfoLog tempInfoLog;
        gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
    
        ShaderExecutableD3D *geometryExecutable = nullptr;
        angle::Result result                    = mRenderer->compileToExecutable(
            context, *currentInfoLog, geometryHLSL, gl::ShaderType::Geometry, mStreamOutVaryings,
            (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS),
            angle::CompilerWorkaroundsD3D(), &geometryExecutable);
    
        if (!infoLog && result == angle::Result::Stop)
        {
            ERR() << "Error compiling dynamic geometry executable:" << std::endl
                  << tempInfoLog.str() << std::endl;
        }
    
        if (geometryExecutable != nullptr)
        {
            mGeometryExecutables[geometryShaderType].reset(geometryExecutable);
        }
    
        if (outExecutable)
        {
            *outExecutable = mGeometryExecutables[geometryShaderType].get();
        }
        return result;
    }
    
    class ProgramD3D::GetVertexExecutableTask : public ProgramD3D::GetExecutableTask
    {
      public:
        GetVertexExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {}
        angle::Result run() override
        {
            if (!mProgram->mState.getAttachedShader(gl::ShaderType::Vertex))
            {
                return angle::Result::Continue;
            }
    
            mProgram->updateCachedInputLayoutFromShader();
    
            ANGLE_TRY(mProgram->getVertexExecutableForCachedInputLayout(this, &mExecutable, &mInfoLog));
    
            return angle::Result::Continue;
        }
    };
    
    void ProgramD3D::updateCachedInputLayoutFromShader()
    {
        GetDefaultInputLayoutFromShader(mState.getAttachedShader(gl::ShaderType::Vertex),
                                        &mCachedInputLayout);
        VertexExecutable::getSignature(mRenderer, mCachedInputLayout, &mCachedVertexSignature);
        updateCachedVertexExecutableIndex();
    }
    
    class ProgramD3D::GetPixelExecutableTask : public ProgramD3D::GetExecutableTask
    {
      public:
        GetPixelExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {}
        angle::Result run() override
        {
            if (!mProgram->mState.getAttachedShader(gl::ShaderType::Fragment))
            {
                return angle::Result::Continue;
            }
    
            mProgram->updateCachedOutputLayoutFromShader();
    
            ANGLE_TRY(mProgram->getPixelExecutableForCachedOutputLayout(this, &mExecutable, &mInfoLog));
    
            return angle::Result::Continue;
        }
    };
    
    void ProgramD3D::updateCachedOutputLayoutFromShader()
    {
        GetDefaultOutputLayoutFromShader(mPixelShaderKey, &mPixelShaderOutputLayoutCache);
        updateCachedPixelExecutableIndex();
    }
    
    void ProgramD3D::updateCachedImage2DBindLayoutFromComputeShader()
    {
        GetDefaultImage2DBindLayoutFromComputeShader(mImage2DUniforms,
                                                     &mComputeShaderImage2DBindLayoutCache);
        updateCachedComputeExecutableIndex();
    }
    
    class ProgramD3D::GetGeometryExecutableTask : public ProgramD3D::GetExecutableTask
    {
      public:
        GetGeometryExecutableTask(ProgramD3D *program, const gl::State &state)
            : GetExecutableTask(program), mState(state)
        {}
    
        angle::Result run() override
        {
            // Auto-generate the geometry shader here, if we expect to be using point rendering in
            // D3D11.
            if (mProgram->usesGeometryShader(mState, gl::PrimitiveMode::Points))
            {
                ANGLE_TRY(mProgram->getGeometryExecutableForPrimitiveType(
                    this, mState, gl::PrimitiveMode::Points, &mExecutable, &mInfoLog));
            }
    
            return angle::Result::Continue;
        }
    
      private:
        const gl::State &mState;
    };
    
    class ProgramD3D::GetComputeExecutableTask : public ProgramD3D::GetExecutableTask
    {
      public:
        GetComputeExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {}
        angle::Result run() override
        {
            mProgram->updateCachedImage2DBindLayoutFromComputeShader();
            ShaderExecutableD3D *computeExecutable = nullptr;
            ANGLE_TRY(mProgram->getComputeExecutableForImage2DBindLayout(this, &computeExecutable,
                                                                         &mInfoLog));
    
            return computeExecutable ? angle::Result::Continue : angle::Result::Incomplete;
        }
    };
    
    // The LinkEvent implementation for linking a rendering(VS, FS, GS) program.
    class ProgramD3D::GraphicsProgramLinkEvent final : public LinkEvent
    {
      public:
        GraphicsProgramLinkEvent(gl::InfoLog &infoLog,
                                 std::shared_ptr<WorkerThreadPool> workerPool,
                                 std::shared_ptr<ProgramD3D::GetVertexExecutableTask> vertexTask,
                                 std::shared_ptr<ProgramD3D::GetPixelExecutableTask> pixelTask,
                                 std::shared_ptr<ProgramD3D::GetGeometryExecutableTask> geometryTask,
                                 bool useGS,
                                 const ShaderD3D *vertexShader,
                                 const ShaderD3D *fragmentShader)
            : mInfoLog(infoLog),
              mVertexTask(vertexTask),
              mPixelTask(pixelTask),
              mGeometryTask(geometryTask),
              mWaitEvents({{std::shared_ptr<WaitableEvent>(
                                angle::WorkerThreadPool::PostWorkerTask(workerPool, mVertexTask)),
                            std::shared_ptr<WaitableEvent>(
                                angle::WorkerThreadPool::PostWorkerTask(workerPool, mPixelTask)),
                            std::shared_ptr<WaitableEvent>(
                                angle::WorkerThreadPool::PostWorkerTask(workerPool, mGeometryTask))}}),
              mUseGS(useGS),
              mVertexShader(vertexShader),
              mFragmentShader(fragmentShader)
        {}
    
        angle::Result wait(const gl::Context *context) override
        {
            WaitableEvent::WaitMany(&mWaitEvents);
    
            ANGLE_TRY(checkTask(context, mVertexTask.get()));
            ANGLE_TRY(checkTask(context, mPixelTask.get()));
            ANGLE_TRY(checkTask(context, mGeometryTask.get()));
    
            if (mVertexTask->getResult() == angle::Result::Incomplete ||
                mPixelTask->getResult() == angle::Result::Incomplete ||
                mGeometryTask->getResult() == angle::Result::Incomplete)
            {
                return angle::Result::Incomplete;
            }
    
            ShaderExecutableD3D *defaultVertexExecutable = mVertexTask->getExecutable();
            ShaderExecutableD3D *defaultPixelExecutable  = mPixelTask->getExecutable();
            ShaderExecutableD3D *pointGS                 = mGeometryTask->getExecutable();
    
            if (mUseGS && pointGS)
            {
                // Geometry shaders are currently only used internally, so there is no corresponding
                // shader object at the interface level. For now the geometry shader debug info is
                // prepended to the vertex shader.
                mVertexShader->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
                mVertexShader->appendDebugInfo(pointGS->getDebugInfo());
                mVertexShader->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
            }
    
            if (defaultVertexExecutable)
            {
                mVertexShader->appendDebugInfo(defaultVertexExecutable->getDebugInfo());
            }
    
            if (defaultPixelExecutable)
            {
                mFragmentShader->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
            }
    
            bool isLinked = (defaultVertexExecutable && defaultPixelExecutable && (!mUseGS || pointGS));
            if (!isLinked)
            {
                mInfoLog << "Failed to create D3D Shaders";
            }
            return isLinked ? angle::Result::Continue : angle::Result::Incomplete;
        }
    
        bool isLinking() override
        {
            for (auto &event : mWaitEvents)
            {
                if (!event->isReady())
                {
                    return true;
                }
            }
            return false;
        }
    
      private:
        angle::Result checkTask(const gl::Context *context, ProgramD3D::GetExecutableTask *task)
        {
            if (!task->getInfoLog().empty())
            {
                mInfoLog << task->getInfoLog().str();
            }
    
            // Continue and Incomplete are not errors. For Stop, pass the error to the ContextD3D.
            if (task->getResult() != angle::Result::Stop)
            {
                return angle::Result::Continue;
            }
    
            ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
            task->popError(contextD3D);
            return angle::Result::Stop;
        }
    
        gl::InfoLog &mInfoLog;
        std::shared_ptr<ProgramD3D::GetVertexExecutableTask> mVertexTask;
        std::shared_ptr<ProgramD3D::GetPixelExecutableTask> mPixelTask;
        std::shared_ptr<ProgramD3D::GetGeometryExecutableTask> mGeometryTask;
        std::array<std::shared_ptr<WaitableEvent>, 3> mWaitEvents;
        bool mUseGS;
        const ShaderD3D *mVertexShader;
        const ShaderD3D *mFragmentShader;
    };
    
    // The LinkEvent implementation for linking a computing program.
    class ProgramD3D::ComputeProgramLinkEvent final : public LinkEvent
    {
      public:
        ComputeProgramLinkEvent(gl::InfoLog &infoLog,
                                std::shared_ptr<ProgramD3D::GetComputeExecutableTask> computeTask,
                                std::shared_ptr<WaitableEvent> event)
            : mInfoLog(infoLog), mComputeTask(computeTask), mWaitEvent(event)
        {}
    
        bool isLinking() override { return !mWaitEvent->isReady(); }
    
        angle::Result wait(const gl::Context *context) override
        {
            mWaitEvent->wait();
    
            angle::Result result = mComputeTask->getResult();
            if (result != angle::Result::Continue)
            {
                mInfoLog << "Failed to create D3D compute shader.";
            }
            return result;
        }
    
      private:
        gl::InfoLog &mInfoLog;
        std::shared_ptr<ProgramD3D::GetComputeExecutableTask> mComputeTask;
        std::shared_ptr<WaitableEvent> mWaitEvent;
    };
    
    std::unique_ptr<LinkEvent> ProgramD3D::compileProgramExecutables(const gl::Context *context,
                                                                     gl::InfoLog &infoLog)
    {
        // Ensure the compiler is initialized to avoid race conditions.
        angle::Result result = mRenderer->ensureHLSLCompilerInitialized(GetImplAs<ContextD3D>(context));
        if (result != angle::Result::Continue)
        {
            return std::make_unique<LinkEventDone>(result);
        }
    
        auto vertexTask   = std::make_shared<GetVertexExecutableTask>(this);
        auto pixelTask    = std::make_shared<GetPixelExecutableTask>(this);
        auto geometryTask = std::make_shared<GetGeometryExecutableTask>(this, context->getState());
        bool useGS        = usesGeometryShader(context->getState(), gl::PrimitiveMode::Points);
        gl::Shader *vertexShader = mState.getAttachedShader(gl::ShaderType::Vertex);
        gl::Shader *fragmentShader       = mState.getAttachedShader(gl::ShaderType::Fragment);
        const ShaderD3D *vertexShaderD3D = vertexShader ? GetImplAs<ShaderD3D>(vertexShader) : nullptr;
        const ShaderD3D *fragmentShaderD3D =
            fragmentShader ? GetImplAs<ShaderD3D>(fragmentShader) : nullptr;
    
        return std::make_unique<GraphicsProgramLinkEvent>(infoLog, context->getWorkerThreadPool(),
                                                          vertexTask, pixelTask, geometryTask, useGS,
                                                          vertexShaderD3D, fragmentShaderD3D);
    }
    
    std::unique_ptr<LinkEvent> ProgramD3D::compileComputeExecutable(const gl::Context *context,
                                                                    gl::InfoLog &infoLog)
    {
        // Ensure the compiler is initialized to avoid race conditions.
        angle::Result result = mRenderer->ensureHLSLCompilerInitialized(GetImplAs<ContextD3D>(context));
        if (result != angle::Result::Continue)
        {
            return std::make_unique<LinkEventDone>(result);
        }
        auto computeTask = std::make_shared<GetComputeExecutableTask>(this);
    
        std::shared_ptr<WaitableEvent> waitableEvent;
    
        // TODO(jie.a.chen@intel.com): Fix the flaky bug.
        // http://anglebug.com/3349
        bool compileInParallel = false;
        if (!compileInParallel)
        {
            (*computeTask)();
            waitableEvent = std::make_shared<WaitableEventDone>();
        }
        else
        {
            waitableEvent =
                WorkerThreadPool::PostWorkerTask(context->getWorkerThreadPool(), computeTask);
        }
    
        return std::make_unique<ComputeProgramLinkEvent>(infoLog, computeTask, waitableEvent);
    }
    
    angle::Result ProgramD3D::getComputeExecutableForImage2DBindLayout(
        d3d::Context *context,
        ShaderExecutableD3D **outExecutable,
        gl::InfoLog *infoLog)
    {
        if (mCachedComputeExecutableIndex.valid())
        {
            *outExecutable =
                mComputeExecutables[mCachedComputeExecutableIndex.value()]->shaderExecutable();
            return angle::Result::Continue;
        }
    
        std::string finalComputeHLSL = mDynamicHLSL->generateComputeShaderForImage2DBindSignature(
            context, *this, mState, mImage2DUniforms, mComputeShaderImage2DBindLayoutCache);
    
        // Generate new compute executable
        ShaderExecutableD3D *computeExecutable = nullptr;
    
        gl::InfoLog tempInfoLog;
        gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
    
        ANGLE_TRY(mRenderer->compileToExecutable(
            context, *currentInfoLog, finalComputeHLSL, gl::ShaderType::Compute,
            std::vector<D3DVarying>(), false, angle::CompilerWorkaroundsD3D(), &computeExecutable));
    
        if (computeExecutable)
        {
            mComputeExecutables.push_back(std::unique_ptr<ComputeExecutable>(
                new ComputeExecutable(mComputeShaderImage2DBindLayoutCache,
                                      std::unique_ptr<ShaderExecutableD3D>(computeExecutable))));
            mCachedComputeExecutableIndex = mComputeExecutables.size() - 1;
        }
        else if (!infoLog)
        {
            ERR() << "Error compiling dynamic compute executable:" << std::endl
                  << tempInfoLog.str() << std::endl;
        }
        *outExecutable = computeExecutable;
    
        return angle::Result::Continue;
    }
    
    std::unique_ptr<LinkEvent> ProgramD3D::link(const gl::Context *context,
                                                const gl::ProgramLinkedResources &resources,
                                                gl::InfoLog &infoLog)
    {
        const auto &data = context->getState();
    
        reset();
    
        gl::Shader *computeShader = mState.getAttachedShader(gl::ShaderType::Compute);
        if (computeShader)
        {
            mShaderSamplers[gl::ShaderType::Compute].resize(
                data.getCaps().maxShaderTextureImageUnits[gl::ShaderType::Compute]);
            mImagesCS.resize(data.getCaps().maxImageUnits);
            mReadonlyImagesCS.resize(data.getCaps().maxImageUnits);
    
            mShaderUniformsDirty.set(gl::ShaderType::Compute);
    
            linkResources(resources);
    
            for (const sh::ShaderVariable &uniform : computeShader->getUniforms())
            {
                if (gl::IsImageType(uniform.type) && gl::IsImage2DType(uniform.type))
                {
                    mImage2DUniforms.push_back(uniform);
                }
            }
    
            defineUniformsAndAssignRegisters();
    
            return compileComputeExecutable(context, infoLog);
        }
        else
        {
            gl::ShaderMap<const ShaderD3D *> shadersD3D = {};
            for (gl::ShaderType shaderType : gl::kAllGraphicsShaderTypes)
            {
                if (mState.getAttachedShader(shaderType))
                {
                    shadersD3D[shaderType] = GetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType));
    
                    mShaderSamplers[shaderType].resize(
                        data.getCaps().maxShaderTextureImageUnits[shaderType]);
    
                    shadersD3D[shaderType]->generateWorkarounds(&mShaderWorkarounds[shaderType]);
    
                    mShaderUniformsDirty.set(shaderType);
                }
            }
    
            if (mRenderer->getNativeLimitations().noFrontFacingSupport)
            {
                const ShaderD3D *fragmentShader = shadersD3D[gl::ShaderType::Fragment];
                if (fragmentShader && fragmentShader->usesFrontFacing())
                {
                    infoLog << "The current renderer doesn't support gl_FrontFacing";
                    return std::make_unique<LinkEventDone>(angle::Result::Incomplete);
                }
            }
    
            ProgramD3DMetadata metadata(mRenderer, shadersD3D, context->getClientType());
            BuiltinVaryingsD3D builtins(metadata, resources.varyingPacking);
    
            mDynamicHLSL->generateShaderLinkHLSL(context->getCaps(), mState, metadata,
                                                 resources.varyingPacking, builtins, &mShaderHLSL);
    
            const ShaderD3D *vertexShader = shadersD3D[gl::ShaderType::Vertex];
            mUsesPointSize                = vertexShader && vertexShader->usesPointSize();
            mDynamicHLSL->getPixelShaderOutputKey(data, mState, metadata, &mPixelShaderKey);
            mUsesFragDepth            = metadata.usesFragDepth();
            mUsesVertexID             = metadata.usesVertexID();
            mUsesViewID               = metadata.usesViewID();
            mHasANGLEMultiviewEnabled = metadata.hasANGLEMultiviewEnabled();
    
            // Cache if we use flat shading
            mUsesFlatInterpolation = FindFlatInterpolationVarying(mState.getAttachedShaders());
    
            if (mRenderer->getMajorShaderModel() >= 4)
            {
                mGeometryShaderPreamble = mDynamicHLSL->generateGeometryShaderPreamble(
                    resources.varyingPacking, builtins, mHasANGLEMultiviewEnabled,
                    metadata.canSelectViewInVertexShader());
            }
    
            initAttribLocationsToD3DSemantic();
    
            defineUniformsAndAssignRegisters();
    
            gatherTransformFeedbackVaryings(resources.varyingPacking, builtins[gl::ShaderType::Vertex]);
    
            linkResources(resources);
    
            return compileProgramExecutables(context, infoLog);
        }
    }
    
    GLboolean ProgramD3D::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/)
    {
        // TODO(jmadill): Do something useful here?
        return GL_TRUE;
    }
    
    void ProgramD3D::initializeShaderStorageBlocks()
    {
        if (mState.getShaderStorageBlocks().empty())
        {
            return;
        }
    
        ASSERT(mD3DShaderStorageBlocks.empty());
    
        // Assign registers and update sizes.
        gl::ShaderMap<const ShaderD3D *> shadersD3D = {};
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            shadersD3D[shaderType] = SafeGetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType));
        }
    
        for (const gl::InterfaceBlock &shaderStorageBlock : mState.getShaderStorageBlocks())
        {
            unsigned int shaderStorageBlockElement =
                shaderStorageBlock.isArray ? shaderStorageBlock.arrayElement : 0;
    
            D3DInterfaceBlock d3dShaderStorageBlock;
    
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                if (shaderStorageBlock.isActive(shaderType))
                {
                    ASSERT(shadersD3D[shaderType]);
                    unsigned int baseRegister =
                        shadersD3D[shaderType]->getShaderStorageBlockRegister(shaderStorageBlock.name);
                    d3dShaderStorageBlock.mShaderRegisterIndexes[shaderType] =
                        baseRegister + shaderStorageBlockElement;
                }
            }
    
            mD3DShaderStorageBlocks.push_back(d3dShaderStorageBlock);
        }
    }
    
    void ProgramD3D::initializeUniformBlocks()
    {
        if (mState.getUniformBlocks().empty())
        {
            return;
        }
    
        ASSERT(mD3DUniformBlocks.empty());
    
        // Assign registers and update sizes.
        gl::ShaderMap<const ShaderD3D *> shadersD3D = {};
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            shadersD3D[shaderType] = SafeGetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType));
        }
    
        for (const gl::InterfaceBlock &uniformBlock : mState.getUniformBlocks())
        {
            unsigned int uniformBlockElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0;
    
            D3DInterfaceBlock d3dUniformBlock;
    
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                if (uniformBlock.isActive(shaderType))
                {
                    ASSERT(shadersD3D[shaderType]);
                    unsigned int baseRegister =
                        shadersD3D[shaderType]->getUniformBlockRegister(uniformBlock.name);
                    d3dUniformBlock.mShaderRegisterIndexes[shaderType] =
                        baseRegister + uniformBlockElement;
                }
            }
    
            mD3DUniformBlocks.push_back(d3dUniformBlock);
        }
    }
    
    void ProgramD3D::initializeUniformStorage(const gl::ShaderBitSet &availableShaderStages)
    {
        // Compute total default block size
        gl::ShaderMap<unsigned int> shaderRegisters = {};
        for (const D3DUniform *d3dUniform : mD3DUniforms)
        {
            if (d3dUniform->isSampler())
            {
                continue;
            }
    
            for (gl::ShaderType shaderType : availableShaderStages)
            {
                if (d3dUniform->isReferencedByShader(shaderType))
                {
                    shaderRegisters[shaderType] = std::max(
                        shaderRegisters[shaderType],
                        d3dUniform->mShaderRegisterIndexes[shaderType] + d3dUniform->registerCount);
                }
            }
        }
    
        // We only reset uniform storages for the shader stages available in the program (attached
        // shaders in ProgramD3D::link() and linkedShaderStages in ProgramD3D::load()).
        for (gl::ShaderType shaderType : availableShaderStages)
        {
            mShaderUniformStorages[shaderType].reset(
                mRenderer->createUniformStorage(shaderRegisters[shaderType] * 16u));
        }
    
        // Iterate the uniforms again to assign data pointers to default block uniforms.
        for (D3DUniform *d3dUniform : mD3DUniforms)
        {
            if (d3dUniform->isSampler())
            {
                d3dUniform->mSamplerData.resize(d3dUniform->getArraySizeProduct(), 0);
                continue;
            }
    
            for (gl::ShaderType shaderType : availableShaderStages)
            {
                if (d3dUniform->isReferencedByShader(shaderType))
                {
                    d3dUniform->mShaderData[shaderType] =
                        mShaderUniformStorages[shaderType]->getDataPointer(
                            d3dUniform->mShaderRegisterIndexes[shaderType],
                            d3dUniform->registerElement);
                }
            }
        }
    }
    
    void ProgramD3D::updateUniformBufferCache(
        const gl::Caps &caps,
        const gl::ShaderMap<unsigned int> &reservedShaderRegisterIndexes)
    {
        if (mState.getUniformBlocks().empty())
        {
            return;
        }
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mShaderUBOCaches[shaderType].clear();
        }
    
        for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mD3DUniformBlocks.size();
             uniformBlockIndex++)
        {
            const D3DInterfaceBlock &uniformBlock = mD3DUniformBlocks[uniformBlockIndex];
            GLuint blockBinding                   = mState.getUniformBlockBinding(uniformBlockIndex);
    
            // Unnecessary to apply an unreferenced standard or shared UBO
            for (gl::ShaderType shaderType : gl::AllShaderTypes())
            {
                if (!uniformBlock.activeInShader(shaderType))
                {
                    continue;
                }
    
                unsigned int registerIndex = uniformBlock.mShaderRegisterIndexes[shaderType] -
                                             reservedShaderRegisterIndexes[shaderType];
                ASSERT(registerIndex < caps.maxShaderUniformBlocks[shaderType]);
    
                std::vector<int> &shaderUBOcache = mShaderUBOCaches[shaderType];
                if (shaderUBOcache.size() <= registerIndex)
                {
                    shaderUBOcache.resize(registerIndex + 1, -1);
                }
    
                ASSERT(shaderUBOcache[registerIndex] == -1);
                shaderUBOcache[registerIndex] = blockBinding;
            }
        }
    }
    
    unsigned int ProgramD3D::getAtomicCounterBufferRegisterIndex(GLuint binding,
                                                                 gl::ShaderType shaderType) const
    {
        if (shaderType != gl::ShaderType::Compute)
        {
            // Implement atomic counters for non-compute shaders
            // http://anglebug.com/1729
            UNIMPLEMENTED();
        }
        return mComputeAtomicCounterBufferRegisterIndices[binding];
    }
    
    unsigned int ProgramD3D::getShaderStorageBufferRegisterIndex(GLuint blockIndex,
                                                                 gl::ShaderType shaderType) const
    {
        return mD3DShaderStorageBlocks[blockIndex].mShaderRegisterIndexes[shaderType];
    }
    
    const std::vector<GLint> &ProgramD3D::getShaderUniformBufferCache(gl::ShaderType shaderType) const
    {
        return mShaderUBOCaches[shaderType];
    }
    
    void ProgramD3D::dirtyAllUniforms()
    {
        mShaderUniformsDirty = mState.getLinkedShaderStages();
    }
    
    void ProgramD3D::markUniformsClean()
    {
        mShaderUniformsDirty.reset();
    }
    
    void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
    {
        setUniformInternal(location, count, v, GL_FLOAT);
    }
    
    void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        setUniformInternal(location, count, v, GL_FLOAT_VEC2);
    }
    
    void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        setUniformInternal(location, count, v, GL_FLOAT_VEC3);
    }
    
    void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        setUniformInternal(location, count, v, GL_FLOAT_VEC4);
    }
    
    void ProgramD3D::setUniformMatrix2fv(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value)
    {
        setUniformMatrixfvInternal<2, 2>(location, count, transpose, value);
    }
    
    void ProgramD3D::setUniformMatrix3fv(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value)
    {
        setUniformMatrixfvInternal<3, 3>(location, count, transpose, value);
    }
    
    void ProgramD3D::setUniformMatrix4fv(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value)
    {
        setUniformMatrixfvInternal<4, 4>(location, count, transpose, value);
    }
    
    void ProgramD3D::setUniformMatrix2x3fv(GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        setUniformMatrixfvInternal<2, 3>(location, count, transpose, value);
    }
    
    void ProgramD3D::setUniformMatrix3x2fv(GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        setUniformMatrixfvInternal<3, 2>(location, count, transpose, value);
    }
    
    void ProgramD3D::setUniformMatrix2x4fv(GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        setUniformMatrixfvInternal<2, 4>(location, count, transpose, value);
    }
    
    void ProgramD3D::setUniformMatrix4x2fv(GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        setUniformMatrixfvInternal<4, 2>(location, count, transpose, value);
    }
    
    void ProgramD3D::setUniformMatrix3x4fv(GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        setUniformMatrixfvInternal<3, 4>(location, count, transpose, value);
    }
    
    void ProgramD3D::setUniformMatrix4x3fv(GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        setUniformMatrixfvInternal<4, 3>(location, count, transpose, value);
    }
    
    void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        setUniformInternal(location, count, v, GL_INT);
    }
    
    void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        setUniformInternal(location, count, v, GL_INT_VEC2);
    }
    
    void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        setUniformInternal(location, count, v, GL_INT_VEC3);
    }
    
    void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        setUniformInternal(location, count, v, GL_INT_VEC4);
    }
    
    void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
    {
        setUniformInternal(location, count, v, GL_UNSIGNED_INT);
    }
    
    void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
    {
        setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC2);
    }
    
    void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
    {
        setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC3);
    }
    
    void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
    {
        setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC4);
    }
    
    void ProgramD3D::defineUniformsAndAssignRegisters()
    {
        D3DUniformMap uniformMap;
    
        gl::ShaderBitSet attachedShaders;
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            gl::Shader *shader = mState.getAttachedShader(shaderType);
            if (shader)
            {
                for (const sh::ShaderVariable &uniform : shader->getUniforms())
                {
                    if (uniform.active)
                    {
                        defineUniformBase(shader, uniform, &uniformMap);
                    }
                }
    
                attachedShaders.set(shader->getType());
            }
        }
    
        // Initialize the D3DUniform list to mirror the indexing of the GL layer.
        for (const gl::LinkedUniform &glUniform : mState.getUniforms())
        {
            if (!glUniform.isInDefaultBlock())
                continue;
    
            std::string name = glUniform.name;
            if (glUniform.isArray())
            {
                // In the program state, array uniform names include [0] as in the program resource
                // spec. Here we don't include it.
                // TODO(oetuaho@nvidia.com): consider using the same uniform naming here as in the GL
                // layer.
                ASSERT(angle::EndsWith(name, "[0]"));
                name.resize(name.length() - 3);
            }
            auto mapEntry = uniformMap.find(name);
            ASSERT(mapEntry != uniformMap.end());
            mD3DUniforms.push_back(mapEntry->second);
        }
    
        assignAllSamplerRegisters();
        assignAllAtomicCounterRegisters();
        // Samplers and readonly images share shader input resource slot, adjust low value of
        // readonly image range.
        mUsedComputeReadonlyImageRange =
            gl::RangeUI(mUsedShaderSamplerRanges[gl::ShaderType::Compute].high(),
                        mUsedShaderSamplerRanges[gl::ShaderType::Compute].high());
        // Atomic counter buffers and non-readonly images share input resource slots
        mUsedComputeImageRange =
            gl::RangeUI(mUsedComputeAtomicCounterRange.high(), mUsedComputeAtomicCounterRange.high());
        assignAllImageRegisters();
        initializeUniformStorage(attachedShaders);
    }
    
    void ProgramD3D::defineUniformBase(const gl::Shader *shader,
                                       const sh::ShaderVariable &uniform,
                                       D3DUniformMap *uniformMap)
    {
        sh::DummyBlockEncoder dummyEncoder;
    
        // Samplers get their registers assigned in assignAllSamplerRegisters, and images get their
        // registers assigned in assignAllImageRegisters.
        if (gl::IsSamplerType(uniform.type))
        {
            UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::Texture,
                                              &dummyEncoder, uniformMap);
            sh::TraverseShaderVariable(uniform, false, &visitor);
            return;
        }
    
        if (gl::IsImageType(uniform.type))
        {
            if (uniform.readonly)
            {
                UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::Texture,
                                                  &dummyEncoder, uniformMap);
                sh::TraverseShaderVariable(uniform, false, &visitor);
            }
            else
            {
                UniformEncodingVisitorD3D visitor(shader->getType(),
                                                  HLSLRegisterType::UnorderedAccessView, &dummyEncoder,
                                                  uniformMap);
                sh::TraverseShaderVariable(uniform, false, &visitor);
            }
            mImageBindingMap[uniform.name] = uniform.binding;
            return;
        }
    
        if (uniform.isBuiltIn() && !uniform.isEmulatedBuiltIn())
        {
            UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::None, &dummyEncoder,
                                              uniformMap);
            sh::TraverseShaderVariable(uniform, false, &visitor);
            return;
        }
        else if (gl::IsAtomicCounterType(uniform.type))
        {
            UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::UnorderedAccessView,
                                              &dummyEncoder, uniformMap);
            sh::TraverseShaderVariable(uniform, false, &visitor);
            mAtomicBindingMap[uniform.name] = uniform.binding;
            return;
        }
    
        const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shader);
        unsigned int startRegister = shaderD3D->getUniformRegister(uniform.name);
        ShShaderOutput outputType  = shaderD3D->getCompilerOutputType();
        sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType), true);
        encoder.skipRegisters(startRegister);
    
        UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::None, &encoder,
                                          uniformMap);
        sh::TraverseShaderVariable(uniform, false, &visitor);
    }
    
    bool ProgramD3D::hasNamedUniform(const std::string &name)
    {
        for (D3DUniform *d3dUniform : mD3DUniforms)
        {
            if (d3dUniform->name == name)
            {
                return true;
            }
        }
    
        return false;
    }
    
    // Assume count is already clamped.
    template <typename T>
    void ProgramD3D::setUniformImpl(const gl::VariableLocation &locationInfo,
                                    GLsizei count,
                                    const T *v,
                                    uint8_t *targetData,
                                    GLenum uniformType)
    {
        D3DUniform *targetUniform             = mD3DUniforms[locationInfo.index];
        const int components                  = targetUniform->typeInfo.componentCount;
        const unsigned int arrayElementOffset = locationInfo.arrayIndex;
    
        if (targetUniform->typeInfo.type == uniformType)
        {
            T *dest         = reinterpret_cast<T *>(targetData) + arrayElementOffset * 4;
            const T *source = v;
    
            for (GLint i = 0; i < count; i++, dest += 4, source += components)
            {
                memcpy(dest, source, components * sizeof(T));
            }
        }
        else
        {
            ASSERT(targetUniform->typeInfo.type == gl::VariableBoolVectorType(uniformType));
            GLint *boolParams = reinterpret_cast<GLint *>(targetData) + arrayElementOffset * 4;
    
            for (GLint i = 0; i < count; i++)
            {
                GLint *dest     = boolParams + (i * 4);
                const T *source = v + (i * components);
    
                for (int c = 0; c < components; c++)
                {
                    dest[c] = (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE;
                }
            }
        }
    }
    
    template <typename T>
    void ProgramD3D::setUniformInternal(GLint location, GLsizei count, const T *v, GLenum uniformType)
    {
        const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
        D3DUniform *targetUniform                = mD3DUniforms[locationInfo.index];
    
        if (targetUniform->typeInfo.isSampler)
        {
            ASSERT(uniformType == GL_INT);
            size_t size = count * sizeof(T);
            GLint *dest = &targetUniform->mSamplerData[locationInfo.arrayIndex];
            if (memcmp(dest, v, size) != 0)
            {
                memcpy(dest, v, size);
                mDirtySamplerMapping = true;
            }
            return;
        }
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            if (targetUniform->mShaderData[shaderType])
            {
                setUniformImpl(locationInfo, count, v, targetUniform->mShaderData[shaderType],
                               uniformType);
                mShaderUniformsDirty.set(shaderType);
            }
        }
    }
    
    template <int cols, int rows>
    void ProgramD3D::setUniformMatrixfvInternal(GLint location,
                                                GLsizei countIn,
                                                GLboolean transpose,
                                                const GLfloat *value)
    {
        D3DUniform *targetUniform                   = getD3DUniformFromLocation(location);
        const gl::VariableLocation &uniformLocation = mState.getUniformLocations()[location];
        unsigned int arrayElementOffset             = uniformLocation.arrayIndex;
        unsigned int elementCount                   = targetUniform->getArraySizeProduct();
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            if (targetUniform->mShaderData[shaderType])
            {
                SetFloatUniformMatrixHLSL<cols, rows>::Run(arrayElementOffset, elementCount, countIn,
                                                           transpose, value,
                                                           targetUniform->mShaderData[shaderType]);
                mShaderUniformsDirty.set(shaderType);
            }
        }
    }
    
    void ProgramD3D::assignAllSamplerRegisters()
    {
        for (size_t uniformIndex = 0; uniformIndex < mD3DUniforms.size(); ++uniformIndex)
        {
            if (mD3DUniforms[uniformIndex]->isSampler())
            {
                assignSamplerRegisters(uniformIndex);
            }
        }
    }
    
    void ProgramD3D::assignSamplerRegisters(size_t uniformIndex)
    {
        D3DUniform *d3dUniform = mD3DUniforms[uniformIndex];
        ASSERT(d3dUniform->isSampler());
        // If the uniform is an array of arrays, then we have separate entries for each inner array in
        // mD3DUniforms. However, the sampler register info is stored in the shader only for the
        // outermost array.
        std::vector<unsigned int> subscripts;
        const std::string baseName = gl::ParseResourceName(d3dUniform->name, &subscripts);
        unsigned int registerOffset =
            mState.getUniforms()[uniformIndex].parentArrayIndex() * d3dUniform->getArraySizeProduct();
    
        bool hasUniform = false;
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            if (!mState.getAttachedShader(shaderType))
            {
                continue;
            }
    
            const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType));
            if (shaderD3D->hasUniform(baseName))
            {
                d3dUniform->mShaderRegisterIndexes[shaderType] =
                    shaderD3D->getUniformRegister(baseName) + registerOffset;
                ASSERT(d3dUniform->mShaderRegisterIndexes[shaderType] != GL_INVALID_VALUE);
    
                AssignSamplers(d3dUniform->mShaderRegisterIndexes[shaderType], d3dUniform->typeInfo,
                               d3dUniform->getArraySizeProduct(), mShaderSamplers[shaderType],
                               &mUsedShaderSamplerRanges[shaderType]);
                hasUniform = true;
            }
        }
    
        ASSERT(hasUniform);
    }
    
    // static
    void ProgramD3D::AssignSamplers(unsigned int startSamplerIndex,
                                    const gl::UniformTypeInfo &typeInfo,
                                    unsigned int samplerCount,
                                    std::vector<Sampler> &outSamplers,
                                    gl::RangeUI *outUsedRange)
    {
        unsigned int samplerIndex = startSamplerIndex;
        unsigned int low          = outUsedRange->low();
        unsigned int high         = outUsedRange->high();
    
        do
        {
            ASSERT(samplerIndex < outSamplers.size());
            Sampler *sampler            = &outSamplers[samplerIndex];
            sampler->active             = true;
            sampler->textureType        = gl::FromGLenum<gl::TextureType>(typeInfo.textureType);
            sampler->logicalTextureUnit = 0;
            low                         = std::min(samplerIndex, low);
            high                        = std::max(samplerIndex + 1, high);
            samplerIndex++;
        } while (samplerIndex < startSamplerIndex + samplerCount);
    
        ASSERT(low < high);
        *outUsedRange = gl::RangeUI(low, high);
    }
    
    void ProgramD3D::assignAllImageRegisters()
    {
        for (size_t uniformIndex = 0; uniformIndex < mD3DUniforms.size(); ++uniformIndex)
        {
            if (mD3DUniforms[uniformIndex]->isImage() && !mD3DUniforms[uniformIndex]->isImage2D())
            {
                assignImageRegisters(uniformIndex);
            }
        }
    }
    
    void ProgramD3D::assignAllAtomicCounterRegisters()
    {
        if (mAtomicBindingMap.empty())
        {
            return;
        }
        gl::ShaderType shaderType       = gl::ShaderType::Compute;
        const gl::Shader *computeShader = mState.getAttachedShader(shaderType);
        if (computeShader)
        {
            const ShaderD3D *computeShaderD3D = GetImplAs<ShaderD3D>(computeShader);
            auto &registerIndices             = mComputeAtomicCounterBufferRegisterIndices;
            unsigned int firstRegister        = GL_INVALID_VALUE;
            unsigned int lastRegister         = 0;
            for (auto &atomicBinding : mAtomicBindingMap)
            {
                ASSERT(computeShaderD3D->hasUniform(atomicBinding.first));
                unsigned int currentRegister =
                    computeShaderD3D->getUniformRegister(atomicBinding.first);
                ASSERT(currentRegister != GL_INVALID_INDEX);
                const int kBinding = atomicBinding.second;
    
                registerIndices[kBinding] = currentRegister;
    
                firstRegister = std::min(firstRegister, currentRegister);
                lastRegister  = std::max(lastRegister, currentRegister);
            }
            ASSERT(firstRegister != GL_INVALID_VALUE);
            ASSERT(lastRegister != GL_INVALID_VALUE);
            mUsedComputeAtomicCounterRange = gl::RangeUI(firstRegister, lastRegister + 1);
        }
        else
        {
            // Implement atomic counters for non-compute shaders
            // http://anglebug.com/1729
            UNIMPLEMENTED();
        }
    }
    
    void ProgramD3D::assignImageRegisters(size_t uniformIndex)
    {
        D3DUniform *d3dUniform = mD3DUniforms[uniformIndex];
        ASSERT(d3dUniform->isImage());
        // If the uniform is an array of arrays, then we have separate entries for each inner array in
        // mD3DUniforms. However, the image register info is stored in the shader only for the
        // outermost array.
        std::vector<unsigned int> subscripts;
        const std::string baseName = gl::ParseResourceName(d3dUniform->name, &subscripts);
        unsigned int registerOffset =
            mState.getUniforms()[uniformIndex].parentArrayIndex() * d3dUniform->getArraySizeProduct();
    
        const gl::Shader *computeShader = mState.getAttachedShader(gl::ShaderType::Compute);
        if (computeShader)
        {
            const ShaderD3D *computeShaderD3D =
                GetImplAs<ShaderD3D>(mState.getAttachedShader(gl::ShaderType::Compute));
            ASSERT(computeShaderD3D->hasUniform(baseName));
            d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute] =
                computeShaderD3D->getUniformRegister(baseName) + registerOffset;
            ASSERT(d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute] != GL_INVALID_INDEX);
            auto bindingIter = mImageBindingMap.find(baseName);
            ASSERT(bindingIter != mImageBindingMap.end());
            if (d3dUniform->regType == HLSLRegisterType::Texture)
            {
                AssignImages(d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute],
                             bindingIter->second, d3dUniform->getArraySizeProduct(), mReadonlyImagesCS,
                             &mUsedComputeReadonlyImageRange);
            }
            else if (d3dUniform->regType == HLSLRegisterType::UnorderedAccessView)
            {
                AssignImages(d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute],
                             bindingIter->second, d3dUniform->getArraySizeProduct(), mImagesCS,
                             &mUsedComputeImageRange);
            }
            else
            {
                UNREACHABLE();
            }
        }
        else
        {
            // TODO(xinghua.cao@intel.com): Implement image variables in vertex shader and pixel shader.
            UNIMPLEMENTED();
        }
    }
    
    // static
    void ProgramD3D::AssignImages(unsigned int startImageIndex,
                                  int startLogicalImageUnit,
                                  unsigned int imageCount,
                                  std::vector<Image> &outImages,
                                  gl::RangeUI *outUsedRange)
    {
        unsigned int imageIndex = startImageIndex;
        unsigned int low        = outUsedRange->low();
        unsigned int high       = outUsedRange->high();
    
        // If declare without a binding qualifier, any uniform image variable (include all elements of
        // unbound image array) shoud be bound to unit zero.
        if (startLogicalImageUnit == -1)
        {
            ASSERT(imageIndex < outImages.size());
            Image *image            = &outImages[imageIndex];
            image->active           = true;
            image->logicalImageUnit = 0;
            low                     = std::min(imageIndex, low);
            high                    = std::max(imageIndex + 1, high);
            ASSERT(low < high);
            *outUsedRange = gl::RangeUI(low, high);
            return;
        }
    
        unsigned int logcalImageUnit = startLogicalImageUnit;
        do
        {
            ASSERT(imageIndex < outImages.size());
            Image *image            = &outImages[imageIndex];
            image->active           = true;
            image->logicalImageUnit = logcalImageUnit;
            low                     = std::min(imageIndex, low);
            high                    = std::max(imageIndex + 1, high);
            imageIndex++;
            logcalImageUnit++;
        } while (imageIndex < startImageIndex + imageCount);
    
        ASSERT(low < high);
        *outUsedRange = gl::RangeUI(low, high);
    }
    
    void ProgramD3D::assignImage2DRegisters(unsigned int startImageIndex,
                                            int startLogicalImageUnit,
                                            bool readonly)
    {
        if (readonly)
        {
            AssignImages(startImageIndex, startLogicalImageUnit, 1, mReadonlyImagesCS,
                         &mUsedComputeReadonlyImageRange);
        }
        else
        {
            AssignImages(startImageIndex, startLogicalImageUnit, 1, mImagesCS, &mUsedComputeImageRange);
        }
    }
    
    void ProgramD3D::reset()
    {
        mVertexExecutables.clear();
        mPixelExecutables.clear();
        mComputeExecutables.clear();
    
        for (auto &geometryExecutable : mGeometryExecutables)
        {
            geometryExecutable.reset(nullptr);
        }
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mShaderHLSL[shaderType].clear();
        }
    
        mUsesFragDepth            = false;
        mHasANGLEMultiviewEnabled = false;
        mUsesVertexID             = false;
        mUsesViewID               = false;
        mPixelShaderKey.clear();
        mUsesPointSize         = false;
        mUsesFlatInterpolation = false;
    
        SafeDeleteContainer(mD3DUniforms);
        mD3DUniformBlocks.clear();
        mD3DShaderStorageBlocks.clear();
        mComputeAtomicCounterBufferRegisterIndices.fill({});
    
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mShaderUniformStorages[shaderType].reset();
            mShaderSamplers[shaderType].clear();
        }
    
        mImagesCS.clear();
        mReadonlyImagesCS.clear();
    
        mUsedShaderSamplerRanges.fill({0, 0});
        mUsedComputeAtomicCounterRange = {0, 0};
        mDirtySamplerMapping           = true;
        mUsedComputeImageRange         = {0, 0};
        mUsedComputeReadonlyImageRange = {0, 0};
    
        mAttribLocationToD3DSemantic.fill(-1);
    
        mStreamOutVaryings.clear();
    
        mGeometryShaderPreamble.clear();
    
        markUniformsClean();
    
        mCachedPixelExecutableIndex.reset();
        mCachedVertexExecutableIndex.reset();
    }
    
    unsigned int ProgramD3D::getSerial() const
    {
        return mSerial;
    }
    
    unsigned int ProgramD3D::issueSerial()
    {
        return mCurrentSerial++;
    }
    
    void ProgramD3D::initAttribLocationsToD3DSemantic()
    {
        gl::Shader *vertexShader = mState.getAttachedShader(gl::ShaderType::Vertex);
        if (!vertexShader)
        {
            return;
        }
    
        // Init semantic index
        int semanticIndex = 0;
        for (const sh::ShaderVariable &attribute : vertexShader->getActiveAttributes())
        {
            int regCount    = gl::VariableRegisterCount(attribute.type);
            GLuint location = mState.getAttributeLocation(attribute.name);
            ASSERT(location != std::numeric_limits<GLuint>::max());
    
            for (int reg = 0; reg < regCount; ++reg)
            {
                mAttribLocationToD3DSemantic[location + reg] = semanticIndex++;
            }
        }
    }
    
    void ProgramD3D::updateCachedInputLayout(Serial associatedSerial, const gl::State &state)
    {
        if (mCurrentVertexArrayStateSerial == associatedSerial)
        {
            return;
        }
    
        mCurrentVertexArrayStateSerial = associatedSerial;
        mCachedInputLayout.clear();
    
        const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes();
    
        for (size_t locationIndex : mState.getActiveAttribLocationsMask())
        {
            int d3dSemantic = mAttribLocationToD3DSemantic[locationIndex];
    
            if (d3dSemantic != -1)
            {
                if (mCachedInputLayout.size() < static_cast<size_t>(d3dSemantic + 1))
                {
                    mCachedInputLayout.resize(d3dSemantic + 1, angle::FormatID::NONE);
                }
                mCachedInputLayout[d3dSemantic] =
                    GetVertexFormatID(vertexAttributes[locationIndex],
                                      state.getVertexAttribCurrentValue(locationIndex).Type);
            }
        }
    
        VertexExecutable::getSignature(mRenderer, mCachedInputLayout, &mCachedVertexSignature);
    
        updateCachedVertexExecutableIndex();
    }
    
    void ProgramD3D::updateCachedOutputLayout(const gl::Context *context,
                                              const gl::Framebuffer *framebuffer)
    {
        mPixelShaderOutputLayoutCache.clear();
    
        FramebufferD3D *fboD3D   = GetImplAs<FramebufferD3D>(framebuffer);
        const auto &colorbuffers = fboD3D->getColorAttachmentsForRender(context);
    
        for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
        {
            const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
    
            if (colorbuffer)
            {
                auto binding = colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0
                                                                    : colorbuffer->getBinding();
                size_t maxIndex = binding != GL_NONE ? GetMaxOutputIndex(mPixelShaderKey,
                                                                         binding - GL_COLOR_ATTACHMENT0)
                                                     : 0;
                mPixelShaderOutputLayoutCache.insert(mPixelShaderOutputLayoutCache.end(), maxIndex + 1,
                                                     binding);
            }
            else
            {
                mPixelShaderOutputLayoutCache.push_back(GL_NONE);
            }
        }
    
        updateCachedPixelExecutableIndex();
    }
    
    void ProgramD3D::updateCachedComputeImage2DBindLayout(const gl::Context *context)
    {
        const auto &glState = context->getState();
        for (auto &image2DBindLayout : mComputeShaderImage2DBindLayoutCache)
        {
            const gl::ImageUnit &imageUnit = glState.getImageUnit(image2DBindLayout.first);
            if (imageUnit.texture.get())
            {
                image2DBindLayout.second = imageUnit.texture->getType();
            }
            else
            {
                image2DBindLayout.second = gl::TextureType::_2D;
            }
        }
    
        updateCachedComputeExecutableIndex();
    }
    
    void ProgramD3D::gatherTransformFeedbackVaryings(const gl::VaryingPacking &varyingPacking,
                                                     const BuiltinInfo &builtins)
    {
        const std::string &varyingSemantic =
            GetVaryingSemantic(mRenderer->getMajorShaderModel(), usesPointSize());
    
        // Gather the linked varyings that are used for transform feedback, they should all exist.
        mStreamOutVaryings.clear();
    
        const auto &tfVaryingNames = mState.getTransformFeedbackVaryingNames();
        for (unsigned int outputSlot = 0; outputSlot < static_cast<unsigned int>(tfVaryingNames.size());
             ++outputSlot)
        {
            const auto &tfVaryingName = tfVaryingNames[outputSlot];
            if (tfVaryingName == "gl_Position")
            {
                if (builtins.glPosition.enabled)
                {
                    mStreamOutVaryings.emplace_back(builtins.glPosition.semantic,
                                                    builtins.glPosition.index, 4, outputSlot);
                }
            }
            else if (tfVaryingName == "gl_FragCoord")
            {
                if (builtins.glFragCoord.enabled)
                {
                    mStreamOutVaryings.emplace_back(builtins.glFragCoord.semantic,
                                                    builtins.glFragCoord.index, 4, outputSlot);
                }
            }
            else if (tfVaryingName == "gl_PointSize")
            {
                if (builtins.glPointSize.enabled)
                {
                    mStreamOutVaryings.emplace_back("PSIZE", 0, 1, outputSlot);
                }
            }
            else
            {
                const auto &registerInfos = varyingPacking.getRegisterList();
                for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex)
                {
                    const auto &registerInfo = registerInfos[registerIndex];
                    const auto &varying      = *registerInfo.packedVarying->varying;
                    GLenum transposedType    = gl::TransposeMatrixType(varying.type);
                    int componentCount       = gl::VariableColumnCount(transposedType);
                    ASSERT(!varying.isBuiltIn() && !varying.isStruct());
    
                    // There can be more than one register assigned to a particular varying, and each
                    // register needs its own stream out entry.
                    if (registerInfo.tfVaryingName() == tfVaryingName)
                    {
                        mStreamOutVaryings.emplace_back(varyingSemantic, registerIndex, componentCount,
                                                        outputSlot);
                    }
                }
            }
        }
    }
    
    D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location)
    {
        return mD3DUniforms[mState.getUniformLocations()[location].index];
    }
    
    const D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location) const
    {
        return mD3DUniforms[mState.getUniformLocations()[location].index];
    }
    
    void ProgramD3D::setPathFragmentInputGen(const std::string &inputName,
                                             GLenum genMode,
                                             GLint components,
                                             const GLfloat *coeffs)
    {
        UNREACHABLE();
    }
    
    bool ProgramD3D::hasVertexExecutableForCachedInputLayout()
    {
        return mCachedVertexExecutableIndex.valid();
    }
    
    bool ProgramD3D::hasGeometryExecutableForPrimitiveType(const gl::State &state,
                                                           gl::PrimitiveMode drawMode)
    {
        if (!usesGeometryShader(state, drawMode))
        {
            // No shader necessary mean we have the required (null) executable.
            return true;
        }
    
        gl::PrimitiveMode geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode);
        return mGeometryExecutables[geometryShaderType].get() != nullptr;
    }
    
    bool ProgramD3D::hasPixelExecutableForCachedOutputLayout()
    {
        return mCachedPixelExecutableIndex.valid();
    }
    
    bool ProgramD3D::hasComputeExecutableForCachedImage2DBindLayout()
    {
        return mCachedComputeExecutableIndex.valid();
    }
    
    template <typename DestT>
    void ProgramD3D::getUniformInternal(GLint location, DestT *dataOut) const
    {
        const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
        const gl::LinkedUniform &uniform         = mState.getUniforms()[locationInfo.index];
    
        const D3DUniform *targetUniform = getD3DUniformFromLocation(location);
        const uint8_t *srcPointer       = targetUniform->getDataPtrToElement(locationInfo.arrayIndex);
    
        if (gl::IsMatrixType(uniform.type))
        {
            GetMatrixUniform(uniform.type, dataOut, reinterpret_cast<const DestT *>(srcPointer), true);
        }
        else
        {
            memcpy(dataOut, srcPointer, uniform.getElementSize());
        }
    }
    
    void ProgramD3D::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
    {
        getUniformInternal(location, params);
    }
    
    void ProgramD3D::getUniformiv(const gl::Context *context, GLint location, GLint *params) const
    {
        getUniformInternal(location, params);
    }
    
    void ProgramD3D::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const
    {
        getUniformInternal(location, params);
    }
    
    void ProgramD3D::updateCachedVertexExecutableIndex()
    {
        mCachedVertexExecutableIndex.reset();
        for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++)
        {
            if (mVertexExecutables[executableIndex]->matchesSignature(mCachedVertexSignature))
            {
                mCachedVertexExecutableIndex = executableIndex;
                break;
            }
        }
    }
    
    void ProgramD3D::updateCachedPixelExecutableIndex()
    {
        mCachedPixelExecutableIndex.reset();
        for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++)
        {
            if (mPixelExecutables[executableIndex]->matchesSignature(mPixelShaderOutputLayoutCache))
            {
                mCachedPixelExecutableIndex = executableIndex;
                break;
            }
        }
    }
    
    void ProgramD3D::updateCachedComputeExecutableIndex()
    {
        mCachedComputeExecutableIndex.reset();
        for (size_t executableIndex = 0; executableIndex < mComputeExecutables.size();
             executableIndex++)
        {
            if (mComputeExecutables[executableIndex]->matchesSignature(
                    mComputeShaderImage2DBindLayoutCache))
            {
                mCachedComputeExecutableIndex = executableIndex;
                break;
            }
        }
    }
    
    void ProgramD3D::linkResources(const gl::ProgramLinkedResources &resources)
    {
        HLSLBlockLayoutEncoderFactory hlslEncoderFactory;
        gl::ProgramLinkedResourcesLinker linker(&hlslEncoderFactory);
    
        linker.linkResources(mState, resources);
    
        initializeUniformBlocks();
        initializeShaderStorageBlocks();
    }
    
    }  // namespace rx