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kc3-lang/angle/src/libANGLE/Program.h

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  • Author : Brandon Schade
    Date : 2021-04-19 21:37:20
    Hash : cc52e7cd
    Message : Prevent separable programs from relying on attached shaders Previously, several linking functions were reliant on the HasAttachedShaders interface. The information stored there has been moved to ProgramExecutable. Linking information such as uniforms and uniform blocks from attached shaders is now also stored in temporary pending variables inside ProgramExecutable. Bug: angleproject:5506 Test: ProgramPipelineTest31.VaryingLocationMismatch* Test: GeometryShaderTest.RecompileSeparableVSWithVaryings* Test: ProgramBinaryES31Test.SeparableProgramLinkedUniforms* Change-Id: I93591431959c1c4c547ada92ec358369a3417723 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2909760 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Brandon Schade <b.schade@samsung.com>

  • src/libANGLE/Program.h
  • //
    // Copyright 2002 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Program.h: Defines the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #ifndef LIBANGLE_PROGRAM_H_
    #define LIBANGLE_PROGRAM_H_
    
    #include <GLES2/gl2.h>
    #include <GLSLANG/ShaderVars.h>
    
    #include <array>
    #include <map>
    #include <set>
    #include <sstream>
    #include <string>
    #include <vector>
    
    #include "common/Optional.h"
    #include "common/angleutils.h"
    #include "common/mathutil.h"
    #include "common/utilities.h"
    
    #include "libANGLE/Constants.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/InfoLog.h"
    #include "libANGLE/ProgramExecutable.h"
    #include "libANGLE/ProgramLinkedResources.h"
    #include "libANGLE/RefCountObject.h"
    #include "libANGLE/Uniform.h"
    #include "libANGLE/angletypes.h"
    
    namespace rx
    {
    class GLImplFactory;
    class ProgramImpl;
    struct TranslatedAttribute;
    }  // namespace rx
    
    namespace gl
    {
    class Buffer;
    class BinaryInputStream;
    class BinaryOutputStream;
    struct Caps;
    class Context;
    struct Extensions;
    class Framebuffer;
    class ProgramExecutable;
    class Shader;
    class ShaderProgramManager;
    class State;
    struct UnusedUniform;
    struct Version;
    
    extern const char *const g_fakepath;
    
    enum class LinkMismatchError
    {
        // Shared
        NO_MISMATCH,
        TYPE_MISMATCH,
        ARRAYNESS_MISMATCH,
        ARRAY_SIZE_MISMATCH,
        PRECISION_MISMATCH,
        STRUCT_NAME_MISMATCH,
        FIELD_NUMBER_MISMATCH,
        FIELD_NAME_MISMATCH,
    
        // Varying specific
        INTERPOLATION_TYPE_MISMATCH,
        INVARIANCE_MISMATCH,
    
        // Uniform specific
        BINDING_MISMATCH,
        LOCATION_MISMATCH,
        OFFSET_MISMATCH,
        INSTANCE_NAME_MISMATCH,
        FORMAT_MISMATCH,
    
        // Interface block specific
        LAYOUT_QUALIFIER_MISMATCH,
        MATRIX_PACKING_MISMATCH,
    
        // I/O block specific
        FIELD_LOCATION_MISMATCH,
        FIELD_STRUCT_NAME_MISMATCH,
    };
    
    void LogLinkMismatch(InfoLog &infoLog,
                         const std::string &variableName,
                         const char *variableType,
                         LinkMismatchError linkError,
                         const std::string &mismatchedStructOrBlockFieldName,
                         ShaderType shaderType1,
                         ShaderType shaderType2);
    
    bool IsActiveInterfaceBlock(const sh::InterfaceBlock &interfaceBlock);
    
    void WriteBlockMemberInfo(BinaryOutputStream *stream, const sh::BlockMemberInfo &var);
    void LoadBlockMemberInfo(BinaryInputStream *stream, sh::BlockMemberInfo *var);
    
    void WriteShaderVar(BinaryOutputStream *stream, const sh::ShaderVariable &var);
    void LoadShaderVar(BinaryInputStream *stream, sh::ShaderVariable *var);
    
    void WriteInterfaceBlock(BinaryOutputStream *stream, const InterfaceBlock &block);
    void LoadInterfaceBlock(BinaryInputStream *stream, InterfaceBlock *block);
    
    void WriteShInterfaceBlock(BinaryOutputStream *stream, const sh::InterfaceBlock &block);
    void LoadShInterfaceBlock(BinaryInputStream *stream, sh::InterfaceBlock *block);
    
    void WriteShaderVariableBuffer(BinaryOutputStream *stream, const ShaderVariableBuffer &var);
    void LoadShaderVariableBuffer(BinaryInputStream *stream, ShaderVariableBuffer *var);
    
    // Struct used for correlating uniforms/elements of uniform arrays to handles
    struct VariableLocation
    {
        static constexpr unsigned int kUnused = GL_INVALID_INDEX;
    
        VariableLocation();
        VariableLocation(unsigned int arrayIndex, unsigned int index);
    
        // If used is false, it means this location is only used to fill an empty space in an array,
        // and there is no corresponding uniform variable for this location. It can also mean the
        // uniform was optimized out by the implementation.
        bool used() const { return (index != kUnused); }
        void markUnused() { index = kUnused; }
        void markIgnored() { ignored = true; }
    
        bool operator==(const VariableLocation &other) const
        {
            return arrayIndex == other.arrayIndex && index == other.index;
        }
    
        // "arrayIndex" stores the index of the innermost GLSL array. It's zero for non-arrays.
        unsigned int arrayIndex;
        // "index" is an index of the variable. The variable contains the indices for other than the
        // innermost GLSL arrays.
        unsigned int index;
    
        // If this location was bound to an unreferenced uniform.  Setting data on this uniform is a
        // no-op.
        bool ignored;
    };
    
    // Information about a variable binding.
    // Currently used by CHROMIUM_path_rendering
    struct BindingInfo
    {
        // The type of binding, for example GL_FLOAT_VEC3.
        // This can be GL_NONE if the variable is optimized away.
        GLenum type;
    
        // This is the name of the variable in
        // the translated shader program. Note that
        // this can be empty in the case where the
        // variable has been optimized away.
        std::string name;
    
        // True if the binding is valid, otherwise false.
        bool valid;
    };
    
    struct ProgramBinding
    {
        ProgramBinding() : location(GL_INVALID_INDEX), aliased(false) {}
        ProgramBinding(GLuint index) : location(index), aliased(false) {}
    
        GLuint location;
        // Whether another binding was set that may potentially alias this.
        bool aliased;
    };
    
    class ProgramBindings final : angle::NonCopyable
    {
      public:
        ProgramBindings();
        ~ProgramBindings();
    
        void bindLocation(GLuint index, const std::string &name);
        int getBindingByName(const std::string &name) const;
        int getBinding(const sh::ShaderVariable &variable) const;
    
        using const_iterator = angle::HashMap<std::string, GLuint>::const_iterator;
        const_iterator begin() const;
        const_iterator end() const;
    
        std::map<std::string, GLuint> getStableIterationMap() const;
    
      private:
        angle::HashMap<std::string, GLuint> mBindings;
    };
    
    // Uniforms and Fragment Outputs require special treatment due to array notation (e.g., "[0]")
    class ProgramAliasedBindings final : angle::NonCopyable
    {
      public:
        ProgramAliasedBindings();
        ~ProgramAliasedBindings();
    
        void bindLocation(GLuint index, const std::string &name);
        int getBindingByName(const std::string &name) const;
        int getBindingByLocation(GLuint location) const;
        int getBinding(const sh::ShaderVariable &variable) const;
    
        using const_iterator = angle::HashMap<std::string, ProgramBinding>::const_iterator;
        const_iterator begin() const;
        const_iterator end() const;
    
        std::map<std::string, ProgramBinding> getStableIterationMap() const;
    
      private:
        angle::HashMap<std::string, ProgramBinding> mBindings;
    };
    
    class ProgramState final : angle::NonCopyable
    {
      public:
        ProgramState();
        ~ProgramState();
    
        const std::string &getLabel();
    
        Shader *getAttachedShader(ShaderType shaderType) const;
        const gl::ShaderMap<Shader *> &getAttachedShaders() const { return mAttachedShaders; }
        const std::vector<std::string> &getTransformFeedbackVaryingNames() const
        {
            return mTransformFeedbackVaryingNames;
        }
        GLint getTransformFeedbackBufferMode() const
        {
            return mExecutable->getTransformFeedbackBufferMode();
        }
        GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const
        {
            return mExecutable->getUniformBlockBinding(uniformBlockIndex);
        }
        GLuint getShaderStorageBlockBinding(GLuint blockIndex) const
        {
            return mExecutable->getShaderStorageBlockBinding(blockIndex);
        }
        const UniformBlockBindingMask &getActiveUniformBlockBindingsMask() const
        {
            return mExecutable->getActiveUniformBlockBindings();
        }
        const std::vector<sh::ShaderVariable> &getProgramInputs() const
        {
            return mExecutable->getProgramInputs();
        }
        DrawBufferMask getActiveOutputVariables() const { return mActiveOutputVariables; }
        const std::vector<sh::ShaderVariable> &getOutputVariables() const
        {
            return mExecutable->getOutputVariables();
        }
        const std::vector<VariableLocation> &getOutputLocations() const
        {
            return mExecutable->getOutputLocations();
        }
        const std::vector<VariableLocation> &getSecondaryOutputLocations() const
        {
            return mExecutable->getSecondaryOutputLocations();
        }
        const std::vector<LinkedUniform> &getUniforms() const { return mExecutable->getUniforms(); }
        const std::vector<VariableLocation> &getUniformLocations() const { return mUniformLocations; }
        const std::vector<InterfaceBlock> &getUniformBlocks() const
        {
            return mExecutable->getUniformBlocks();
        }
        const std::vector<InterfaceBlock> &getShaderStorageBlocks() const
        {
            return mExecutable->getShaderStorageBlocks();
        }
        const std::vector<BufferVariable> &getBufferVariables() const { return mBufferVariables; }
        const std::vector<SamplerBinding> &getSamplerBindings() const
        {
            return mExecutable->getSamplerBindings();
        }
        const std::vector<ImageBinding> &getImageBindings() const
        {
            return getExecutable().getImageBindings();
        }
        const sh::WorkGroupSize &getComputeShaderLocalSize() const { return mComputeShaderLocalSize; }
        const RangeUI &getDefaultUniformRange() const { return mExecutable->getDefaultUniformRange(); }
        const RangeUI &getSamplerUniformRange() const { return mExecutable->getSamplerUniformRange(); }
        const RangeUI &getImageUniformRange() const { return mExecutable->getImageUniformRange(); }
        const RangeUI &getAtomicCounterUniformRange() const { return mAtomicCounterUniformRange; }
        const RangeUI &getFragmentInoutRange() const { return mExecutable->getFragmentInoutRange(); }
    
        const std::vector<TransformFeedbackVarying> &getLinkedTransformFeedbackVaryings() const
        {
            return mExecutable->getLinkedTransformFeedbackVaryings();
        }
        const std::vector<GLsizei> &getTransformFeedbackStrides() const
        {
            return mExecutable->getTransformFeedbackStrides();
        }
        const std::vector<AtomicCounterBuffer> &getAtomicCounterBuffers() const
        {
            return mExecutable->getAtomicCounterBuffers();
        }
    
        GLuint getUniformIndexFromName(const std::string &name) const;
        GLuint getUniformIndexFromLocation(UniformLocation location) const;
        Optional<GLuint> getSamplerIndex(UniformLocation location) const;
        bool isSamplerUniformIndex(GLuint index) const;
        GLuint getSamplerIndexFromUniformIndex(GLuint uniformIndex) const;
        GLuint getUniformIndexFromSamplerIndex(GLuint samplerIndex) const;
        bool isImageUniformIndex(GLuint index) const;
        GLuint getImageIndexFromUniformIndex(GLuint uniformIndex) const;
        GLuint getAttributeLocation(const std::string &name) const;
    
        GLuint getBufferVariableIndexFromName(const std::string &name) const;
    
        int getNumViews() const { return mNumViews; }
        bool usesMultiview() const { return mNumViews != -1; }
    
        bool hasAttachedShader() const;
    
        ShaderType getFirstAttachedShaderStageType() const;
        ShaderType getLastAttachedShaderStageType() const;
    
        const ProgramAliasedBindings &getUniformLocationBindings() const
        {
            return mUniformLocationBindings;
        }
    
        const ProgramExecutable &getExecutable() const
        {
            ASSERT(mExecutable);
            return *mExecutable;
        }
        ProgramExecutable &getExecutable()
        {
            ASSERT(mExecutable);
            return *mExecutable;
        }
    
        bool hasImages() const { return !getImageBindings().empty(); }
        bool hasEarlyFragmentTestsOptimization() const { return mEarlyFramentTestsOptimization; }
        rx::SpecConstUsageBits getSpecConstUsageBits() const { return mSpecConstUsageBits; }
    
        // A Program can only either be graphics or compute, but never both, so it
        // can answer isCompute() based on which shaders it has.
        bool isCompute() const { return mExecutable->hasLinkedShaderStage(ShaderType::Compute); }
    
        const std::string &getLabel() const { return mLabel; }
    
        uint32_t getLocationsUsedForXfbExtension() const { return mLocationsUsedForXfbExtension; }
    
        const std::vector<GLenum> &getOutputVariableTypes() const { return mOutputVariableTypes; }
    
        ComponentTypeMask getDrawBufferTypeMask() const { return mDrawBufferTypeMask; }
    
        bool isYUVOutput() const { return mYUVOutput; }
    
        bool hasBinaryRetrieveableHint() const { return mBinaryRetrieveableHint; }
    
        bool isSeparable() const { return mSeparable; }
    
        int getDrawIDLocation() const { return mDrawIDLocation; }
    
        int getBaseVertexLocation() const { return mBaseVertexLocation; }
    
        int getBaseInstanceLocation() const { return mBaseInstanceLocation; }
    
        ShaderType getAttachedTransformFeedbackStage() const;
    
      private:
        friend class MemoryProgramCache;
        friend class Program;
    
        void updateActiveSamplers();
        void updateProgramInterfaceInputs();
        void updateProgramInterfaceOutputs();
    
        // Scans the sampler bindings for type conflicts with sampler 'textureUnitIndex'.
        void setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex);
    
        std::string mLabel;
    
        sh::WorkGroupSize mComputeShaderLocalSize;
    
        ShaderMap<Shader *> mAttachedShaders;
    
        uint32_t mLocationsUsedForXfbExtension;
        std::vector<std::string> mTransformFeedbackVaryingNames;
    
        std::vector<VariableLocation> mUniformLocations;
        std::vector<BufferVariable> mBufferVariables;
        RangeUI mAtomicCounterUniformRange;
    
        DrawBufferMask mActiveOutputVariables;
    
        // Fragment output variable base types: FLOAT, INT, or UINT.  Ordered by location.
        std::vector<GLenum> mOutputVariableTypes;
        ComponentTypeMask mDrawBufferTypeMask;
    
        // GL_EXT_YUV_target. YUV output shaders can only have one ouput and can only write to YUV
        // framebuffers.
        bool mYUVOutput;
    
        bool mBinaryRetrieveableHint;
        bool mSeparable;
        bool mEarlyFramentTestsOptimization;
        rx::SpecConstUsageBits mSpecConstUsageBits;
    
        // ANGLE_multiview.
        int mNumViews;
    
        // GL_ANGLE_multi_draw
        int mDrawIDLocation;
    
        // GL_ANGLE_base_vertex_base_instance
        int mBaseVertexLocation;
        int mBaseInstanceLocation;
        // Cached value of base vertex and base instance
        // need to reset them to zero if using non base vertex or base instance draw calls.
        GLint mCachedBaseVertex;
        GLuint mCachedBaseInstance;
    
        // Note that this has nothing to do with binding layout qualifiers that can be set for some
        // uniforms in GLES3.1+. It is used to pre-set the location of uniforms.
        ProgramAliasedBindings mUniformLocationBindings;
    
        std::shared_ptr<ProgramExecutable> mExecutable;
    };
    
    struct ProgramVaryingRef
    {
        const sh::ShaderVariable *get(ShaderType stage) const
        {
            ASSERT(stage == frontShaderStage || stage == backShaderStage);
            const sh::ShaderVariable *ref = stage == frontShaderStage ? frontShader : backShader;
            ASSERT(ref);
            return ref;
        }
    
        const sh::ShaderVariable *frontShader = nullptr;
        const sh::ShaderVariable *backShader  = nullptr;
        ShaderType frontShaderStage           = ShaderType::InvalidEnum;
        ShaderType backShaderStage            = ShaderType::InvalidEnum;
    };
    
    using ProgramMergedVaryings = std::vector<ProgramVaryingRef>;
    
    class Program final : public LabeledObject, public angle::Subject
    {
      public:
        Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, ShaderProgramID handle);
        void onDestroy(const Context *context);
    
        ShaderProgramID id() const;
    
        void setLabel(const Context *context, const std::string &label) override;
        const std::string &getLabel() const override;
    
        ANGLE_INLINE rx::ProgramImpl *getImplementation() const
        {
            ASSERT(!mLinkingState);
            return mProgram;
        }
    
        void attachShader(Shader *shader);
        void detachShader(const Context *context, Shader *shader);
        int getAttachedShadersCount() const;
    
        Shader *getAttachedShader(ShaderType shaderType) const;
    
        void bindAttributeLocation(GLuint index, const char *name);
        void bindUniformLocation(UniformLocation location, const char *name);
    
        // EXT_blend_func_extended
        void bindFragmentOutputLocation(GLuint index, const char *name);
        void bindFragmentOutputIndex(GLuint index, const char *name);
    
        // KHR_parallel_shader_compile
        // Try to link the program asynchrously. As a result, background threads may be launched to
        // execute the linking tasks concurrently.
        angle::Result link(const Context *context);
    
        // Peek whether there is any running linking tasks.
        bool isLinking() const;
        bool hasLinkingState() const { return mLinkingState != nullptr; }
    
        bool isLinked() const
        {
            ASSERT(!mLinkingState);
            return mLinked;
        }
    
        angle::Result loadBinary(const Context *context,
                                 GLenum binaryFormat,
                                 const void *binary,
                                 GLsizei length);
        angle::Result saveBinary(Context *context,
                                 GLenum *binaryFormat,
                                 void *binary,
                                 GLsizei bufSize,
                                 GLsizei *length) const;
        GLint getBinaryLength(Context *context) const;
        void setBinaryRetrievableHint(bool retrievable);
        bool getBinaryRetrievableHint() const;
    
        void setSeparable(bool separable);
        bool isSeparable() const;
    
        void getAttachedShaders(GLsizei maxCount, GLsizei *count, ShaderProgramID *shaders) const;
    
        GLuint getAttributeLocation(const std::string &name) const;
    
        void getActiveAttribute(GLuint index,
                                GLsizei bufsize,
                                GLsizei *length,
                                GLint *size,
                                GLenum *type,
                                GLchar *name) const;
        GLint getActiveAttributeCount() const;
        GLint getActiveAttributeMaxLength() const;
        const std::vector<sh::ShaderVariable> &getAttributes() const;
    
        GLint getFragDataLocation(const std::string &name) const;
        size_t getOutputResourceCount() const;
        const std::vector<GLenum> &getOutputVariableTypes() const;
        DrawBufferMask getActiveOutputVariables() const
        {
            ASSERT(!mLinkingState);
            return mState.mActiveOutputVariables;
        }
    
        // EXT_blend_func_extended
        GLint getFragDataIndex(const std::string &name) const;
    
        void getActiveUniform(GLuint index,
                              GLsizei bufsize,
                              GLsizei *length,
                              GLint *size,
                              GLenum *type,
                              GLchar *name) const;
        GLint getActiveUniformCount() const;
        size_t getActiveBufferVariableCount() const;
        GLint getActiveUniformMaxLength() const;
        bool isValidUniformLocation(UniformLocation location) const;
        const LinkedUniform &getUniformByLocation(UniformLocation location) const;
        const VariableLocation &getUniformLocation(UniformLocation location) const;
    
        const std::vector<VariableLocation> &getUniformLocations() const
        {
            ASSERT(!mLinkingState);
            return mState.mUniformLocations;
        }
    
        const LinkedUniform &getUniformByIndex(GLuint index) const
        {
            ASSERT(!mLinkingState);
            return mState.mExecutable->getUniformByIndex(index);
        }
    
        const BufferVariable &getBufferVariableByIndex(GLuint index) const;
    
        enum SetUniformResult
        {
            SamplerChanged,
            NoSamplerChange,
        };
    
        UniformLocation getUniformLocation(const std::string &name) const;
        GLuint getUniformIndex(const std::string &name) const;
        void setUniform1fv(UniformLocation location, GLsizei count, const GLfloat *v);
        void setUniform2fv(UniformLocation location, GLsizei count, const GLfloat *v);
        void setUniform3fv(UniformLocation location, GLsizei count, const GLfloat *v);
        void setUniform4fv(UniformLocation location, GLsizei count, const GLfloat *v);
        void setUniform1iv(Context *context, UniformLocation location, GLsizei count, const GLint *v);
        void setUniform2iv(UniformLocation location, GLsizei count, const GLint *v);
        void setUniform3iv(UniformLocation location, GLsizei count, const GLint *v);
        void setUniform4iv(UniformLocation location, GLsizei count, const GLint *v);
        void setUniform1uiv(UniformLocation location, GLsizei count, const GLuint *v);
        void setUniform2uiv(UniformLocation location, GLsizei count, const GLuint *v);
        void setUniform3uiv(UniformLocation location, GLsizei count, const GLuint *v);
        void setUniform4uiv(UniformLocation location, GLsizei count, const GLuint *v);
        void setUniformMatrix2fv(UniformLocation location,
                                 GLsizei count,
                                 GLboolean transpose,
                                 const GLfloat *value);
        void setUniformMatrix3fv(UniformLocation location,
                                 GLsizei count,
                                 GLboolean transpose,
                                 const GLfloat *value);
        void setUniformMatrix4fv(UniformLocation location,
                                 GLsizei count,
                                 GLboolean transpose,
                                 const GLfloat *value);
        void setUniformMatrix2x3fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix3x2fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix2x4fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix4x2fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix3x4fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix4x3fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
    
        void getUniformfv(const Context *context, UniformLocation location, GLfloat *params) const;
        void getUniformiv(const Context *context, UniformLocation location, GLint *params) const;
        void getUniformuiv(const Context *context, UniformLocation location, GLuint *params) const;
    
        void getActiveUniformBlockName(const UniformBlockIndex blockIndex,
                                       GLsizei bufSize,
                                       GLsizei *length,
                                       GLchar *blockName) const;
        void getActiveShaderStorageBlockName(const GLuint blockIndex,
                                             GLsizei bufSize,
                                             GLsizei *length,
                                             GLchar *blockName) const;
    
        ANGLE_INLINE GLuint getActiveUniformBlockCount() const
        {
            ASSERT(!mLinkingState);
            return static_cast<GLuint>(mState.mExecutable->getActiveUniformBlockCount());
        }
    
        ANGLE_INLINE GLuint getActiveAtomicCounterBufferCount() const
        {
            ASSERT(!mLinkingState);
            return static_cast<GLuint>(mState.mExecutable->getActiveAtomicCounterBufferCount());
        }
    
        ANGLE_INLINE GLuint getActiveShaderStorageBlockCount() const
        {
            ASSERT(!mLinkingState);
            return static_cast<GLuint>(mState.mExecutable->getActiveShaderStorageBlockCount());
        }
    
        GLint getActiveUniformBlockMaxNameLength() const;
        GLint getActiveShaderStorageBlockMaxNameLength() const;
    
        GLuint getUniformBlockIndex(const std::string &name) const;
        GLuint getShaderStorageBlockIndex(const std::string &name) const;
    
        void bindUniformBlock(UniformBlockIndex uniformBlockIndex, GLuint uniformBlockBinding);
        GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const;
        GLuint getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const;
    
        const InterfaceBlock &getUniformBlockByIndex(GLuint index) const;
        const InterfaceBlock &getShaderStorageBlockByIndex(GLuint index) const;
    
        void setTransformFeedbackVaryings(GLsizei count,
                                          const GLchar *const *varyings,
                                          GLenum bufferMode);
        void getTransformFeedbackVarying(GLuint index,
                                         GLsizei bufSize,
                                         GLsizei *length,
                                         GLsizei *size,
                                         GLenum *type,
                                         GLchar *name) const;
        GLsizei getTransformFeedbackVaryingCount() const;
        GLsizei getTransformFeedbackVaryingMaxLength() const;
        GLenum getTransformFeedbackBufferMode() const;
        GLuint getTransformFeedbackVaryingResourceIndex(const GLchar *name) const;
        const TransformFeedbackVarying &getTransformFeedbackVaryingResource(GLuint index) const;
    
        bool hasDrawIDUniform() const;
        void setDrawIDUniform(GLint drawid);
    
        bool hasBaseVertexUniform() const;
        void setBaseVertexUniform(GLint baseVertex);
        bool hasBaseInstanceUniform() const;
        void setBaseInstanceUniform(GLuint baseInstance);
    
        ANGLE_INLINE void addRef()
        {
            ASSERT(!mLinkingState);
            mRefCount++;
        }
    
        ANGLE_INLINE void release(const Context *context)
        {
            ASSERT(!mLinkingState);
            mRefCount--;
    
            if (mRefCount == 0 && mDeleteStatus)
            {
                deleteSelf(context);
            }
        }
    
        unsigned int getRefCount() const;
        bool isInUse() const { return getRefCount() != 0; }
        void flagForDeletion();
        bool isFlaggedForDeletion() const;
    
        void validate(const Caps &caps);
        bool isValidated() const;
    
        const std::vector<ImageBinding> &getImageBindings() const
        {
            ASSERT(!mLinkingState);
            return getExecutable().getImageBindings();
        }
        const sh::WorkGroupSize &getComputeShaderLocalSize() const;
        PrimitiveMode getGeometryShaderInputPrimitiveType() const;
        PrimitiveMode getGeometryShaderOutputPrimitiveType() const;
        GLint getGeometryShaderInvocations() const;
        GLint getGeometryShaderMaxVertices() const;
    
        GLint getTessControlShaderVertices() const;
        GLenum getTessGenMode() const;
        GLenum getTessGenPointMode() const;
        GLenum getTessGenSpacing() const;
        GLenum getTessGenVertexOrder() const;
    
        const ProgramState &getState() const
        {
            ASSERT(!mLinkingState);
            return mState;
        }
    
        GLuint getInputResourceIndex(const GLchar *name) const;
        GLuint getOutputResourceIndex(const GLchar *name) const;
        void getInputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
        void getOutputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
        void getUniformResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
        void getBufferVariableResourceName(GLuint index,
                                           GLsizei bufSize,
                                           GLsizei *length,
                                           GLchar *name) const;
        const sh::ShaderVariable &getInputResource(size_t index) const;
        GLuint getResourceMaxNameSize(const sh::ShaderVariable &resource, GLint max) const;
        GLuint getInputResourceMaxNameSize() const;
        GLuint getOutputResourceMaxNameSize() const;
        GLuint getResourceLocation(const GLchar *name, const sh::ShaderVariable &variable) const;
        GLuint getInputResourceLocation(const GLchar *name) const;
        GLuint getOutputResourceLocation(const GLchar *name) const;
        const std::string getResourceName(const sh::ShaderVariable &resource) const;
        const std::string getInputResourceName(GLuint index) const;
        const std::string getOutputResourceName(GLuint index) const;
        const sh::ShaderVariable &getOutputResource(size_t index) const;
    
        const ProgramBindings &getAttributeBindings() const;
        const ProgramAliasedBindings &getUniformLocationBindings() const;
        const ProgramAliasedBindings &getFragmentOutputLocations() const;
        const ProgramAliasedBindings &getFragmentOutputIndexes() const;
    
        int getNumViews() const
        {
            ASSERT(!mLinkingState);
            return mState.getNumViews();
        }
    
        bool usesMultiview() const { return mState.usesMultiview(); }
    
        ComponentTypeMask getDrawBufferTypeMask() const;
    
        bool isYUVOutput() const
        {
            ASSERT(!mLinkingState);
            return mState.isYUVOutput();
        }
    
        const std::vector<GLsizei> &getTransformFeedbackStrides() const;
    
        // Program dirty bits.
        enum DirtyBitType
        {
            DIRTY_BIT_UNIFORM_BLOCK_BINDING_0,
            DIRTY_BIT_UNIFORM_BLOCK_BINDING_MAX =
                DIRTY_BIT_UNIFORM_BLOCK_BINDING_0 + IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS,
    
            DIRTY_BIT_COUNT = DIRTY_BIT_UNIFORM_BLOCK_BINDING_MAX,
        };
    
        using DirtyBits = angle::BitSet<DIRTY_BIT_COUNT>;
    
        angle::Result syncState(const Context *context);
    
        // Try to resolve linking. Inlined to make sure its overhead is as low as possible.
        void resolveLink(const Context *context)
        {
            if (mLinkingState)
            {
                resolveLinkImpl(context);
            }
        }
    
        ANGLE_INLINE bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
    
        // Writes a program's binary to the output memory buffer.
        angle::Result serialize(const Context *context, angle::MemoryBuffer *binaryOut) const;
    
        rx::Serial serial() const { return mSerial; }
    
        const ProgramExecutable &getExecutable() const { return mState.getExecutable(); }
        ProgramExecutable &getExecutable() { return mState.getExecutable(); }
    
      private:
        struct LinkingState;
    
        ~Program() override;
    
        // Loads program state according to the specified binary blob.
        angle::Result deserialize(const Context *context, BinaryInputStream &stream, InfoLog &infoLog);
    
        void unlink();
        void deleteSelf(const Context *context);
    
        angle::Result linkImpl(const Context *context);
    
        bool linkValidateShaders(InfoLog &infoLog);
        bool linkAttributes(const Context *context, InfoLog &infoLog);
        bool linkInterfaceBlocks(const Caps &caps,
                                 const Version &version,
                                 bool webglCompatibility,
                                 InfoLog &infoLog,
                                 GLuint *combinedShaderStorageBlocksCount);
        bool linkVaryings(InfoLog &infoLog) const;
    
        bool linkUniforms(const Caps &caps,
                          const Version &version,
                          InfoLog &infoLog,
                          const ProgramAliasedBindings &uniformLocationBindings,
                          GLuint *combinedImageUniformsCount,
                          std::vector<UnusedUniform> *unusedUniforms);
        void linkSamplerAndImageBindings(GLuint *combinedImageUniformsCount);
        bool linkAtomicCounterBuffers();
    
        void updateLinkedShaderStages();
    
        int getOutputLocationForLink(const sh::ShaderVariable &outputVariable) const;
        bool isOutputSecondaryForLink(const sh::ShaderVariable &outputVariable) const;
        bool linkOutputVariables(const Caps &caps,
                                 const Extensions &extensions,
                                 const Version &version,
                                 GLuint combinedImageUniformsCount,
                                 GLuint combinedShaderStorageBlocksCount);
    
        void setUniformValuesFromBindingQualifiers();
        bool shouldIgnoreUniform(UniformLocation location) const;
    
        void initInterfaceBlockBindings();
    
        // Both these function update the cached uniform values and return a modified "count"
        // so that the uniform update doesn't overflow the uniform.
        template <typename T>
        GLsizei clampUniformCount(const VariableLocation &locationInfo,
                                  GLsizei count,
                                  int vectorSize,
                                  const T *v);
        template <size_t cols, size_t rows, typename T>
        GLsizei clampMatrixUniformCount(UniformLocation location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const T *v);
    
        void updateSamplerUniform(Context *context,
                                  const VariableLocation &locationInfo,
                                  GLsizei clampedCount,
                                  const GLint *v);
    
        template <typename DestT>
        void getUniformInternal(const Context *context,
                                DestT *dataOut,
                                UniformLocation location,
                                GLenum nativeType,
                                int components) const;
    
        void getResourceName(const std::string name,
                             GLsizei bufSize,
                             GLsizei *length,
                             GLchar *dest) const;
    
        template <typename T>
        GLint getActiveInterfaceBlockMaxNameLength(const std::vector<T> &resources) const;
    
        GLuint getSamplerUniformBinding(const VariableLocation &uniformLocation) const;
        GLuint getImageUniformBinding(const VariableLocation &uniformLocation) const;
    
        // Block until linking is finished and resolve it.
        void resolveLinkImpl(const gl::Context *context);
    
        void postResolveLink(const gl::Context *context);
    
        rx::Serial mSerial;
        ProgramState mState;
        rx::ProgramImpl *mProgram;
    
        bool mValidated;
    
        ProgramBindings mAttributeBindings;
    
        // EXT_blend_func_extended
        ProgramAliasedBindings mFragmentOutputLocations;
        ProgramAliasedBindings mFragmentOutputIndexes;
    
        bool mLinked;
        std::unique_ptr<LinkingState> mLinkingState;
        bool mDeleteStatus;  // Flag to indicate that the program can be deleted when no longer in use
    
        unsigned int mRefCount;
    
        ShaderProgramManager *mResourceManager;
        const ShaderProgramID mHandle;
    
        DirtyBits mDirtyBits;
    };
    }  // namespace gl
    
    #endif  // LIBANGLE_PROGRAM_H_