Edit

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

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2018-07-12 23:56:30
    Hash : 21061026
    Message : Vulkan: Use angle::Result error handling. Introduces a vk::Context class to contain an error handler and Renderer pointer. This abtracts the common code path for ContextVk + DisplayVk. Removes vk::Error in favor of the POD angle::Result class. There are a few remaining usages of gl::Error that will have to be cleaned up when we can change the front-end APIs. Bug: angleproject:2713 Change-Id: I5e68f223d595c6c561b59d6a85759e5738ed43c6 Reviewed-on: https://chromium-review.googlesource.com/1128924 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>

  • src/libANGLE/Program.cpp
  • //
    // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Program.cpp: Implements the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #include "libANGLE/Program.h"
    
    #include <algorithm>
    
    #include "common/bitset_utils.h"
    #include "common/debug.h"
    #include "common/platform.h"
    #include "common/string_utils.h"
    #include "common/utilities.h"
    #include "compiler/translator/blocklayout.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/MemoryProgramCache.h"
    #include "libANGLE/ProgramLinkedResources.h"
    #include "libANGLE/ResourceManager.h"
    #include "libANGLE/Uniform.h"
    #include "libANGLE/VaryingPacking.h"
    #include "libANGLE/features.h"
    #include "libANGLE/histogram_macros.h"
    #include "libANGLE/queryconversions.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    #include "libANGLE/renderer/ProgramImpl.h"
    #include "platform/Platform.h"
    
    namespace gl
    {
    
    namespace
    {
    
    // This simplified cast function doesn't need to worry about advanced concepts like
    // depth range values, or casting to bool.
    template <typename DestT, typename SrcT>
    DestT UniformStateQueryCast(SrcT value);
    
    // From-Float-To-Integer Casts
    template <>
    GLint UniformStateQueryCast(GLfloat value)
    {
        return clampCast<GLint>(roundf(value));
    }
    
    template <>
    GLuint UniformStateQueryCast(GLfloat value)
    {
        return clampCast<GLuint>(roundf(value));
    }
    
    // From-Integer-to-Integer Casts
    template <>
    GLint UniformStateQueryCast(GLuint value)
    {
        return clampCast<GLint>(value);
    }
    
    template <>
    GLuint UniformStateQueryCast(GLint value)
    {
        return clampCast<GLuint>(value);
    }
    
    // From-Boolean-to-Anything Casts
    template <>
    GLfloat UniformStateQueryCast(GLboolean value)
    {
        return (ConvertToBool(value) ? 1.0f : 0.0f);
    }
    
    template <>
    GLint UniformStateQueryCast(GLboolean value)
    {
        return (ConvertToBool(value) ? 1 : 0);
    }
    
    template <>
    GLuint UniformStateQueryCast(GLboolean value)
    {
        return (ConvertToBool(value) ? 1u : 0u);
    }
    
    // Default to static_cast
    template <typename DestT, typename SrcT>
    DestT UniformStateQueryCast(SrcT value)
    {
        return static_cast<DestT>(value);
    }
    
    template <typename SrcT, typename DestT>
    void UniformStateQueryCastLoop(DestT *dataOut, const uint8_t *srcPointer, int components)
    {
        for (int comp = 0; comp < components; ++comp)
        {
            // We only work with strides of 4 bytes for uniform components. (GLfloat/GLint)
            // Don't use SrcT stride directly since GLboolean has a stride of 1 byte.
            size_t offset               = comp * 4;
            const SrcT *typedSrcPointer = reinterpret_cast<const SrcT *>(&srcPointer[offset]);
            dataOut[comp]               = UniformStateQueryCast<DestT>(*typedSrcPointer);
        }
    }
    
    template <typename VarT>
    GLuint GetResourceIndexFromName(const std::vector<VarT> &list, const std::string &name)
    {
        std::string nameAsArrayName = name + "[0]";
        for (size_t index = 0; index < list.size(); index++)
        {
            const VarT &resource = list[index];
            if (resource.name == name || (resource.isArray() && resource.name == nameAsArrayName))
            {
                return static_cast<GLuint>(index);
            }
        }
    
        return GL_INVALID_INDEX;
    }
    
    template <typename VarT>
    GLint GetVariableLocation(const std::vector<VarT> &list,
                              const std::vector<VariableLocation> &locationList,
                              const std::string &name)
    {
        size_t nameLengthWithoutArrayIndex;
        unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex);
    
        for (size_t location = 0u; location < locationList.size(); ++location)
        {
            const VariableLocation &variableLocation = locationList[location];
            if (!variableLocation.used())
            {
                continue;
            }
    
            const VarT &variable = list[variableLocation.index];
    
            if (angle::BeginsWith(variable.name, name))
            {
                if (name.length() == variable.name.length())
                {
                    ASSERT(name == variable.name);
                    // GLES 3.1 November 2016 page 87.
                    // The string exactly matches the name of the active variable.
                    return static_cast<GLint>(location);
                }
                if (name.length() + 3u == variable.name.length() && variable.isArray())
                {
                    ASSERT(name + "[0]" == variable.name);
                    // The string identifies the base name of an active array, where the string would
                    // exactly match the name of the variable if the suffix "[0]" were appended to the
                    // string.
                    return static_cast<GLint>(location);
                }
            }
            if (variable.isArray() && variableLocation.arrayIndex == arrayIndex &&
                nameLengthWithoutArrayIndex + 3u == variable.name.length() &&
                angle::BeginsWith(variable.name, name, nameLengthWithoutArrayIndex))
            {
                ASSERT(name.substr(0u, nameLengthWithoutArrayIndex) + "[0]" == variable.name);
                // The string identifies an active element of the array, where the string ends with the
                // concatenation of the "[" character, an integer (with no "+" sign, extra leading
                // zeroes, or whitespace) identifying an array element, and the "]" character, the
                // integer is less than the number of active elements of the array variable, and where
                // the string would exactly match the enumerated name of the array if the decimal
                // integer were replaced with zero.
                return static_cast<GLint>(location);
            }
        }
    
        return -1;
    }
    
    void CopyStringToBuffer(GLchar *buffer, const std::string &string, GLsizei bufSize, GLsizei *length)
    {
        ASSERT(bufSize > 0);
        strncpy(buffer, string.c_str(), bufSize);
        buffer[bufSize - 1] = '\0';
    
        if (length)
        {
            *length = static_cast<GLsizei>(strlen(buffer));
        }
    }
    
    bool IncludeSameArrayElement(const std::set<std::string> &nameSet, const std::string &name)
    {
        std::vector<unsigned int> subscripts;
        std::string baseName = ParseResourceName(name, &subscripts);
        for (auto nameInSet : nameSet)
        {
            std::vector<unsigned int> arrayIndices;
            std::string arrayName = ParseResourceName(nameInSet, &arrayIndices);
            if (baseName == arrayName &&
                (subscripts.empty() || arrayIndices.empty() || subscripts == arrayIndices))
            {
                return true;
            }
        }
        return false;
    }
    
    std::string GetInterfaceBlockLimitName(ShaderType shaderType, sh::BlockType blockType)
    {
        std::ostringstream stream;
        stream << "GL_MAX_" << GetShaderTypeString(shaderType) << "_";
    
        switch (blockType)
        {
            case sh::BlockType::BLOCK_UNIFORM:
                stream << "UNIFORM_BUFFERS";
                break;
            case sh::BlockType::BLOCK_BUFFER:
                stream << "SHADER_STORAGE_BLOCKS";
                break;
            default:
                UNREACHABLE();
                return "";
        }
    
        if (shaderType == ShaderType::Geometry)
        {
            stream << "_EXT";
        }
    
        return stream.str();
    }
    
    const char *GetInterfaceBlockTypeString(sh::BlockType blockType)
    {
        switch (blockType)
        {
            case sh::BlockType::BLOCK_UNIFORM:
                return "uniform block";
            case sh::BlockType::BLOCK_BUFFER:
                return "shader storage block";
            default:
                UNREACHABLE();
                return "";
        }
    }
    
    void LogInterfaceBlocksExceedLimit(InfoLog &infoLog,
                                       ShaderType shaderType,
                                       sh::BlockType blockType,
                                       GLuint limit)
    {
        infoLog << GetShaderTypeString(shaderType) << " shader "
                << GetInterfaceBlockTypeString(blockType) << " count exceeds "
                << GetInterfaceBlockLimitName(shaderType, blockType) << " (" << limit << ")";
    }
    
    bool ValidateInterfaceBlocksCount(GLuint maxInterfaceBlocks,
                                      const std::vector<sh::InterfaceBlock> &interfaceBlocks,
                                      ShaderType shaderType,
                                      sh::BlockType blockType,
                                      GLuint *combinedInterfaceBlocksCount,
                                      InfoLog &infoLog)
    {
        GLuint blockCount = 0;
        for (const sh::InterfaceBlock &block : interfaceBlocks)
        {
            if (IsActiveInterfaceBlock(block))
            {
                blockCount += std::max(block.arraySize, 1u);
                if (blockCount > maxInterfaceBlocks)
                {
                    LogInterfaceBlocksExceedLimit(infoLog, shaderType, blockType, maxInterfaceBlocks);
                    return false;
                }
            }
        }
    
        // [OpenGL ES 3.1] Chapter 7.6.2 Page 105:
        // If a uniform block is used by multiple shader stages, each such use counts separately
        // against this combined limit.
        // [OpenGL ES 3.1] Chapter 7.8 Page 111:
        // If a shader storage block in a program is referenced by multiple shaders, each such
        // reference counts separately against this combined limit.
        if (combinedInterfaceBlocksCount)
        {
            *combinedInterfaceBlocksCount += blockCount;
        }
    
        return true;
    }
    
    GLuint GetInterfaceBlockIndex(const std::vector<InterfaceBlock> &list, const std::string &name)
    {
        std::vector<unsigned int> subscripts;
        std::string baseName = ParseResourceName(name, &subscripts);
    
        unsigned int numBlocks = static_cast<unsigned int>(list.size());
        for (unsigned int blockIndex = 0; blockIndex < numBlocks; blockIndex++)
        {
            const auto &block = list[blockIndex];
            if (block.name == baseName)
            {
                const bool arrayElementZero =
                    (subscripts.empty() && (!block.isArray || block.arrayElement == 0));
                const bool arrayElementMatches =
                    (subscripts.size() == 1 && subscripts[0] == block.arrayElement);
                if (arrayElementMatches || arrayElementZero)
                {
                    return blockIndex;
                }
            }
        }
    
        return GL_INVALID_INDEX;
    }
    
    void GetInterfaceBlockName(const GLuint index,
                               const std::vector<InterfaceBlock> &list,
                               GLsizei bufSize,
                               GLsizei *length,
                               GLchar *name)
    {
        ASSERT(index < list.size());
    
        const auto &block = list[index];
    
        if (bufSize > 0)
        {
            std::string blockName = block.name;
    
            if (block.isArray)
            {
                blockName += ArrayString(block.arrayElement);
            }
            CopyStringToBuffer(name, blockName, bufSize, length);
        }
    }
    
    void InitUniformBlockLinker(const gl::Context *context,
                                const ProgramState &state,
                                UniformBlockLinker *blockLinker)
    {
        for (ShaderType shaderType : AllShaderTypes())
        {
            Shader *shader = state.getAttachedShader(shaderType);
            if (shader)
            {
                blockLinker->addShaderBlocks(shaderType, &shader->getUniformBlocks(context));
            }
        }
    }
    
    void InitShaderStorageBlockLinker(const gl::Context *context,
                                      const ProgramState &state,
                                      ShaderStorageBlockLinker *blockLinker)
    {
        for (ShaderType shaderType : AllShaderTypes())
        {
            Shader *shader = state.getAttachedShader(shaderType);
            if (shader != nullptr)
            {
                blockLinker->addShaderBlocks(shaderType, &shader->getShaderStorageBlocks(context));
            }
        }
    }
    
    // Find the matching varying or field by name.
    const sh::ShaderVariable *FindVaryingOrField(const ProgramMergedVaryings &varyings,
                                                 const std::string &name)
    {
        const sh::ShaderVariable *var = nullptr;
        for (const auto &ref : varyings)
        {
            const sh::Varying *varying = ref.second.get();
            if (varying->name == name)
            {
                var = varying;
                break;
            }
            var = FindShaderVarField(*varying, name);
            if (var != nullptr)
            {
                break;
            }
        }
        return var;
    }
    
    void AddParentPrefix(const std::string &parentName, std::string *mismatchedFieldName)
    {
        ASSERT(mismatchedFieldName);
        if (mismatchedFieldName->empty())
        {
            *mismatchedFieldName = parentName;
        }
        else
        {
            std::ostringstream stream;
            stream << parentName << "." << *mismatchedFieldName;
            *mismatchedFieldName = stream.str();
        }
    }
    
    const char *GetLinkMismatchErrorString(LinkMismatchError linkError)
    {
        switch (linkError)
        {
            case LinkMismatchError::TYPE_MISMATCH:
                return "Type";
            case LinkMismatchError::ARRAY_SIZE_MISMATCH:
                return "Array size";
            case LinkMismatchError::PRECISION_MISMATCH:
                return "Precision";
            case LinkMismatchError::STRUCT_NAME_MISMATCH:
                return "Structure name";
            case LinkMismatchError::FIELD_NUMBER_MISMATCH:
                return "Field number";
            case LinkMismatchError::FIELD_NAME_MISMATCH:
                return "Field name";
    
            case LinkMismatchError::INTERPOLATION_TYPE_MISMATCH:
                return "Interpolation type";
            case LinkMismatchError::INVARIANCE_MISMATCH:
                return "Invariance";
    
            case LinkMismatchError::BINDING_MISMATCH:
                return "Binding layout qualifier";
            case LinkMismatchError::LOCATION_MISMATCH:
                return "Location layout qualifier";
            case LinkMismatchError::OFFSET_MISMATCH:
                return "Offset layout qualilfier";
    
            case LinkMismatchError::LAYOUT_QUALIFIER_MISMATCH:
                return "Layout qualifier";
            case LinkMismatchError::MATRIX_PACKING_MISMATCH:
                return "Matrix Packing";
            default:
                UNREACHABLE();
                return "";
        }
    }
    
    LinkMismatchError LinkValidateInterfaceBlockFields(const sh::InterfaceBlockField &blockField1,
                                                       const sh::InterfaceBlockField &blockField2,
                                                       bool webglCompatibility,
                                                       std::string *mismatchedBlockFieldName)
    {
        if (blockField1.name != blockField2.name)
        {
            return LinkMismatchError::FIELD_NAME_MISMATCH;
        }
    
        // If webgl, validate precision of UBO fields, otherwise don't.  See Khronos bug 10287.
        LinkMismatchError linkError = Program::LinkValidateVariablesBase(
            blockField1, blockField2, webglCompatibility, true, mismatchedBlockFieldName);
        if (linkError != LinkMismatchError::NO_MISMATCH)
        {
            AddParentPrefix(blockField1.name, mismatchedBlockFieldName);
            return linkError;
        }
    
        if (blockField1.isRowMajorLayout != blockField2.isRowMajorLayout)
        {
            AddParentPrefix(blockField1.name, mismatchedBlockFieldName);
            return LinkMismatchError::MATRIX_PACKING_MISMATCH;
        }
    
        return LinkMismatchError::NO_MISMATCH;
    }
    
    LinkMismatchError AreMatchingInterfaceBlocks(const sh::InterfaceBlock &interfaceBlock1,
                                                 const sh::InterfaceBlock &interfaceBlock2,
                                                 bool webglCompatibility,
                                                 std::string *mismatchedBlockFieldName)
    {
        // validate blocks for the same member types
        if (interfaceBlock1.fields.size() != interfaceBlock2.fields.size())
        {
            return LinkMismatchError::FIELD_NUMBER_MISMATCH;
        }
        if (interfaceBlock1.arraySize != interfaceBlock2.arraySize)
        {
            return LinkMismatchError::ARRAY_SIZE_MISMATCH;
        }
        if (interfaceBlock1.layout != interfaceBlock2.layout ||
            interfaceBlock1.binding != interfaceBlock2.binding)
        {
            return LinkMismatchError::LAYOUT_QUALIFIER_MISMATCH;
        }
        const unsigned int numBlockMembers = static_cast<unsigned int>(interfaceBlock1.fields.size());
        for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
        {
            const sh::InterfaceBlockField &member1 = interfaceBlock1.fields[blockMemberIndex];
            const sh::InterfaceBlockField &member2 = interfaceBlock2.fields[blockMemberIndex];
    
            LinkMismatchError linkError = LinkValidateInterfaceBlockFields(
                member1, member2, webglCompatibility, mismatchedBlockFieldName);
            if (linkError != LinkMismatchError::NO_MISMATCH)
            {
                return linkError;
            }
        }
        return LinkMismatchError::NO_MISMATCH;
    }
    
    using ShaderInterfaceBlock = std::pair<ShaderType, const sh::InterfaceBlock *>;
    using InterfaceBlockMap    = std::map<std::string, ShaderInterfaceBlock>;
    
    void InitializeInterfaceBlockMap(const std::vector<sh::InterfaceBlock> &interfaceBlocks,
                                     ShaderType shaderType,
                                     InterfaceBlockMap *linkedInterfaceBlocks)
    {
        ASSERT(linkedInterfaceBlocks);
    
        for (const sh::InterfaceBlock &interfaceBlock : interfaceBlocks)
        {
            (*linkedInterfaceBlocks)[interfaceBlock.name] = std::make_pair(shaderType, &interfaceBlock);
        }
    }
    
    bool ValidateGraphicsInterfaceBlocksPerShader(
        const std::vector<sh::InterfaceBlock> &interfaceBlocksToLink,
        ShaderType shaderType,
        bool webglCompatibility,
        InterfaceBlockMap *linkedBlocks,
        InfoLog &infoLog)
    {
        ASSERT(linkedBlocks);
    
        for (const sh::InterfaceBlock &block : interfaceBlocksToLink)
        {
            const auto &entry = linkedBlocks->find(block.name);
            if (entry != linkedBlocks->end())
            {
                const sh::InterfaceBlock &linkedBlock = *(entry->second.second);
                std::string mismatchedStructFieldName;
                LinkMismatchError linkError = AreMatchingInterfaceBlocks(
                    block, linkedBlock, webglCompatibility, &mismatchedStructFieldName);
                if (linkError != LinkMismatchError::NO_MISMATCH)
                {
                    LogLinkMismatch(infoLog, block.name, GetInterfaceBlockTypeString(block.blockType),
                                    linkError, mismatchedStructFieldName, entry->second.first,
                                    shaderType);
                    return false;
                }
            }
            else
            {
                (*linkedBlocks)[block.name] = std::make_pair(shaderType, &block);
            }
        }
    
        return true;
    }
    
    bool ValidateInterfaceBlocksMatch(
        GLuint numShadersHasInterfaceBlocks,
        const ShaderMap<const std::vector<sh::InterfaceBlock> *> &shaderInterfaceBlocks,
        InfoLog &infoLog,
        bool webglCompatibility)
    {
        if (numShadersHasInterfaceBlocks < 2u)
        {
            return true;
        }
    
        ASSERT(!shaderInterfaceBlocks[ShaderType::Compute]);
    
        // Check that interface blocks defined in the graphics shaders are identical
    
        InterfaceBlockMap linkedInterfaceBlocks;
    
        bool interfaceBlockMapInitialized = false;
        for (ShaderType shaderType : kAllGraphicsShaderTypes)
        {
            if (!shaderInterfaceBlocks[shaderType])
            {
                continue;
            }
    
            if (!interfaceBlockMapInitialized)
            {
                InitializeInterfaceBlockMap(*shaderInterfaceBlocks[shaderType], shaderType,
                                            &linkedInterfaceBlocks);
                interfaceBlockMapInitialized = true;
            }
            else if (!ValidateGraphicsInterfaceBlocksPerShader(*shaderInterfaceBlocks[shaderType],
                                                               shaderType, webglCompatibility,
                                                               &linkedInterfaceBlocks, infoLog))
            {
                return false;
            }
        }
    
        return true;
    }
    
    }  // anonymous namespace
    
    const char *const g_fakepath = "C:\\fakepath";
    
    // InfoLog implementation.
    InfoLog::InfoLog()
    {
    }
    
    InfoLog::~InfoLog()
    {
    }
    
    size_t InfoLog::getLength() const
    {
        if (!mLazyStream)
        {
            return 0;
        }
    
        const std::string &logString = mLazyStream->str();
        return logString.empty() ? 0 : logString.length() + 1;
    }
    
    void InfoLog::getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
    {
        size_t index = 0;
    
        if (bufSize > 0)
        {
            const std::string logString(str());
    
            if (!logString.empty())
            {
                index = std::min(static_cast<size_t>(bufSize) - 1, logString.length());
                memcpy(infoLog, logString.c_str(), index);
            }
    
            infoLog[index] = '\0';
        }
    
        if (length)
        {
            *length = static_cast<GLsizei>(index);
        }
    }
    
    // append a santized message to the program info log.
    // The D3D compiler includes a fake file path in some of the warning or error
    // messages, so lets remove all occurrences of this fake file path from the log.
    void InfoLog::appendSanitized(const char *message)
    {
        ensureInitialized();
    
        std::string msg(message);
    
        size_t found;
        do
        {
            found = msg.find(g_fakepath);
            if (found != std::string::npos)
            {
                msg.erase(found, strlen(g_fakepath));
            }
        } while (found != std::string::npos);
    
        *mLazyStream << message << std::endl;
    }
    
    void InfoLog::reset()
    {
        if (mLazyStream)
        {
            mLazyStream.reset(nullptr);
        }
    }
    
    bool InfoLog::empty() const
    {
        if (!mLazyStream)
        {
            return true;
        }
    
        return mLazyStream->rdbuf()->in_avail() == 0;
    }
    
    void LogLinkMismatch(InfoLog &infoLog,
                         const std::string &variableName,
                         const char *variableType,
                         LinkMismatchError linkError,
                         const std::string &mismatchedStructOrBlockFieldName,
                         ShaderType shaderType1,
                         ShaderType shaderType2)
    {
        std::ostringstream stream;
        stream << GetLinkMismatchErrorString(linkError) << "s of " << variableType << " '"
               << variableName;
    
        if (!mismatchedStructOrBlockFieldName.empty())
        {
            stream << "' member '" << variableName << "." << mismatchedStructOrBlockFieldName;
        }
    
        stream << "' differ between " << GetShaderTypeString(shaderType1) << " and "
               << GetShaderTypeString(shaderType2) << " shaders.";
    
        infoLog << stream.str();
    }
    
    bool IsActiveInterfaceBlock(const sh::InterfaceBlock &interfaceBlock)
    {
        // Only 'packed' blocks are allowed to be considered inactive.
        return interfaceBlock.active || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED;
    }
    
    // VariableLocation implementation.
    VariableLocation::VariableLocation() : arrayIndex(0), index(kUnused), ignored(false)
    {
    }
    
    VariableLocation::VariableLocation(unsigned int arrayIndex, unsigned int index)
        : arrayIndex(arrayIndex), index(index), ignored(false)
    {
        ASSERT(arrayIndex != GL_INVALID_INDEX);
    }
    
    // SamplerBindings implementation.
    SamplerBinding::SamplerBinding(TextureType textureTypeIn, size_t elementCount, bool unreferenced)
        : textureType(textureTypeIn), boundTextureUnits(elementCount, 0), unreferenced(unreferenced)
    {
    }
    
    SamplerBinding::SamplerBinding(const SamplerBinding &other) = default;
    
    SamplerBinding::~SamplerBinding() = default;
    
    // ProgramBindings implementation.
    ProgramBindings::ProgramBindings()
    {
    }
    
    ProgramBindings::~ProgramBindings()
    {
    }
    
    void ProgramBindings::bindLocation(GLuint index, const std::string &name)
    {
        mBindings[name] = index;
    }
    
    int ProgramBindings::getBinding(const std::string &name) const
    {
        auto iter = mBindings.find(name);
        return (iter != mBindings.end()) ? iter->second : -1;
    }
    
    ProgramBindings::const_iterator ProgramBindings::begin() const
    {
        return mBindings.begin();
    }
    
    ProgramBindings::const_iterator ProgramBindings::end() const
    {
        return mBindings.end();
    }
    
    // ImageBinding implementation.
    ImageBinding::ImageBinding(size_t count) : boundImageUnits(count, 0)
    {
    }
    ImageBinding::ImageBinding(GLuint imageUnit, size_t count)
    {
        for (size_t index = 0; index < count; ++index)
        {
            boundImageUnits.push_back(imageUnit + static_cast<GLuint>(index));
        }
    }
    
    ImageBinding::ImageBinding(const ImageBinding &other) = default;
    
    ImageBinding::~ImageBinding() = default;
    
    // ProgramState implementation.
    ProgramState::ProgramState()
        : mLabel(),
          mAttachedShaders({}),
          mTransformFeedbackBufferMode(GL_INTERLEAVED_ATTRIBS),
          mMaxActiveAttribLocation(0),
          mSamplerUniformRange(0, 0),
          mImageUniformRange(0, 0),
          mAtomicCounterUniformRange(0, 0),
          mBinaryRetrieveableHint(false),
          mNumViews(-1),
          // [GL_EXT_geometry_shader] Table 20.22
          mGeometryShaderInputPrimitiveType(PrimitiveMode::Triangles),
          mGeometryShaderOutputPrimitiveType(PrimitiveMode::TriangleStrip),
          mGeometryShaderInvocations(1),
          mGeometryShaderMaxVertices(0)
    {
        mComputeShaderLocalSize.fill(1);
    }
    
    ProgramState::~ProgramState()
    {
        ASSERT(!hasAttachedShader());
    }
    
    const std::string &ProgramState::getLabel()
    {
        return mLabel;
    }
    
    Shader *ProgramState::getAttachedShader(ShaderType shaderType) const
    {
        ASSERT(shaderType != ShaderType::InvalidEnum);
        return mAttachedShaders[shaderType];
    }
    
    GLuint ProgramState::getUniformIndexFromName(const std::string &name) const
    {
        return GetResourceIndexFromName(mUniforms, name);
    }
    
    GLuint ProgramState::getBufferVariableIndexFromName(const std::string &name) const
    {
        return GetResourceIndexFromName(mBufferVariables, name);
    }
    
    GLuint ProgramState::getUniformIndexFromLocation(GLint location) const
    {
        ASSERT(location >= 0 && static_cast<size_t>(location) < mUniformLocations.size());
        return mUniformLocations[location].index;
    }
    
    Optional<GLuint> ProgramState::getSamplerIndex(GLint location) const
    {
        GLuint index = getUniformIndexFromLocation(location);
        if (!isSamplerUniformIndex(index))
        {
            return Optional<GLuint>::Invalid();
        }
    
        return getSamplerIndexFromUniformIndex(index);
    }
    
    bool ProgramState::isSamplerUniformIndex(GLuint index) const
    {
        return mSamplerUniformRange.contains(index);
    }
    
    GLuint ProgramState::getSamplerIndexFromUniformIndex(GLuint uniformIndex) const
    {
        ASSERT(isSamplerUniformIndex(uniformIndex));
        return uniformIndex - mSamplerUniformRange.low();
    }
    
    GLuint ProgramState::getAttributeLocation(const std::string &name) const
    {
        for (const sh::Attribute &attribute : mAttributes)
        {
            if (attribute.name == name)
            {
                return attribute.location;
            }
        }
    
        return static_cast<GLuint>(-1);
    }
    
    bool ProgramState::hasAttachedShader() const
    {
        for (const Shader *shader : mAttachedShaders)
        {
            if (shader)
            {
                return true;
            }
        }
        return false;
    }
    
    Program::Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle)
        : mProgram(factory->createProgram(mState)),
          mValidated(false),
          mLinked(false),
          mDeleteStatus(false),
          mRefCount(0),
          mResourceManager(manager),
          mHandle(handle)
    {
        ASSERT(mProgram);
    
        unlink();
    }
    
    Program::~Program()
    {
        ASSERT(!mProgram);
    }
    
    void Program::onDestroy(const Context *context)
    {
        for (ShaderType shaderType : AllShaderTypes())
        {
            if (mState.mAttachedShaders[shaderType])
            {
                mState.mAttachedShaders[shaderType]->release(context);
                mState.mAttachedShaders[shaderType] = nullptr;
            }
        }
    
        // TODO(jmadill): Handle error in the Context. http://anglebug.com/2491
        ANGLE_SWALLOW_ERR(mProgram->destroy(context));
    
        ASSERT(!mState.hasAttachedShader());
        SafeDelete(mProgram);
    
        delete this;
    }
    
    void Program::setLabel(const std::string &label)
    {
        mState.mLabel = label;
    }
    
    const std::string &Program::getLabel() const
    {
        return mState.mLabel;
    }
    
    void Program::attachShader(Shader *shader)
    {
        ShaderType shaderType = shader->getType();
        ASSERT(shaderType != ShaderType::InvalidEnum);
    
        mState.mAttachedShaders[shaderType] = shader;
        mState.mAttachedShaders[shaderType]->addRef();
    }
    
    void Program::detachShader(const Context *context, Shader *shader)
    {
        ShaderType shaderType = shader->getType();
        ASSERT(shaderType != ShaderType::InvalidEnum);
    
        ASSERT(mState.mAttachedShaders[shaderType] == shader);
        shader->release(context);
        mState.mAttachedShaders[shaderType] = nullptr;
    }
    
    int Program::getAttachedShadersCount() const
    {
        int numAttachedShaders = 0;
        for (const Shader *shader : mState.mAttachedShaders)
        {
            if (shader)
            {
                ++numAttachedShaders;
            }
        }
    
        return numAttachedShaders;
    }
    
    const Shader *Program::getAttachedShader(ShaderType shaderType) const
    {
        return mState.getAttachedShader(shaderType);
    }
    
    void Program::bindAttributeLocation(GLuint index, const char *name)
    {
        mAttributeBindings.bindLocation(index, name);
    }
    
    void Program::bindUniformLocation(GLuint index, const char *name)
    {
        mUniformLocationBindings.bindLocation(index, name);
    }
    
    void Program::bindFragmentInputLocation(GLint index, const char *name)
    {
        mFragmentInputBindings.bindLocation(index, name);
    }
    
    BindingInfo Program::getFragmentInputBindingInfo(const Context *context, GLint index) const
    {
        BindingInfo ret;
        ret.type  = GL_NONE;
        ret.valid = false;
    
        Shader *fragmentShader = mState.getAttachedShader(ShaderType::Fragment);
        ASSERT(fragmentShader);
    
        // Find the actual fragment shader varying we're interested in
        const std::vector<sh::Varying> &inputs = fragmentShader->getInputVaryings(context);
    
        for (const auto &binding : mFragmentInputBindings)
        {
            if (binding.second != static_cast<GLuint>(index))
                continue;
    
            ret.valid = true;
    
            size_t nameLengthWithoutArrayIndex;
            unsigned int arrayIndex = ParseArrayIndex(binding.first, &nameLengthWithoutArrayIndex);
    
            for (const auto &in : inputs)
            {
                if (in.name.length() == nameLengthWithoutArrayIndex &&
                    angle::BeginsWith(in.name, binding.first, nameLengthWithoutArrayIndex))
                {
                    if (in.isArray())
                    {
                        // The client wants to bind either "name" or "name[0]".
                        // GL ES 3.1 spec refers to active array names with language such as:
                        // "if the string identifies the base name of an active array, where the
                        // string would exactly match the name of the variable if the suffix "[0]"
                        // were appended to the string".
                        if (arrayIndex == GL_INVALID_INDEX)
                            arrayIndex = 0;
    
                        ret.name = in.mappedName + "[" + ToString(arrayIndex) + "]";
                    }
                    else
                    {
                        ret.name = in.mappedName;
                    }
                    ret.type = in.type;
                    return ret;
                }
            }
        }
    
        return ret;
    }
    
    void Program::pathFragmentInputGen(const Context *context,
                                       GLint index,
                                       GLenum genMode,
                                       GLint components,
                                       const GLfloat *coeffs)
    {
        // If the location is -1 then the command is silently ignored
        if (index == -1)
            return;
    
        const auto &binding = getFragmentInputBindingInfo(context, index);
    
        // If the input doesn't exist then then the command is silently ignored
        // This could happen through optimization for example, the shader translator
        // decides that a variable is not actually being used and optimizes it away.
        if (binding.name.empty())
            return;
    
        mProgram->setPathFragmentInputGen(binding.name, genMode, components, coeffs);
    }
    
    // The attached shaders are checked for linking errors by matching up their variables.
    // Uniform, input and output variables get collected.
    // The code gets compiled into binaries.
    Error Program::link(const gl::Context *context)
    {
        const auto &data = context->getContextState();
    
        auto *platform   = ANGLEPlatformCurrent();
        double startTime = platform->currentTime(platform);
    
        unlink();
        mInfoLog.reset();
    
        // Validate we have properly attached shaders before checking the cache.
        if (!linkValidateShaders(context, mInfoLog))
        {
            return NoError();
        }
    
        ProgramHash programHash;
        MemoryProgramCache *cache = context->getMemoryProgramCache();
        if (cache)
        {
            ANGLE_TRY_RESULT(cache->getProgram(context, this, &mState, &programHash), mLinked);
            ANGLE_HISTOGRAM_BOOLEAN("GPU.ANGLE.ProgramCache.LoadBinarySuccess", mLinked);
        }
    
        if (mLinked)
        {
            double delta = platform->currentTime(platform) - startTime;
            int us       = static_cast<int>(delta * 1000000.0);
            ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheHitTimeUS", us);
            return NoError();
        }
    
        // Cache load failed, fall through to normal linking.
        unlink();
    
        // Re-link shaders after the unlink call.
        ASSERT(linkValidateShaders(context, mInfoLog));
    
        if (mState.mAttachedShaders[ShaderType::Compute])
        {
            ProgramLinkedResources resources = {
                {0, PackMode::ANGLE_RELAXED},
                {&mState.mUniformBlocks, &mState.mUniforms},
                {&mState.mShaderStorageBlocks, &mState.mBufferVariables},
                {&mState.mAtomicCounterBuffers},
                {}};
    
            GLuint combinedImageUniforms = 0u;
            if (!linkUniforms(context, mInfoLog, mUniformLocationBindings, &combinedImageUniforms,
                              &resources.unusedUniforms))
            {
                return NoError();
            }
    
            GLuint combinedShaderStorageBlocks = 0u;
            if (!linkInterfaceBlocks(context, mInfoLog, &combinedShaderStorageBlocks))
            {
                return NoError();
            }
    
            // [OpenGL ES 3.1] Chapter 8.22 Page 203:
            // A link error will be generated if the sum of the number of active image uniforms used in
            // all shaders, the number of active shader storage blocks, and the number of active
            // fragment shader outputs exceeds the implementation-dependent value of
            // MAX_COMBINED_SHADER_OUTPUT_RESOURCES.
            if (combinedImageUniforms + combinedShaderStorageBlocks >
                context->getCaps().maxCombinedShaderOutputResources)
            {
                mInfoLog
                    << "The sum of the number of active image uniforms, active shader storage blocks "
                       "and active fragment shader outputs exceeds "
                       "MAX_COMBINED_SHADER_OUTPUT_RESOURCES ("
                    << context->getCaps().maxCombinedShaderOutputResources << ")";
                return NoError();
            }
    
            InitUniformBlockLinker(context, mState, &resources.uniformBlockLinker);
            InitShaderStorageBlockLinker(context, mState, &resources.shaderStorageBlockLinker);
    
            ANGLE_TRY_RESULT(mProgram->link(context, resources, mInfoLog), mLinked);
            if (!mLinked)
            {
                return NoError();
            }
        }
        else
        {
            // Map the varyings to the register file
            // In WebGL, we use a slightly different handling for packing variables.
            gl::PackMode packMode = PackMode::ANGLE_RELAXED;
            if (data.getLimitations().noFlexibleVaryingPacking)
            {
                // D3D9 pack mode is strictly more strict than WebGL, so takes priority.
                packMode = PackMode::ANGLE_NON_CONFORMANT_D3D9;
            }
            else if (data.getExtensions().webglCompatibility)
            {
                packMode = PackMode::WEBGL_STRICT;
            }
    
            ProgramLinkedResources resources = {
                {data.getCaps().maxVaryingVectors, packMode},
                {&mState.mUniformBlocks, &mState.mUniforms},
                {&mState.mShaderStorageBlocks, &mState.mBufferVariables},
                {&mState.mAtomicCounterBuffers},
                {}};
    
            if (!linkAttributes(context, mInfoLog))
            {
                return NoError();
            }
    
            if (!linkVaryings(context, mInfoLog))
            {
                return NoError();
            }
    
            GLuint combinedImageUniforms = 0u;
            if (!linkUniforms(context, mInfoLog, mUniformLocationBindings, &combinedImageUniforms,
                              &resources.unusedUniforms))
            {
                return NoError();
            }
    
            GLuint combinedShaderStorageBlocks = 0u;
            if (!linkInterfaceBlocks(context, mInfoLog, &combinedShaderStorageBlocks))
            {
                return NoError();
            }
    
            if (!linkValidateGlobalNames(context, mInfoLog))
            {
                return NoError();
            }
    
            if (!linkOutputVariables(context, combinedImageUniforms, combinedShaderStorageBlocks))
            {
                return NoError();
            }
    
            const auto &mergedVaryings = getMergedVaryings(context);
    
            ASSERT(mState.mAttachedShaders[ShaderType::Vertex]);
            mState.mNumViews = mState.mAttachedShaders[ShaderType::Vertex]->getNumViews(context);
    
            InitUniformBlockLinker(context, mState, &resources.uniformBlockLinker);
            InitShaderStorageBlockLinker(context, mState, &resources.shaderStorageBlockLinker);
    
            if (!linkValidateTransformFeedback(context, mInfoLog, mergedVaryings, context->getCaps()))
            {
                return NoError();
            }
    
            if (!resources.varyingPacking.collectAndPackUserVaryings(
                    mInfoLog, mergedVaryings, mState.getTransformFeedbackVaryingNames()))
            {
                return NoError();
            }
    
            ANGLE_TRY_RESULT(mProgram->link(context, resources, mInfoLog), mLinked);
            if (!mLinked)
            {
                return NoError();
            }
    
            gatherTransformFeedbackVaryings(mergedVaryings);
        }
    
        initInterfaceBlockBindings();
    
        setUniformValuesFromBindingQualifiers();
    
        // According to GLES 3.0/3.1 spec for LinkProgram and UseProgram,
        // Only successfully linked program can replace the executables.
        ASSERT(mLinked);
        updateLinkedShaderStages();
    
        // Mark implementation-specific unreferenced uniforms as ignored.
        mProgram->markUnusedUniformLocations(&mState.mUniformLocations, &mState.mSamplerBindings);
    
        // Save to the program cache.
        if (cache && (mState.mLinkedTransformFeedbackVaryings.empty() ||
                      !context->getWorkarounds().disableProgramCachingForTransformFeedback))
        {
            cache->putProgram(programHash, context, this);
        }
    
        double delta = platform->currentTime(platform) - startTime;
        int us       = static_cast<int>(delta * 1000000.0);
        ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheMissTimeUS", us);
    
        return NoError();
    }
    
    void Program::updateLinkedShaderStages()
    {
        mState.mLinkedShaderStages.reset();
    
        for (const Shader *shader : mState.mAttachedShaders)
        {
            if (shader)
            {
                mState.mLinkedShaderStages.set(shader->getType());
            }
        }
    }
    
    void ProgramState::updateTransformFeedbackStrides()
    {
        if (mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS)
        {
            mTransformFeedbackStrides.resize(1);
            size_t totalSize = 0;
            for (auto &varying : mLinkedTransformFeedbackVaryings)
            {
                totalSize += varying.size() * VariableExternalSize(varying.type);
            }
            mTransformFeedbackStrides[0] = static_cast<GLsizei>(totalSize);
        }
        else
        {
            mTransformFeedbackStrides.resize(mLinkedTransformFeedbackVaryings.size());
            for (size_t i = 0; i < mLinkedTransformFeedbackVaryings.size(); i++)
            {
                auto &varying = mLinkedTransformFeedbackVaryings[i];
                mTransformFeedbackStrides[i] =
                    static_cast<GLsizei>(varying.size() * VariableExternalSize(varying.type));
            }
        }
    }
    
    // Returns the program object to an unlinked state, before re-linking, or at destruction
    void Program::unlink()
    {
        mState.mAttributes.clear();
        mState.mAttributesTypeMask.reset();
        mState.mAttributesMask.reset();
        mState.mActiveAttribLocationsMask.reset();
        mState.mMaxActiveAttribLocation = 0;
        mState.mLinkedTransformFeedbackVaryings.clear();
        mState.mUniforms.clear();
        mState.mUniformLocations.clear();
        mState.mUniformBlocks.clear();
        mState.mActiveUniformBlockBindings.reset();
        mState.mAtomicCounterBuffers.clear();
        mState.mOutputVariables.clear();
        mState.mOutputLocations.clear();
        mState.mOutputVariableTypes.clear();
        mState.mDrawBufferTypeMask.reset();
        mState.mActiveOutputVariables.reset();
        mState.mComputeShaderLocalSize.fill(1);
        mState.mSamplerBindings.clear();
        mState.mImageBindings.clear();
        mState.mNumViews                          = -1;
        mState.mGeometryShaderInputPrimitiveType  = PrimitiveMode::Triangles;
        mState.mGeometryShaderOutputPrimitiveType = PrimitiveMode::TriangleStrip;
        mState.mGeometryShaderInvocations         = 1;
        mState.mGeometryShaderMaxVertices         = 0;
    
        mValidated = false;
    
        mLinked = false;
        mInfoLog.reset();
    }
    
    bool Program::hasLinkedShaderStage(ShaderType shaderType) const
    {
        ASSERT(shaderType != ShaderType::InvalidEnum);
        return mState.mLinkedShaderStages[shaderType];
    }
    
    Error Program::loadBinary(const Context *context,
                              GLenum binaryFormat,
                              const void *binary,
                              GLsizei length)
    {
        unlink();
    
    #if ANGLE_PROGRAM_BINARY_LOAD != ANGLE_ENABLED
        return NoError();
    #else
        ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE);
        if (binaryFormat != GL_PROGRAM_BINARY_ANGLE)
        {
            mInfoLog << "Invalid program binary format.";
            return NoError();
        }
    
        const uint8_t *bytes = reinterpret_cast<const uint8_t *>(binary);
        ANGLE_TRY_RESULT(
            MemoryProgramCache::Deserialize(context, this, &mState, bytes, length, mInfoLog), mLinked);
    
        // Currently we require the full shader text to compute the program hash.
        // TODO(jmadill): Store the binary in the internal program cache.
    
        return NoError();
    #endif  // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
    }
    
    Error Program::saveBinary(const Context *context,
                              GLenum *binaryFormat,
                              void *binary,
                              GLsizei bufSize,
                              GLsizei *length) const
    {
        if (binaryFormat)
        {
            *binaryFormat = GL_PROGRAM_BINARY_ANGLE;
        }
    
        angle::MemoryBuffer memoryBuf;
        MemoryProgramCache::Serialize(context, this, &memoryBuf);
    
        GLsizei streamLength       = static_cast<GLsizei>(memoryBuf.size());
        const uint8_t *streamState = memoryBuf.data();
    
        if (streamLength > bufSize)
        {
            if (length)
            {
                *length = 0;
            }
    
            // TODO: This should be moved to the validation layer but computing the size of the binary
            // before saving it causes the save to happen twice.  It may be possible to write the binary
            // to a separate buffer, validate sizes and then copy it.
            return InternalError();
        }
    
        if (binary)
        {
            char *ptr = reinterpret_cast<char *>(binary);
    
            memcpy(ptr, streamState, streamLength);
            ptr += streamLength;
    
            ASSERT(ptr - streamLength == binary);
        }
    
        if (length)
        {
            *length = streamLength;
        }
    
        return NoError();
    }
    
    GLint Program::getBinaryLength(const Context *context) const
    {
        if (!mLinked)
        {
            return 0;
        }
    
        GLint length;
        Error error = saveBinary(context, nullptr, nullptr, std::numeric_limits<GLint>::max(), &length);
        if (error.isError())
        {
            return 0;
        }
    
        return length;
    }
    
    void Program::setBinaryRetrievableHint(bool retrievable)
    {
        // TODO(jmadill) : replace with dirty bits
        mProgram->setBinaryRetrievableHint(retrievable);
        mState.mBinaryRetrieveableHint = retrievable;
    }
    
    bool Program::getBinaryRetrievableHint() const
    {
        return mState.mBinaryRetrieveableHint;
    }
    
    void Program::setSeparable(bool separable)
    {
        // TODO(yunchao) : replace with dirty bits
        if (mState.mSeparable != separable)
        {
            mProgram->setSeparable(separable);
            mState.mSeparable = separable;
        }
    }
    
    bool Program::isSeparable() const
    {
        return mState.mSeparable;
    }
    
    void Program::release(const Context *context)
    {
        mRefCount--;
    
        if (mRefCount == 0 && mDeleteStatus)
        {
            mResourceManager->deleteProgram(context, mHandle);
        }
    }
    
    void Program::addRef()
    {
        mRefCount++;
    }
    
    unsigned int Program::getRefCount() const
    {
        return mRefCount;
    }
    
    int Program::getInfoLogLength() const
    {
        return static_cast<int>(mInfoLog.getLength());
    }
    
    void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
    {
        return mInfoLog.getLog(bufSize, length, infoLog);
    }
    
    void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const
    {
        int total = 0;
    
        for (const Shader *shader : mState.mAttachedShaders)
        {
            if (shader && (total < maxCount))
            {
                shaders[total] = shader->getHandle();
                ++total;
            }
        }
    
        if (count)
        {
            *count = total;
        }
    }
    
    GLuint Program::getAttributeLocation(const std::string &name) const
    {
        return mState.getAttributeLocation(name);
    }
    
    bool Program::isAttribLocationActive(size_t attribLocation) const
    {
        ASSERT(attribLocation < mState.mActiveAttribLocationsMask.size());
        return mState.mActiveAttribLocationsMask[attribLocation];
    }
    
    void Program::getActiveAttribute(GLuint index,
                                     GLsizei bufsize,
                                     GLsizei *length,
                                     GLint *size,
                                     GLenum *type,
                                     GLchar *name) const
    {
        if (!mLinked)
        {
            if (bufsize > 0)
            {
                name[0] = '\0';
            }
    
            if (length)
            {
                *length = 0;
            }
    
            *type = GL_NONE;
            *size = 1;
            return;
        }
    
        ASSERT(index < mState.mAttributes.size());
        const sh::Attribute &attrib = mState.mAttributes[index];
    
        if (bufsize > 0)
        {
            CopyStringToBuffer(name, attrib.name, bufsize, length);
        }
    
        // Always a single 'type' instance
        *size = 1;
        *type = attrib.type;
    }
    
    GLint Program::getActiveAttributeCount() const
    {
        if (!mLinked)
        {
            return 0;
        }
    
        return static_cast<GLint>(mState.mAttributes.size());
    }
    
    GLint Program::getActiveAttributeMaxLength() const
    {
        if (!mLinked)
        {
            return 0;
        }
    
        size_t maxLength = 0;
    
        for (const sh::Attribute &attrib : mState.mAttributes)
        {
            maxLength = std::max(attrib.name.length() + 1, maxLength);
        }
    
        return static_cast<GLint>(maxLength);
    }
    
    GLuint Program::getInputResourceIndex(const GLchar *name) const
    {
        return GetResourceIndexFromName(mState.mAttributes, std::string(name));
    }
    
    GLuint Program::getOutputResourceIndex(const GLchar *name) const
    {
        return GetResourceIndexFromName(mState.mOutputVariables, std::string(name));
    }
    
    size_t Program::getOutputResourceCount() const
    {
        return (mLinked ? mState.mOutputVariables.size() : 0);
    }
    
    template <typename T>
    void Program::getResourceName(GLuint index,
                                  const std::vector<T> &resources,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  GLchar *name) const
    {
        if (length)
        {
            *length = 0;
        }
    
        if (!mLinked)
        {
            if (bufSize > 0)
            {
                name[0] = '\0';
            }
            return;
        }
        ASSERT(index < resources.size());
        const auto &resource = resources[index];
    
        if (bufSize > 0)
        {
            CopyStringToBuffer(name, resource.name, bufSize, length);
        }
    }
    
    void Program::getInputResourceName(GLuint index,
                                       GLsizei bufSize,
                                       GLsizei *length,
                                       GLchar *name) const
    {
        getResourceName(index, mState.mAttributes, bufSize, length, name);
    }
    
    void Program::getOutputResourceName(GLuint index,
                                        GLsizei bufSize,
                                        GLsizei *length,
                                        GLchar *name) const
    {
        getResourceName(index, mState.mOutputVariables, bufSize, length, name);
    }
    
    void Program::getUniformResourceName(GLuint index,
                                         GLsizei bufSize,
                                         GLsizei *length,
                                         GLchar *name) const
    {
        getResourceName(index, mState.mUniforms, bufSize, length, name);
    }
    
    void Program::getBufferVariableResourceName(GLuint index,
                                                GLsizei bufSize,
                                                GLsizei *length,
                                                GLchar *name) const
    {
        getResourceName(index, mState.mBufferVariables, bufSize, length, name);
    }
    
    const sh::Attribute &Program::getInputResource(GLuint index) const
    {
        ASSERT(index < mState.mAttributes.size());
        return mState.mAttributes[index];
    }
    
    const sh::OutputVariable &Program::getOutputResource(GLuint index) const
    {
        ASSERT(index < mState.mOutputVariables.size());
        return mState.mOutputVariables[index];
    }
    
    GLint Program::getFragDataLocation(const std::string &name) const
    {
        return GetVariableLocation(mState.mOutputVariables, mState.mOutputLocations, name);
    }
    
    void Program::getActiveUniform(GLuint index,
                                   GLsizei bufsize,
                                   GLsizei *length,
                                   GLint *size,
                                   GLenum *type,
                                   GLchar *name) const
    {
        if (mLinked)
        {
            // index must be smaller than getActiveUniformCount()
            ASSERT(index < mState.mUniforms.size());
            const LinkedUniform &uniform = mState.mUniforms[index];
    
            if (bufsize > 0)
            {
                std::string string = uniform.name;
                CopyStringToBuffer(name, string, bufsize, length);
            }
    
            *size = clampCast<GLint>(uniform.getBasicTypeElementCount());
            *type = uniform.type;
        }
        else
        {
            if (bufsize > 0)
            {
                name[0] = '\0';
            }
    
            if (length)
            {
                *length = 0;
            }
    
            *size = 0;
            *type = GL_NONE;
        }
    }
    
    GLint Program::getActiveUniformCount() const
    {
        if (mLinked)
        {
            return static_cast<GLint>(mState.mUniforms.size());
        }
        else
        {
            return 0;
        }
    }
    
    size_t Program::getActiveBufferVariableCount() const
    {
        return mLinked ? mState.mBufferVariables.size() : 0;
    }
    
    GLint Program::getActiveUniformMaxLength() const
    {
        size_t maxLength = 0;
    
        if (mLinked)
        {
            for (const LinkedUniform &uniform : mState.mUniforms)
            {
                if (!uniform.name.empty())
                {
                    size_t length = uniform.name.length() + 1u;
                    if (uniform.isArray())
                    {
                        length += 3;  // Counting in "[0]".
                    }
                    maxLength = std::max(length, maxLength);
                }
            }
        }
    
        return static_cast<GLint>(maxLength);
    }
    
    bool Program::isValidUniformLocation(GLint location) const
    {
        ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size()));
        return (location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size() &&
                mState.mUniformLocations[static_cast<size_t>(location)].used());
    }
    
    const LinkedUniform &Program::getUniformByLocation(GLint location) const
    {
        ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
        return mState.mUniforms[mState.getUniformIndexFromLocation(location)];
    }
    
    const VariableLocation &Program::getUniformLocation(GLint location) const
    {
        ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
        return mState.mUniformLocations[location];
    }
    
    const BufferVariable &Program::getBufferVariableByIndex(GLuint index) const
    {
        ASSERT(index < static_cast<size_t>(mState.mBufferVariables.size()));
        return mState.mBufferVariables[index];
    }
    
    GLint Program::getUniformLocation(const std::string &name) const
    {
        return GetVariableLocation(mState.mUniforms, mState.mUniformLocations, name);
    }
    
    GLuint Program::getUniformIndex(const std::string &name) const
    {
        return mState.getUniformIndexFromName(name);
    }
    
    void Program::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
        mProgram->setUniform1fv(location, clampedCount, v);
    }
    
    void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
        mProgram->setUniform2fv(location, clampedCount, v);
    }
    
    void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
        mProgram->setUniform3fv(location, clampedCount, v);
    }
    
    void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
        mProgram->setUniform4fv(location, clampedCount, v);
    }
    
    Program::SetUniformResult Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
    
        mProgram->setUniform1iv(location, clampedCount, v);
    
        if (mState.isSamplerUniformIndex(locationInfo.index))
        {
            updateSamplerUniform(locationInfo, clampedCount, v);
            return SetUniformResult::SamplerChanged;
        }
    
        return SetUniformResult::NoSamplerChange;
    }
    
    void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
        mProgram->setUniform2iv(location, clampedCount, v);
    }
    
    void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
        mProgram->setUniform3iv(location, clampedCount, v);
    }
    
    void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
        mProgram->setUniform4iv(location, clampedCount, v);
    }
    
    void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
        mProgram->setUniform1uiv(location, clampedCount, v);
    }
    
    void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
        mProgram->setUniform2uiv(location, clampedCount, v);
    }
    
    void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
        mProgram->setUniform3uiv(location, clampedCount, v);
    }
    
    void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
        mProgram->setUniform4uiv(location, clampedCount, v);
    }
    
    void Program::setUniformMatrix2fv(GLint location,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<2, 2>(location, count, transpose, v);
        mProgram->setUniformMatrix2fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix3fv(GLint location,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<3, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix3fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix4fv(GLint location,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<4, 4>(location, count, transpose, v);
        mProgram->setUniformMatrix4fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix2x3fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<2, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix2x3fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix2x4fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<2, 4>(location, count, transpose, v);
        mProgram->setUniformMatrix2x4fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix3x2fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<3, 2>(location, count, transpose, v);
        mProgram->setUniformMatrix3x2fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix3x4fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<3, 4>(location, count, transpose, v);
        mProgram->setUniformMatrix3x4fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix4x2fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<4, 2>(location, count, transpose, v);
        mProgram->setUniformMatrix4x2fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix4x3fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<4, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix4x3fv(location, clampedCount, transpose, v);
    }
    
    GLuint Program::getSamplerUniformBinding(const VariableLocation &uniformLocation) const
    {
        GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(uniformLocation.index);
        const std::vector<GLuint> &boundTextureUnits =
            mState.mSamplerBindings[samplerIndex].boundTextureUnits;
        return boundTextureUnits[uniformLocation.arrayIndex];
    }
    
    void Program::getUniformfv(const Context *context, GLint location, GLfloat *v) const
    {
        const VariableLocation &uniformLocation = mState.getUniformLocations()[location];
        const LinkedUniform &uniform            = mState.getUniforms()[uniformLocation.index];
    
        if (uniform.isSampler())
        {
            *v = static_cast<GLfloat>(getSamplerUniformBinding(uniformLocation));
            return;
        }
    
        const GLenum nativeType = gl::VariableComponentType(uniform.type);
        if (nativeType == GL_FLOAT)
        {
            mProgram->getUniformfv(context, location, v);
        }
        else
        {
            getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type));
        }
    }
    
    void Program::getUniformiv(const Context *context, GLint location, GLint *v) const
    {
        const VariableLocation &uniformLocation = mState.getUniformLocations()[location];
        const LinkedUniform &uniform            = mState.getUniforms()[uniformLocation.index];
    
        if (uniform.isSampler())
        {
            *v = static_cast<GLint>(getSamplerUniformBinding(uniformLocation));
            return;
        }
    
        const GLenum nativeType = gl::VariableComponentType(uniform.type);
        if (nativeType == GL_INT || nativeType == GL_BOOL)
        {
            mProgram->getUniformiv(context, location, v);
        }
        else
        {
            getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type));
        }
    }
    
    void Program::getUniformuiv(const Context *context, GLint location, GLuint *v) const
    {
        const VariableLocation &uniformLocation = mState.getUniformLocations()[location];
        const LinkedUniform &uniform            = mState.getUniforms()[uniformLocation.index];
    
        if (uniform.isSampler())
        {
            *v = getSamplerUniformBinding(uniformLocation);
            return;
        }
    
        const GLenum nativeType = VariableComponentType(uniform.type);
        if (nativeType == GL_UNSIGNED_INT)
        {
            mProgram->getUniformuiv(context, location, v);
        }
        else
        {
            getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type));
        }
    }
    
    void Program::flagForDeletion()
    {
        mDeleteStatus = true;
    }
    
    bool Program::isFlaggedForDeletion() const
    {
        return mDeleteStatus;
    }
    
    void Program::validate(const Caps &caps)
    {
        mInfoLog.reset();
    
        if (mLinked)
        {
            mValidated = ConvertToBool(mProgram->validate(caps, &mInfoLog));
        }
        else
        {
            mInfoLog << "Program has not been successfully linked.";
        }
    }
    
    bool Program::validateSamplers(InfoLog *infoLog, const Caps &caps)
    {
        // Skip cache if we're using an infolog, so we get the full error.
        // Also skip the cache if the sample mapping has changed, or if we haven't ever validated.
        if (infoLog == nullptr && mCachedValidateSamplersResult.valid())
        {
            return mCachedValidateSamplersResult.value();
        }
    
        if (mTextureUnitTypesCache.empty())
        {
            mTextureUnitTypesCache.resize(caps.maxCombinedTextureImageUnits, TextureType::InvalidEnum);
        }
        else
        {
            std::fill(mTextureUnitTypesCache.begin(), mTextureUnitTypesCache.end(),
                      TextureType::InvalidEnum);
        }
    
        // if any two active samplers in a program are of different types, but refer to the same
        // texture image unit, and this is the current program, then ValidateProgram will fail, and
        // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
        for (const auto &samplerBinding : mState.mSamplerBindings)
        {
            if (samplerBinding.unreferenced)
                continue;
    
            TextureType textureType = samplerBinding.textureType;
    
            for (GLuint textureUnit : samplerBinding.boundTextureUnits)
            {
                if (textureUnit >= caps.maxCombinedTextureImageUnits)
                {
                    if (infoLog)
                    {
                        (*infoLog) << "Sampler uniform (" << textureUnit
                                   << ") exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ("
                                   << caps.maxCombinedTextureImageUnits << ")";
                    }
    
                    mCachedValidateSamplersResult = false;
                    return false;
                }
    
                if (mTextureUnitTypesCache[textureUnit] != TextureType::InvalidEnum)
                {
                    if (textureType != mTextureUnitTypesCache[textureUnit])
                    {
                        if (infoLog)
                        {
                            (*infoLog) << "Samplers of conflicting types refer to the same texture "
                                          "image unit ("
                                       << textureUnit << ").";
                        }
    
                        mCachedValidateSamplersResult = false;
                        return false;
                    }
                }
                else
                {
                    mTextureUnitTypesCache[textureUnit] = textureType;
                }
            }
        }
    
        mCachedValidateSamplersResult = true;
        return true;
    }
    
    bool Program::isValidated() const
    {
        return mValidated;
    }
    
    GLuint Program::getActiveUniformBlockCount() const
    {
        return static_cast<GLuint>(mState.mUniformBlocks.size());
    }
    
    GLuint Program::getActiveAtomicCounterBufferCount() const
    {
        return static_cast<GLuint>(mState.mAtomicCounterBuffers.size());
    }
    
    GLuint Program::getActiveShaderStorageBlockCount() const
    {
        return static_cast<GLuint>(mState.mShaderStorageBlocks.size());
    }
    
    void Program::getActiveUniformBlockName(const GLuint blockIndex,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLchar *blockName) const
    {
        GetInterfaceBlockName(blockIndex, mState.mUniformBlocks, bufSize, length, blockName);
    }
    
    void Program::getActiveShaderStorageBlockName(const GLuint blockIndex,
                                                  GLsizei bufSize,
                                                  GLsizei *length,
                                                  GLchar *blockName) const
    {
    
        GetInterfaceBlockName(blockIndex, mState.mShaderStorageBlocks, bufSize, length, blockName);
    }
    
    template <typename T>
    GLint Program::getActiveInterfaceBlockMaxNameLength(const std::vector<T> &resources) const
    {
        int maxLength = 0;
    
        if (mLinked)
        {
            for (const T &resource : resources)
            {
                if (!resource.name.empty())
                {
                    int length = static_cast<int>(resource.nameWithArrayIndex().length());
                    maxLength  = std::max(length + 1, maxLength);
                }
            }
        }
    
        return maxLength;
    }
    
    GLint Program::getActiveUniformBlockMaxNameLength() const
    {
        return getActiveInterfaceBlockMaxNameLength(mState.mUniformBlocks);
    }
    
    GLint Program::getActiveShaderStorageBlockMaxNameLength() const
    {
        return getActiveInterfaceBlockMaxNameLength(mState.mShaderStorageBlocks);
    }
    
    GLuint Program::getUniformBlockIndex(const std::string &name) const
    {
        return GetInterfaceBlockIndex(mState.mUniformBlocks, name);
    }
    
    GLuint Program::getShaderStorageBlockIndex(const std::string &name) const
    {
        return GetInterfaceBlockIndex(mState.mShaderStorageBlocks, name);
    }
    
    const InterfaceBlock &Program::getUniformBlockByIndex(GLuint index) const
    {
        ASSERT(index < static_cast<GLuint>(mState.mUniformBlocks.size()));
        return mState.mUniformBlocks[index];
    }
    
    const InterfaceBlock &Program::getShaderStorageBlockByIndex(GLuint index) const
    {
        ASSERT(index < static_cast<GLuint>(mState.mShaderStorageBlocks.size()));
        return mState.mShaderStorageBlocks[index];
    }
    
    void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
    {
        mState.mUniformBlocks[uniformBlockIndex].binding = uniformBlockBinding;
        mState.mActiveUniformBlockBindings.set(uniformBlockIndex, uniformBlockBinding != 0);
        mProgram->setUniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
    }
    
    GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const
    {
        return mState.getUniformBlockBinding(uniformBlockIndex);
    }
    
    GLuint Program::getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const
    {
        return mState.getShaderStorageBlockBinding(shaderStorageBlockIndex);
    }
    
    void Program::setTransformFeedbackVaryings(GLsizei count,
                                               const GLchar *const *varyings,
                                               GLenum bufferMode)
    {
        mState.mTransformFeedbackVaryingNames.resize(count);
        for (GLsizei i = 0; i < count; i++)
        {
            mState.mTransformFeedbackVaryingNames[i] = varyings[i];
        }
    
        mState.mTransformFeedbackBufferMode = bufferMode;
    }
    
    void Program::getTransformFeedbackVarying(GLuint index,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLsizei *size,
                                              GLenum *type,
                                              GLchar *name) const
    {
        if (mLinked)
        {
            ASSERT(index < mState.mLinkedTransformFeedbackVaryings.size());
            const auto &var     = mState.mLinkedTransformFeedbackVaryings[index];
            std::string varName = var.nameWithArrayIndex();
            GLsizei lastNameIdx = std::min(bufSize - 1, static_cast<GLsizei>(varName.length()));
            if (length)
            {
                *length = lastNameIdx;
            }
            if (size)
            {
                *size = var.size();
            }
            if (type)
            {
                *type = var.type;
            }
            if (name)
            {
                memcpy(name, varName.c_str(), lastNameIdx);
                name[lastNameIdx] = '\0';
            }
        }
    }
    
    GLsizei Program::getTransformFeedbackVaryingCount() const
    {
        if (mLinked)
        {
            return static_cast<GLsizei>(mState.mLinkedTransformFeedbackVaryings.size());
        }
        else
        {
            return 0;
        }
    }
    
    GLsizei Program::getTransformFeedbackVaryingMaxLength() const
    {
        if (mLinked)
        {
            GLsizei maxSize = 0;
            for (const auto &var : mState.mLinkedTransformFeedbackVaryings)
            {
                maxSize =
                    std::max(maxSize, static_cast<GLsizei>(var.nameWithArrayIndex().length() + 1));
            }
    
            return maxSize;
        }
        else
        {
            return 0;
        }
    }
    
    GLenum Program::getTransformFeedbackBufferMode() const
    {
        return mState.mTransformFeedbackBufferMode;
    }
    
    bool Program::linkValidateShaders(const Context *context, InfoLog &infoLog)
    {
        Shader *vertexShader   = mState.mAttachedShaders[ShaderType::Vertex];
        Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
        Shader *computeShader  = mState.mAttachedShaders[ShaderType::Compute];
        Shader *geometryShader = mState.mAttachedShaders[ShaderType::Geometry];
    
        bool isComputeShaderAttached = (computeShader != nullptr);
        bool isGraphicsShaderAttached =
            (vertexShader != nullptr || fragmentShader != nullptr || geometryShader != nullptr);
        // Check whether we both have a compute and non-compute shaders attached.
        // If there are of both types attached, then linking should fail.
        // OpenGL ES 3.10, 7.3 Program Objects, under LinkProgram
        if (isComputeShaderAttached == true && isGraphicsShaderAttached == true)
        {
            infoLog << "Both compute and graphics shaders are attached to the same program.";
            return false;
        }
    
        if (computeShader)
        {
            if (!computeShader->isCompiled(context))
            {
                infoLog << "Attached compute shader is not compiled.";
                return false;
            }
            ASSERT(computeShader->getType() == ShaderType::Compute);
    
            mState.mComputeShaderLocalSize = computeShader->getWorkGroupSize(context);
    
            // GLSL ES 3.10, 4.4.1.1 Compute Shader Inputs
            // If the work group size is not specified, a link time error should occur.
            if (!mState.mComputeShaderLocalSize.isDeclared())
            {
                infoLog << "Work group size is not specified.";
                return false;
            }
        }
        else
        {
            if (!fragmentShader || !fragmentShader->isCompiled(context))
            {
                infoLog << "No compiled fragment shader when at least one graphics shader is attached.";
                return false;
            }
            ASSERT(fragmentShader->getType() == ShaderType::Fragment);
    
            if (!vertexShader || !vertexShader->isCompiled(context))
            {
                infoLog << "No compiled vertex shader when at least one graphics shader is attached.";
                return false;
            }
            ASSERT(vertexShader->getType() == ShaderType::Vertex);
    
            int vertexShaderVersion = vertexShader->getShaderVersion(context);
            if (fragmentShader->getShaderVersion(context) != vertexShaderVersion)
            {
                infoLog << "Fragment shader version does not match vertex shader version.";
                return false;
            }
    
            if (geometryShader)
            {
                // [GL_EXT_geometry_shader] Chapter 7
                // Linking can fail for a variety of reasons as specified in the OpenGL ES Shading
                // Language Specification, as well as any of the following reasons:
                // * One or more of the shader objects attached to <program> are not compiled
                //   successfully.
                // * The shaders do not use the same shader language version.
                // * <program> contains objects to form a geometry shader, and
                //   - <program> is not separable and contains no objects to form a vertex shader; or
                //   - the input primitive type, output primitive type, or maximum output vertex count
                //     is not specified in the compiled geometry shader object.
                if (!geometryShader->isCompiled(context))
                {
                    infoLog << "The attached geometry shader isn't compiled.";
                    return false;
                }
    
                if (geometryShader->getShaderVersion(context) != vertexShaderVersion)
                {
                    mInfoLog << "Geometry shader version does not match vertex shader version.";
                    return false;
                }
                ASSERT(geometryShader->getType() == ShaderType::Geometry);
    
                Optional<PrimitiveMode> inputPrimitive =
                    geometryShader->getGeometryShaderInputPrimitiveType(context);
                if (!inputPrimitive.valid())
                {
                    mInfoLog << "Input primitive type is not specified in the geometry shader.";
                    return false;
                }
    
                Optional<PrimitiveMode> outputPrimitive =
                    geometryShader->getGeometryShaderOutputPrimitiveType(context);
                if (!outputPrimitive.valid())
                {
                    mInfoLog << "Output primitive type is not specified in the geometry shader.";
                    return false;
                }
    
                Optional<GLint> maxVertices = geometryShader->getGeometryShaderMaxVertices(context);
                if (!maxVertices.valid())
                {
                    mInfoLog << "'max_vertices' is not specified in the geometry shader.";
                    return false;
                }
    
                mState.mGeometryShaderInputPrimitiveType  = inputPrimitive.value();
                mState.mGeometryShaderOutputPrimitiveType = outputPrimitive.value();
                mState.mGeometryShaderMaxVertices         = maxVertices.value();
                mState.mGeometryShaderInvocations =
                    geometryShader->getGeometryShaderInvocations(context);
            }
        }
    
        return true;
    }
    
    GLuint Program::getTransformFeedbackVaryingResourceIndex(const GLchar *name) const
    {
        for (GLuint tfIndex = 0; tfIndex < mState.mLinkedTransformFeedbackVaryings.size(); ++tfIndex)
        {
            const auto &tf = mState.mLinkedTransformFeedbackVaryings[tfIndex];
            if (tf.nameWithArrayIndex() == name)
            {
                return tfIndex;
            }
        }
        return GL_INVALID_INDEX;
    }
    
    const TransformFeedbackVarying &Program::getTransformFeedbackVaryingResource(GLuint index) const
    {
        ASSERT(index < mState.mLinkedTransformFeedbackVaryings.size());
        return mState.mLinkedTransformFeedbackVaryings[index];
    }
    
    bool Program::linkVaryings(const Context *context, InfoLog &infoLog) const
    {
        Shader *previousShader = nullptr;
        for (ShaderType shaderType : kAllGraphicsShaderTypes)
        {
            Shader *currentShader = mState.mAttachedShaders[shaderType];
            if (!currentShader)
            {
                continue;
            }
    
            if (previousShader)
            {
                if (!linkValidateShaderInterfaceMatching(context, previousShader, currentShader,
                                                         infoLog))
                {
                    return false;
                }
            }
            previousShader = currentShader;
        }
    
        if (!linkValidateBuiltInVaryings(context, infoLog))
        {
            return false;
        }
    
        if (!linkValidateFragmentInputBindings(context, infoLog))
        {
            return false;
        }
    
        return true;
    }
    
    // [OpenGL ES 3.1] Chapter 7.4.1 "Shader Interface Matchining" Page 91
    // TODO(jiawei.shao@intel.com): add validation on input/output blocks matching
    bool Program::linkValidateShaderInterfaceMatching(const Context *context,
                                                      gl::Shader *generatingShader,
                                                      gl::Shader *consumingShader,
                                                      gl::InfoLog &infoLog) const
    {
        ASSERT(generatingShader->getShaderVersion(context) ==
               consumingShader->getShaderVersion(context));
    
        const std::vector<sh::Varying> &outputVaryings = generatingShader->getOutputVaryings(context);
        const std::vector<sh::Varying> &inputVaryings  = consumingShader->getInputVaryings(context);
    
        bool validateGeometryShaderInputs = consumingShader->getType() == ShaderType::Geometry;
    
        for (const sh::Varying &input : inputVaryings)
        {
            bool matched = false;
    
            // Built-in varyings obey special rules
            if (input.isBuiltIn())
            {
                continue;
            }
    
            for (const sh::Varying &output : outputVaryings)
            {
                if (input.name == output.name)
                {
                    ASSERT(!output.isBuiltIn());
    
                    std::string mismatchedStructFieldName;
                    LinkMismatchError linkError =
                        LinkValidateVaryings(output, input, generatingShader->getShaderVersion(context),
                                             validateGeometryShaderInputs, &mismatchedStructFieldName);
                    if (linkError != LinkMismatchError::NO_MISMATCH)
                    {
                        LogLinkMismatch(infoLog, input.name, "varying", linkError,
                                        mismatchedStructFieldName, generatingShader->getType(),
                                        consumingShader->getType());
                        return false;
                    }
    
                    matched = true;
                    break;
                }
            }
    
            // We permit unmatched, unreferenced varyings. Note that this specifically depends on
            // whether the input is statically used - a statically used input should fail this test even
            // if it is not active. GLSL ES 3.00.6 section 4.3.10.
            if (!matched && input.staticUse)
            {
                infoLog << GetShaderTypeString(consumingShader->getType()) << " varying " << input.name
                        << " does not match any " << GetShaderTypeString(generatingShader->getType())
                        << " varying";
                return false;
            }
        }
    
        // TODO(jmadill): verify no unmatched output varyings?
    
        return true;
    }
    
    bool Program::linkValidateFragmentInputBindings(const Context *context, gl::InfoLog &infoLog) const
    {
        ASSERT(mState.mAttachedShaders[ShaderType::Fragment]);
    
        std::map<GLuint, std::string> staticFragmentInputLocations;
    
        const std::vector<sh::Varying> &fragmentInputVaryings =
            mState.mAttachedShaders[ShaderType::Fragment]->getInputVaryings(context);
        for (const sh::Varying &input : fragmentInputVaryings)
        {
            if (input.isBuiltIn() || !input.staticUse)
            {
                continue;
            }
    
            const auto inputBinding = mFragmentInputBindings.getBinding(input.name);
            if (inputBinding == -1)
                continue;
    
            const auto it = staticFragmentInputLocations.find(inputBinding);
            if (it == std::end(staticFragmentInputLocations))
            {
                staticFragmentInputLocations.insert(std::make_pair(inputBinding, input.name));
            }
            else
            {
                infoLog << "Binding for fragment input " << input.name << " conflicts with "
                        << it->second;
                return false;
            }
        }
    
        return true;
    }
    
    bool Program::linkUniforms(const Context *context,
                               InfoLog &infoLog,
                               const ProgramBindings &uniformLocationBindings,
                               GLuint *combinedImageUniformsCount,
                               std::vector<UnusedUniform> *unusedUniforms)
    {
        UniformLinker linker(mState);
        if (!linker.link(context, infoLog, uniformLocationBindings))
        {
            return false;
        }
    
        linker.getResults(&mState.mUniforms, unusedUniforms, &mState.mUniformLocations);
    
        linkSamplerAndImageBindings(combinedImageUniformsCount);
    
        if (!linkAtomicCounterBuffers())
        {
            return false;
        }
    
        return true;
    }
    
    void Program::linkSamplerAndImageBindings(GLuint *combinedImageUniforms)
    {
        ASSERT(combinedImageUniforms);
    
        unsigned int high = static_cast<unsigned int>(mState.mUniforms.size());
        unsigned int low  = high;
    
        for (auto counterIter = mState.mUniforms.rbegin();
             counterIter != mState.mUniforms.rend() && counterIter->isAtomicCounter(); ++counterIter)
        {
            --low;
        }
    
        mState.mAtomicCounterUniformRange = RangeUI(low, high);
    
        high = low;
    
        for (auto imageIter = mState.mUniforms.rbegin();
             imageIter != mState.mUniforms.rend() && imageIter->isImage(); ++imageIter)
        {
            --low;
        }
    
        mState.mImageUniformRange = RangeUI(low, high);
        *combinedImageUniforms    = 0u;
        // If uniform is a image type, insert it into the mImageBindings array.
        for (unsigned int imageIndex : mState.mImageUniformRange)
        {
            // ES3.1 (section 7.6.1) and GLSL ES3.1 (section 4.4.5), Uniform*i{v} commands
            // cannot load values into a uniform defined as an image. if declare without a
            // binding qualifier, any uniform image variable (include all elements of
            // unbound image array) shoud be bound to unit zero.
            auto &imageUniform = mState.mUniforms[imageIndex];
            if (imageUniform.binding == -1)
            {
                mState.mImageBindings.emplace_back(
                    ImageBinding(imageUniform.getBasicTypeElementCount()));
            }
            else
            {
                mState.mImageBindings.emplace_back(
                    ImageBinding(imageUniform.binding, imageUniform.getBasicTypeElementCount()));
            }
    
            GLuint arraySize = imageUniform.isArray() ? imageUniform.arraySizes[0] : 1u;
            *combinedImageUniforms += imageUniform.activeShaderCount() * arraySize;
        }
    
        high = low;
    
        for (auto samplerIter = mState.mUniforms.rbegin() + mState.mImageUniformRange.length();
             samplerIter != mState.mUniforms.rend() && samplerIter->isSampler(); ++samplerIter)
        {
            --low;
        }
    
        mState.mSamplerUniformRange = RangeUI(low, high);
    
        // If uniform is a sampler type, insert it into the mSamplerBindings array.
        for (unsigned int samplerIndex : mState.mSamplerUniformRange)
        {
            const auto &samplerUniform = mState.mUniforms[samplerIndex];
            TextureType textureType    = SamplerTypeToTextureType(samplerUniform.type);
            mState.mSamplerBindings.emplace_back(
                SamplerBinding(textureType, samplerUniform.getBasicTypeElementCount(), false));
        }
    }
    
    bool Program::linkAtomicCounterBuffers()
    {
        for (unsigned int index : mState.mAtomicCounterUniformRange)
        {
            auto &uniform                      = mState.mUniforms[index];
            uniform.blockInfo.offset           = uniform.offset;
            uniform.blockInfo.arrayStride      = (uniform.isArray() ? 4 : 0);
            uniform.blockInfo.matrixStride     = 0;
            uniform.blockInfo.isRowMajorMatrix = false;
    
            bool found = false;
            for (unsigned int bufferIndex = 0; bufferIndex < mState.mAtomicCounterBuffers.size();
                 ++bufferIndex)
            {
                auto &buffer = mState.mAtomicCounterBuffers[bufferIndex];
                if (buffer.binding == uniform.binding)
                {
                    buffer.memberIndexes.push_back(index);
                    uniform.bufferIndex = bufferIndex;
                    found               = true;
                    buffer.unionReferencesWith(uniform);
                    break;
                }
            }
            if (!found)
            {
                AtomicCounterBuffer atomicCounterBuffer;
                atomicCounterBuffer.binding = uniform.binding;
                atomicCounterBuffer.memberIndexes.push_back(index);
                atomicCounterBuffer.unionReferencesWith(uniform);
                mState.mAtomicCounterBuffers.push_back(atomicCounterBuffer);
                uniform.bufferIndex = static_cast<int>(mState.mAtomicCounterBuffers.size() - 1);
            }
        }
        // TODO(jie.a.chen@intel.com): Count each atomic counter buffer to validate against
        // gl_Max[Vertex|Fragment|Compute|Geometry|Combined]AtomicCounterBuffers.
    
        return true;
    }
    
    // Assigns locations to all attributes from the bindings and program locations.
    bool Program::linkAttributes(const Context *context, InfoLog &infoLog)
    {
        const ContextState &data = context->getContextState();
        Shader *vertexShader     = mState.getAttachedShader(ShaderType::Vertex);
    
        int shaderVersion = vertexShader->getShaderVersion(context);
    
        unsigned int usedLocations = 0;
        if (shaderVersion >= 300)
        {
            // In GLSL ES 3.00.6, aliasing checks should be done with all declared attributes - see GLSL
            // ES 3.00.6 section 12.46. Inactive attributes will be pruned after aliasing checks.
            mState.mAttributes = vertexShader->getAllAttributes(context);
        }
        else
        {
            // In GLSL ES 1.00.17 we only do aliasing checks for active attributes.
            mState.mAttributes = vertexShader->getActiveAttributes(context);
        }
        GLuint maxAttribs = data.getCaps().maxVertexAttributes;
    
        // TODO(jmadill): handle aliasing robustly
        if (mState.mAttributes.size() > maxAttribs)
        {
            infoLog << "Too many vertex attributes.";
            return false;
        }
    
        std::vector<sh::Attribute *> usedAttribMap(maxAttribs, nullptr);
    
        // Assign locations to attributes that have a binding location and check for attribute aliasing.
        for (sh::Attribute &attribute : mState.mAttributes)
        {
            // GLSL ES 3.10 January 2016 section 4.3.4: Vertex shader inputs can't be arrays or
            // structures, so we don't need to worry about adjusting their names or generating entries
            // for each member/element (unlike uniforms for example).
            ASSERT(!attribute.isArray() && !attribute.isStruct());
    
            int bindingLocation = mAttributeBindings.getBinding(attribute.name);
            if (attribute.location == -1 && bindingLocation != -1)
            {
                attribute.location = bindingLocation;
            }
    
            if (attribute.location != -1)
            {
                // Location is set by glBindAttribLocation or by location layout qualifier
                const int regs = VariableRegisterCount(attribute.type);
    
                if (static_cast<GLuint>(regs + attribute.location) > maxAttribs)
                {
                    infoLog << "Attribute (" << attribute.name << ") at location " << attribute.location
                            << " is too big to fit";
    
                    return false;
                }
    
                for (int reg = 0; reg < regs; reg++)
                {
                    const int regLocation               = attribute.location + reg;
                    sh::ShaderVariable *linkedAttribute = usedAttribMap[regLocation];
    
                    // In GLSL ES 3.00.6 and in WebGL, attribute aliasing produces a link error.
                    // In non-WebGL GLSL ES 1.00.17, attribute aliasing is allowed with some
                    // restrictions - see GLSL ES 1.00.17 section 2.10.4, but ANGLE currently has a bug.
                    if (linkedAttribute)
                    {
                        // TODO(jmadill): fix aliasing on ES2
                        // if (shaderVersion >= 300 && !webgl)
                        {
                            infoLog << "Attribute '" << attribute.name << "' aliases attribute '"
                                    << linkedAttribute->name << "' at location " << regLocation;
                            return false;
                        }
                    }
                    else
                    {
                        usedAttribMap[regLocation] = &attribute;
                    }
    
                    usedLocations |= 1 << regLocation;
                }
            }
        }
    
        // Assign locations to attributes that don't have a binding location.
        for (sh::Attribute &attribute : mState.mAttributes)
        {
            // Not set by glBindAttribLocation or by location layout qualifier
            if (attribute.location == -1)
            {
                int regs           = VariableRegisterCount(attribute.type);
                int availableIndex = AllocateFirstFreeBits(&usedLocations, regs, maxAttribs);
    
                if (availableIndex == -1 || static_cast<GLuint>(availableIndex + regs) > maxAttribs)
                {
                    infoLog << "Too many attributes (" << attribute.name << ")";
                    return false;
                }
    
                attribute.location = availableIndex;
            }
        }
    
        ASSERT(mState.mAttributesTypeMask.none());
        ASSERT(mState.mAttributesMask.none());
    
        // Prune inactive attributes. This step is only needed on shaderVersion >= 300 since on earlier
        // shader versions we're only processing active attributes to begin with.
        if (shaderVersion >= 300)
        {
            for (auto attributeIter = mState.mAttributes.begin();
                 attributeIter != mState.mAttributes.end();)
            {
                if (attributeIter->active)
                {
                    ++attributeIter;
                }
                else
                {
                    attributeIter = mState.mAttributes.erase(attributeIter);
                }
            }
        }
    
        for (const sh::Attribute &attribute : mState.mAttributes)
        {
            ASSERT(attribute.active);
            ASSERT(attribute.location != -1);
            unsigned int regs = static_cast<unsigned int>(VariableRegisterCount(attribute.type));
    
            for (unsigned int r = 0; r < regs; r++)
            {
                unsigned int location = static_cast<unsigned int>(attribute.location) + r;
                mState.mActiveAttribLocationsMask.set(location);
                mState.mMaxActiveAttribLocation =
                    std::max(mState.mMaxActiveAttribLocation, location + 1);
    
                // gl_VertexID and gl_InstanceID are active attributes but don't have a bound attribute.
                if (!attribute.isBuiltIn())
                {
                    mState.mAttributesTypeMask.setIndex(VariableComponentType(attribute.type),
                                                        location);
                    mState.mAttributesMask.set(location);
                }
            }
        }
    
        return true;
    }
    
    bool Program::linkInterfaceBlocks(const Context *context,
                                      InfoLog &infoLog,
                                      GLuint *combinedShaderStorageBlocksCount)
    {
        ASSERT(combinedShaderStorageBlocksCount);
    
        const auto &caps = context->getCaps();
    
        GLuint combinedUniformBlocksCount                                         = 0u;
        GLuint numShadersHasUniformBlocks                                         = 0u;
        ShaderMap<const std::vector<sh::InterfaceBlock> *> allShaderUniformBlocks = {};
        for (ShaderType shaderType : AllShaderTypes())
        {
            Shader *shader = mState.mAttachedShaders[shaderType];
            if (!shader)
            {
                continue;
            }
    
            const auto &uniformBlocks = shader->getUniformBlocks(context);
            if (!uniformBlocks.empty())
            {
                if (!ValidateInterfaceBlocksCount(
                        caps.maxShaderUniformBlocks[shaderType], uniformBlocks, shaderType,
                        sh::BlockType::BLOCK_UNIFORM, &combinedUniformBlocksCount, infoLog))
                {
                    return false;
                }
    
                allShaderUniformBlocks[shaderType] = &uniformBlocks;
                ++numShadersHasUniformBlocks;
            }
        }
    
        if (combinedUniformBlocksCount > caps.maxCombinedUniformBlocks)
        {
            infoLog << "The sum of the number of active uniform blocks exceeds "
                       "MAX_COMBINED_UNIFORM_BLOCKS ("
                    << caps.maxCombinedUniformBlocks << ").";
            return false;
        }
    
        bool webglCompatibility = context->getExtensions().webglCompatibility;
        if (!ValidateInterfaceBlocksMatch(numShadersHasUniformBlocks, allShaderUniformBlocks, infoLog,
                                          webglCompatibility))
        {
            return false;
        }
    
        if (context->getClientVersion() >= Version(3, 1))
        {
            *combinedShaderStorageBlocksCount                                         = 0u;
            GLuint numShadersHasShaderStorageBlocks                                   = 0u;
            ShaderMap<const std::vector<sh::InterfaceBlock> *> allShaderStorageBlocks = {};
            for (ShaderType shaderType : AllShaderTypes())
            {
                Shader *shader = mState.mAttachedShaders[shaderType];
                if (!shader)
                {
                    continue;
                }
    
                const auto &shaderStorageBlocks = shader->getShaderStorageBlocks(context);
                if (!shaderStorageBlocks.empty())
                {
                    if (!ValidateInterfaceBlocksCount(
                            caps.maxShaderStorageBlocks[shaderType], shaderStorageBlocks, shaderType,
                            sh::BlockType::BLOCK_BUFFER, combinedShaderStorageBlocksCount, infoLog))
                    {
                        return false;
                    }
    
                    allShaderStorageBlocks[shaderType] = &shaderStorageBlocks;
                    ++numShadersHasShaderStorageBlocks;
                }
            }
    
            if (*combinedShaderStorageBlocksCount > caps.maxCombinedShaderStorageBlocks)
            {
                infoLog << "The sum of the number of active shader storage blocks exceeds "
                           "MAX_COMBINED_SHADER_STORAGE_BLOCKS ("
                        << caps.maxCombinedShaderStorageBlocks << ").";
                return false;
            }
    
            if (!ValidateInterfaceBlocksMatch(numShadersHasShaderStorageBlocks, allShaderStorageBlocks,
                                              infoLog, webglCompatibility))
            {
                return false;
            }
        }
    
        return true;
    }
    
    LinkMismatchError Program::LinkValidateVariablesBase(const sh::ShaderVariable &variable1,
                                                         const sh::ShaderVariable &variable2,
                                                         bool validatePrecision,
                                                         bool validateArraySize,
                                                         std::string *mismatchedStructOrBlockMemberName)
    {
        if (variable1.type != variable2.type)
        {
            return LinkMismatchError::TYPE_MISMATCH;
        }
        if (validateArraySize && variable1.arraySizes != variable2.arraySizes)
        {
            return LinkMismatchError::ARRAY_SIZE_MISMATCH;
        }
        if (validatePrecision && variable1.precision != variable2.precision)
        {
            return LinkMismatchError::PRECISION_MISMATCH;
        }
        if (variable1.structName != variable2.structName)
        {
            return LinkMismatchError::STRUCT_NAME_MISMATCH;
        }
    
        if (variable1.fields.size() != variable2.fields.size())
        {
            return LinkMismatchError::FIELD_NUMBER_MISMATCH;
        }
        const unsigned int numMembers = static_cast<unsigned int>(variable1.fields.size());
        for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++)
        {
            const sh::ShaderVariable &member1 = variable1.fields[memberIndex];
            const sh::ShaderVariable &member2 = variable2.fields[memberIndex];
    
            if (member1.name != member2.name)
            {
                return LinkMismatchError::FIELD_NAME_MISMATCH;
            }
    
            LinkMismatchError linkErrorOnField = LinkValidateVariablesBase(
                member1, member2, validatePrecision, true, mismatchedStructOrBlockMemberName);
            if (linkErrorOnField != LinkMismatchError::NO_MISMATCH)
            {
                AddParentPrefix(member1.name, mismatchedStructOrBlockMemberName);
                return linkErrorOnField;
            }
        }
    
        return LinkMismatchError::NO_MISMATCH;
    }
    
    LinkMismatchError Program::LinkValidateVaryings(const sh::Varying &outputVarying,
                                                    const sh::Varying &inputVarying,
                                                    int shaderVersion,
                                                    bool validateGeometryShaderInputVarying,
                                                    std::string *mismatchedStructFieldName)
    {
        if (validateGeometryShaderInputVarying)
        {
            // [GL_EXT_geometry_shader] Section 11.1gs.4.3:
            // The OpenGL ES Shading Language doesn't support multi-dimensional arrays as shader inputs
            // or outputs.
            ASSERT(inputVarying.arraySizes.size() == 1u);
    
            // Geometry shader input varyings are not treated as arrays, so a vertex array output
            // varying cannot match a geometry shader input varying.
            // [GL_EXT_geometry_shader] Section 7.4.1:
            // Geometry shader per-vertex input variables and blocks are required to be declared as
            // arrays, with each element representing input or output values for a single vertex of a
            // multi-vertex primitive. For the purposes of interface matching, such variables and blocks
            // are treated as though they were not declared as arrays.
            if (outputVarying.isArray())
            {
                return LinkMismatchError::ARRAY_SIZE_MISMATCH;
            }
        }
    
        // Skip the validation on the array sizes between a vertex output varying and a geometry input
        // varying as it has been done before.
        LinkMismatchError linkError =
            LinkValidateVariablesBase(outputVarying, inputVarying, false,
                                      !validateGeometryShaderInputVarying, mismatchedStructFieldName);
        if (linkError != LinkMismatchError::NO_MISMATCH)
        {
            return linkError;
        }
    
        if (!sh::InterpolationTypesMatch(outputVarying.interpolation, inputVarying.interpolation))
        {
            return LinkMismatchError::INTERPOLATION_TYPE_MISMATCH;
        }
    
        if (shaderVersion == 100 && outputVarying.isInvariant != inputVarying.isInvariant)
        {
            return LinkMismatchError::INVARIANCE_MISMATCH;
        }
    
        return LinkMismatchError::NO_MISMATCH;
    }
    
    bool Program::linkValidateBuiltInVaryings(const Context *context, InfoLog &infoLog) const
    {
        Shader *vertexShader         = mState.mAttachedShaders[ShaderType::Vertex];
        Shader *fragmentShader       = mState.mAttachedShaders[ShaderType::Fragment];
        const auto &vertexVaryings   = vertexShader->getOutputVaryings(context);
        const auto &fragmentVaryings = fragmentShader->getInputVaryings(context);
        int shaderVersion            = vertexShader->getShaderVersion(context);
    
        if (shaderVersion != 100)
        {
            // Only ESSL 1.0 has restrictions on matching input and output invariance
            return true;
        }
    
        bool glPositionIsInvariant   = false;
        bool glPointSizeIsInvariant  = false;
        bool glFragCoordIsInvariant  = false;
        bool glPointCoordIsInvariant = false;
    
        for (const sh::Varying &varying : vertexVaryings)
        {
            if (!varying.isBuiltIn())
            {
                continue;
            }
            if (varying.name.compare("gl_Position") == 0)
            {
                glPositionIsInvariant = varying.isInvariant;
            }
            else if (varying.name.compare("gl_PointSize") == 0)
            {
                glPointSizeIsInvariant = varying.isInvariant;
            }
        }
    
        for (const sh::Varying &varying : fragmentVaryings)
        {
            if (!varying.isBuiltIn())
            {
                continue;
            }
            if (varying.name.compare("gl_FragCoord") == 0)
            {
                glFragCoordIsInvariant = varying.isInvariant;
            }
            else if (varying.name.compare("gl_PointCoord") == 0)
            {
                glPointCoordIsInvariant = varying.isInvariant;
            }
        }
    
        // There is some ambiguity in ESSL 1.00.17 paragraph 4.6.4 interpretation,
        // for example, https://cvs.khronos.org/bugzilla/show_bug.cgi?id=13842.
        // Not requiring invariance to match is supported by:
        // dEQP, WebGL CTS, Nexus 5X GLES
        if (glFragCoordIsInvariant && !glPositionIsInvariant)
        {
            infoLog << "gl_FragCoord can only be declared invariant if and only if gl_Position is "
                       "declared invariant.";
            return false;
        }
        if (glPointCoordIsInvariant && !glPointSizeIsInvariant)
        {
            infoLog << "gl_PointCoord can only be declared invariant if and only if gl_PointSize is "
                       "declared invariant.";
            return false;
        }
    
        return true;
    }
    
    bool Program::linkValidateTransformFeedback(const gl::Context *context,
                                                InfoLog &infoLog,
                                                const ProgramMergedVaryings &varyings,
                                                const Caps &caps) const
    {
    
        // Validate the tf names regardless of the actual program varyings.
        std::set<std::string> uniqueNames;
        for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
        {
            if (context->getClientVersion() < Version(3, 1) &&
                tfVaryingName.find('[') != std::string::npos)
            {
                infoLog << "Capture of array elements is undefined and not supported.";
                return false;
            }
            if (context->getClientVersion() >= Version(3, 1))
            {
                if (IncludeSameArrayElement(uniqueNames, tfVaryingName))
                {
                    infoLog << "Two transform feedback varyings include the same array element ("
                            << tfVaryingName << ").";
                    return false;
                }
            }
            else
            {
                if (uniqueNames.count(tfVaryingName) > 0)
                {
                    infoLog << "Two transform feedback varyings specify the same output variable ("
                            << tfVaryingName << ").";
                    return false;
                }
            }
            uniqueNames.insert(tfVaryingName);
        }
    
        // Validate against program varyings.
        size_t totalComponents = 0;
        for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
        {
            std::vector<unsigned int> subscripts;
            std::string baseName = ParseResourceName(tfVaryingName, &subscripts);
    
            const sh::ShaderVariable *var = FindVaryingOrField(varyings, baseName);
            if (var == nullptr)
            {
                infoLog << "Transform feedback varying " << tfVaryingName
                        << " does not exist in the vertex shader.";
                return false;
            }
    
            // Validate the matching variable.
            if (var->isStruct())
            {
                infoLog << "Struct cannot be captured directly (" << baseName << ").";
                return false;
            }
    
            size_t elementCount   = 0;
            size_t componentCount = 0;
    
            if (var->isArray())
            {
                if (context->getClientVersion() < Version(3, 1))
                {
                    infoLog << "Capture of arrays is undefined and not supported.";
                    return false;
                }
    
                // GLSL ES 3.10 section 4.3.6: A vertex output can't be an array of arrays.
                ASSERT(!var->isArrayOfArrays());
    
                if (!subscripts.empty() && subscripts[0] >= var->getOutermostArraySize())
                {
                    infoLog << "Cannot capture outbound array element '" << tfVaryingName << "'.";
                    return false;
                }
                elementCount = (subscripts.empty() ? var->getOutermostArraySize() : 1);
            }
            else
            {
                if (!subscripts.empty())
                {
                    infoLog << "Varying '" << baseName
                            << "' is not an array to be captured by element.";
                    return false;
                }
                elementCount = 1;
            }
    
            // TODO(jmadill): Investigate implementation limits on D3D11
            componentCount = VariableComponentCount(var->type) * elementCount;
            if (mState.mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS &&
                componentCount > caps.maxTransformFeedbackSeparateComponents)
            {
                infoLog << "Transform feedback varying " << tfVaryingName << " components ("
                        << componentCount << ") exceed the maximum separate components ("
                        << caps.maxTransformFeedbackSeparateComponents << ").";
                return false;
            }
    
            totalComponents += componentCount;
            if (mState.mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS &&
                totalComponents > caps.maxTransformFeedbackInterleavedComponents)
            {
                infoLog << "Transform feedback varying total components (" << totalComponents
                        << ") exceed the maximum interleaved components ("
                        << caps.maxTransformFeedbackInterleavedComponents << ").";
                return false;
            }
        }
        return true;
    }
    
    bool Program::linkValidateGlobalNames(const Context *context, InfoLog &infoLog) const
    {
        const std::vector<sh::Attribute> &attributes =
            mState.mAttachedShaders[ShaderType::Vertex]->getActiveAttributes(context);
    
        for (const auto &attrib : attributes)
        {
            for (ShaderType shaderType : kAllGraphicsShaderTypes)
            {
                Shader *shader = mState.mAttachedShaders[shaderType];
                if (!shader)
                {
                    continue;
                }
    
                const std::vector<sh::Uniform> &uniforms = shader->getUniforms(context);
                for (const auto &uniform : uniforms)
                {
                    if (uniform.name == attrib.name)
                    {
                        infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name;
                        return false;
                    }
                }
            }
        }
    
        return true;
    }
    
    void Program::gatherTransformFeedbackVaryings(const ProgramMergedVaryings &varyings)
    {
        // Gather the linked varyings that are used for transform feedback, they should all exist.
        mState.mLinkedTransformFeedbackVaryings.clear();
        for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
        {
            std::vector<unsigned int> subscripts;
            std::string baseName = ParseResourceName(tfVaryingName, &subscripts);
            size_t subscript     = GL_INVALID_INDEX;
            if (!subscripts.empty())
            {
                subscript = subscripts.back();
            }
            for (const auto &ref : varyings)
            {
                const sh::Varying *varying = ref.second.get();
                if (baseName == varying->name)
                {
                    mState.mLinkedTransformFeedbackVaryings.emplace_back(
                        *varying, static_cast<GLuint>(subscript));
                    break;
                }
                else if (varying->isStruct())
                {
                    const auto *field = FindShaderVarField(*varying, tfVaryingName);
                    if (field != nullptr)
                    {
                        mState.mLinkedTransformFeedbackVaryings.emplace_back(*field, *varying);
                        break;
                    }
                }
            }
        }
        mState.updateTransformFeedbackStrides();
    }
    
    ProgramMergedVaryings Program::getMergedVaryings(const Context *context) const
    {
        ProgramMergedVaryings merged;
    
        for (const sh::Varying &varying :
             mState.mAttachedShaders[ShaderType::Vertex]->getOutputVaryings(context))
        {
            merged[varying.name].vertex = &varying;
        }
    
        for (const sh::Varying &varying :
             mState.mAttachedShaders[ShaderType::Fragment]->getInputVaryings(context))
        {
            merged[varying.name].fragment = &varying;
        }
    
        return merged;
    }
    
    bool Program::linkOutputVariables(const Context *context,
                                      GLuint combinedImageUniformsCount,
                                      GLuint combinedShaderStorageBlocksCount)
    {
        Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
        ASSERT(fragmentShader != nullptr);
    
        ASSERT(mState.mOutputVariableTypes.empty());
        ASSERT(mState.mActiveOutputVariables.none());
        ASSERT(mState.mDrawBufferTypeMask.none());
    
        const auto &outputVariables = fragmentShader->getActiveOutputVariables(context);
        // Gather output variable types
        for (const auto &outputVariable : outputVariables)
        {
            if (outputVariable.isBuiltIn() && outputVariable.name != "gl_FragColor" &&
                outputVariable.name != "gl_FragData")
            {
                continue;
            }
    
            unsigned int baseLocation =
                (outputVariable.location == -1 ? 0u
                                               : static_cast<unsigned int>(outputVariable.location));
    
            // GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of
            // structures, so we may use getBasicTypeElementCount().
            unsigned int elementCount = outputVariable.getBasicTypeElementCount();
            for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++)
            {
                const unsigned int location = baseLocation + elementIndex;
                if (location >= mState.mOutputVariableTypes.size())
                {
                    mState.mOutputVariableTypes.resize(location + 1, GL_NONE);
                }
                ASSERT(location < mState.mActiveOutputVariables.size());
                mState.mActiveOutputVariables.set(location);
                mState.mOutputVariableTypes[location] = VariableComponentType(outputVariable.type);
                mState.mDrawBufferTypeMask.setIndex(mState.mOutputVariableTypes[location], location);
            }
        }
    
        if (context->getClientVersion() >= ES_3_1)
        {
            // [OpenGL ES 3.1] Chapter 8.22 Page 203:
            // A link error will be generated if the sum of the number of active image uniforms used in
            // all shaders, the number of active shader storage blocks, and the number of active
            // fragment shader outputs exceeds the implementation-dependent value of
            // MAX_COMBINED_SHADER_OUTPUT_RESOURCES.
            if (combinedImageUniformsCount + combinedShaderStorageBlocksCount +
                    mState.mActiveOutputVariables.count() >
                context->getCaps().maxCombinedShaderOutputResources)
            {
                mInfoLog
                    << "The sum of the number of active image uniforms, active shader storage blocks "
                       "and active fragment shader outputs exceeds "
                       "MAX_COMBINED_SHADER_OUTPUT_RESOURCES ("
                    << context->getCaps().maxCombinedShaderOutputResources << ")";
                return false;
            }
        }
    
        // Skip this step for GLES2 shaders.
        if (fragmentShader->getShaderVersion(context) == 100)
            return true;
    
        mState.mOutputVariables = outputVariables;
        // TODO(jmadill): any caps validation here?
    
        for (unsigned int outputVariableIndex = 0; outputVariableIndex < mState.mOutputVariables.size();
             outputVariableIndex++)
        {
            const sh::OutputVariable &outputVariable = mState.mOutputVariables[outputVariableIndex];
    
            if (outputVariable.isArray())
            {
                // We're following the GLES 3.1 November 2016 spec section 7.3.1.1 Naming Active
                // Resources and including [0] at the end of array variable names.
                mState.mOutputVariables[outputVariableIndex].name += "[0]";
                mState.mOutputVariables[outputVariableIndex].mappedName += "[0]";
            }
    
            // Don't store outputs for gl_FragDepth, gl_FragColor, etc.
            if (outputVariable.isBuiltIn())
                continue;
    
            // Since multiple output locations must be specified, use 0 for non-specified locations.
            unsigned int baseLocation =
                (outputVariable.location == -1 ? 0u
                                               : static_cast<unsigned int>(outputVariable.location));
    
            // GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of
            // structures, so we may use getBasicTypeElementCount().
            unsigned int elementCount = outputVariable.getBasicTypeElementCount();
            for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++)
            {
                const unsigned int location = baseLocation + elementIndex;
                if (location >= mState.mOutputLocations.size())
                {
                    mState.mOutputLocations.resize(location + 1);
                }
                ASSERT(!mState.mOutputLocations.at(location).used());
                if (outputVariable.isArray())
                {
                    mState.mOutputLocations[location] =
                        VariableLocation(elementIndex, outputVariableIndex);
                }
                else
                {
                    VariableLocation locationInfo;
                    locationInfo.index                = outputVariableIndex;
                    mState.mOutputLocations[location] = locationInfo;
                }
            }
        }
    
        return true;
    }
    
    void Program::setUniformValuesFromBindingQualifiers()
    {
        for (unsigned int samplerIndex : mState.mSamplerUniformRange)
        {
            const auto &samplerUniform = mState.mUniforms[samplerIndex];
            if (samplerUniform.binding != -1)
            {
                GLint location = getUniformLocation(samplerUniform.name);
                ASSERT(location != -1);
                std::vector<GLint> boundTextureUnits;
                for (unsigned int elementIndex = 0;
                     elementIndex < samplerUniform.getBasicTypeElementCount(); ++elementIndex)
                {
                    boundTextureUnits.push_back(samplerUniform.binding + elementIndex);
                }
                setUniform1iv(location, static_cast<GLsizei>(boundTextureUnits.size()),
                              boundTextureUnits.data());
            }
        }
    }
    
    void Program::initInterfaceBlockBindings()
    {
        // Set initial bindings from shader.
        for (unsigned int blockIndex = 0; blockIndex < mState.mUniformBlocks.size(); blockIndex++)
        {
            InterfaceBlock &uniformBlock = mState.mUniformBlocks[blockIndex];
            bindUniformBlock(blockIndex, uniformBlock.binding);
        }
    }
    
    void Program::updateSamplerUniform(const VariableLocation &locationInfo,
                                       GLsizei clampedCount,
                                       const GLint *v)
    {
        ASSERT(mState.isSamplerUniformIndex(locationInfo.index));
        GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationInfo.index);
        std::vector<GLuint> *boundTextureUnits =
            &mState.mSamplerBindings[samplerIndex].boundTextureUnits;
    
        std::copy(v, v + clampedCount, boundTextureUnits->begin() + locationInfo.arrayIndex);
    
        // Invalidate the validation cache.
        mCachedValidateSamplersResult.reset();
    }
    
    template <typename T>
    GLsizei Program::clampUniformCount(const VariableLocation &locationInfo,
                                       GLsizei count,
                                       int vectorSize,
                                       const T *v)
    {
        if (count == 1)
            return 1;
    
        const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];
    
        // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
        // element index used, as reported by GetActiveUniform, will be ignored by the GL."
        unsigned int remainingElements =
            linkedUniform.getBasicTypeElementCount() - locationInfo.arrayIndex;
        GLsizei maxElementCount =
            static_cast<GLsizei>(remainingElements * linkedUniform.getElementComponents());
    
        if (count * vectorSize > maxElementCount)
        {
            return maxElementCount / vectorSize;
        }
    
        return count;
    }
    
    template <size_t cols, size_t rows, typename T>
    GLsizei Program::clampMatrixUniformCount(GLint location,
                                             GLsizei count,
                                             GLboolean transpose,
                                             const T *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
    
        if (!transpose)
        {
            return clampUniformCount(locationInfo, count, cols * rows, v);
        }
    
        const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];
    
        // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
        // element index used, as reported by GetActiveUniform, will be ignored by the GL."
        unsigned int remainingElements =
            linkedUniform.getBasicTypeElementCount() - locationInfo.arrayIndex;
        return std::min(count, static_cast<GLsizei>(remainingElements));
    }
    
    // Driver differences mean that doing the uniform value cast ourselves gives consistent results.
    // EG: on NVIDIA drivers, it was observed that getUniformi for MAX_INT+1 returned MIN_INT.
    template <typename DestT>
    void Program::getUniformInternal(const Context *context,
                                     DestT *dataOut,
                                     GLint location,
                                     GLenum nativeType,
                                     int components) const
    {
        switch (nativeType)
        {
            case GL_BOOL:
            {
                GLint tempValue[16] = {0};
                mProgram->getUniformiv(context, location, tempValue);
                UniformStateQueryCastLoop<GLboolean>(
                    dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
                break;
            }
            case GL_INT:
            {
                GLint tempValue[16] = {0};
                mProgram->getUniformiv(context, location, tempValue);
                UniformStateQueryCastLoop<GLint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
                                                 components);
                break;
            }
            case GL_UNSIGNED_INT:
            {
                GLuint tempValue[16] = {0};
                mProgram->getUniformuiv(context, location, tempValue);
                UniformStateQueryCastLoop<GLuint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
                                                  components);
                break;
            }
            case GL_FLOAT:
            {
                GLfloat tempValue[16] = {0};
                mProgram->getUniformfv(context, location, tempValue);
                UniformStateQueryCastLoop<GLfloat>(
                    dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
                break;
            }
            default:
                UNREACHABLE();
                break;
        }
    }
    
    bool Program::samplesFromTexture(const gl::State &state, GLuint textureID) const
    {
        // Must be called after samplers are validated.
        ASSERT(mCachedValidateSamplersResult.valid() && mCachedValidateSamplersResult.value());
    
        for (const auto &binding : mState.mSamplerBindings)
        {
            TextureType textureType = binding.textureType;
            for (const auto &unit : binding.boundTextureUnits)
            {
                GLenum programTextureID = state.getSamplerTextureId(unit, textureType);
                if (programTextureID == textureID)
                {
                    // TODO(jmadill): Check for appropriate overlap.
                    return true;
                }
            }
        }
    
        return false;
    }
    
    }  // namespace gl