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

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  • Author : Tim Van Patten
    Date : 2020-04-15 00:54:37
    Hash : 913f4f42
    Message : Vulkan: Support VS, FS, and CS in the same PPO This CL adds support for a Program Pipeline Object to have a VS, FS, and CS attached to the same PPO and then using that PPO for both draw and dispatch calls. Bug: angleproject:3570 Test: KHR-GLES31.core.compute_shader.sso* Change-Id: I262cdbdfd442f6db5ba2b45d1308003102b237cb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2150078 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Tim Van Patten <timvp@google.com>

  • src/libANGLE/Program.h
  • //
    // Copyright 2002 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Program.h: Defines the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #ifndef LIBANGLE_PROGRAM_H_
    #define LIBANGLE_PROGRAM_H_
    
    #include <GLES2/gl2.h>
    #include <GLSLANG/ShaderVars.h>
    
    #include <array>
    #include <map>
    #include <set>
    #include <sstream>
    #include <string>
    #include <vector>
    
    #include "common/Optional.h"
    #include "common/angleutils.h"
    #include "common/mathutil.h"
    #include "common/utilities.h"
    
    #include "libANGLE/Constants.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/InfoLog.h"
    #include "libANGLE/ProgramExecutable.h"
    #include "libANGLE/ProgramLinkedResources.h"
    #include "libANGLE/RefCountObject.h"
    #include "libANGLE/Uniform.h"
    #include "libANGLE/angletypes.h"
    
    namespace rx
    {
    class GLImplFactory;
    class ProgramImpl;
    struct TranslatedAttribute;
    }  // namespace rx
    
    namespace gl
    {
    class Buffer;
    class BinaryInputStream;
    class BinaryOutputStream;
    struct Caps;
    class Context;
    struct Extensions;
    class Framebuffer;
    class Shader;
    class ShaderProgramManager;
    class State;
    struct UnusedUniform;
    struct Version;
    
    extern const char *const g_fakepath;
    
    enum class LinkMismatchError
    {
        // Shared
        NO_MISMATCH,
        TYPE_MISMATCH,
        ARRAY_SIZE_MISMATCH,
        PRECISION_MISMATCH,
        STRUCT_NAME_MISMATCH,
        FIELD_NUMBER_MISMATCH,
        FIELD_NAME_MISMATCH,
    
        // Varying specific
        INTERPOLATION_TYPE_MISMATCH,
        INVARIANCE_MISMATCH,
    
        // Uniform specific
        BINDING_MISMATCH,
        LOCATION_MISMATCH,
        OFFSET_MISMATCH,
        INSTANCE_NAME_MISMATCH,
        FORMAT_MISMATCH,
    
        // Interface block specific
        LAYOUT_QUALIFIER_MISMATCH,
        MATRIX_PACKING_MISMATCH,
    };
    
    void LogLinkMismatch(InfoLog &infoLog,
                         const std::string &variableName,
                         const char *variableType,
                         LinkMismatchError linkError,
                         const std::string &mismatchedStructOrBlockFieldName,
                         ShaderType shaderType1,
                         ShaderType shaderType2);
    
    bool IsActiveInterfaceBlock(const sh::InterfaceBlock &interfaceBlock);
    
    void WriteBlockMemberInfo(BinaryOutputStream *stream, const sh::BlockMemberInfo &var);
    void LoadBlockMemberInfo(BinaryInputStream *stream, sh::BlockMemberInfo *var);
    
    void WriteShaderVar(BinaryOutputStream *stream, const sh::ShaderVariable &var);
    void LoadShaderVar(BinaryInputStream *stream, sh::ShaderVariable *var);
    
    // Struct used for correlating uniforms/elements of uniform arrays to handles
    struct VariableLocation
    {
        static constexpr unsigned int kUnused = GL_INVALID_INDEX;
    
        VariableLocation();
        VariableLocation(unsigned int arrayIndex, unsigned int index);
    
        // If used is false, it means this location is only used to fill an empty space in an array,
        // and there is no corresponding uniform variable for this location. It can also mean the
        // uniform was optimized out by the implementation.
        bool used() const { return (index != kUnused); }
        void markUnused() { index = kUnused; }
        void markIgnored() { ignored = true; }
    
        bool operator==(const VariableLocation &other) const
        {
            return arrayIndex == other.arrayIndex && index == other.index;
        }
    
        // "arrayIndex" stores the index of the innermost GLSL array. It's zero for non-arrays.
        unsigned int arrayIndex;
        // "index" is an index of the variable. The variable contains the indices for other than the
        // innermost GLSL arrays.
        unsigned int index;
    
        // If this location was bound to an unreferenced uniform.  Setting data on this uniform is a
        // no-op.
        bool ignored;
    };
    
    // Information about a variable binding.
    // Currently used by CHROMIUM_path_rendering
    struct BindingInfo
    {
        // The type of binding, for example GL_FLOAT_VEC3.
        // This can be GL_NONE if the variable is optimized away.
        GLenum type;
    
        // This is the name of the variable in
        // the translated shader program. Note that
        // this can be empty in the case where the
        // variable has been optimized away.
        std::string name;
    
        // True if the binding is valid, otherwise false.
        bool valid;
    };
    
    // A varying with tranform feedback enabled. If it's an array, either the whole array or one of its
    // elements specified by 'arrayIndex' can set to be enabled.
    struct TransformFeedbackVarying : public sh::ShaderVariable
    {
        TransformFeedbackVarying(const sh::ShaderVariable &varyingIn, GLuint arrayIndexIn)
            : sh::ShaderVariable(varyingIn), arrayIndex(arrayIndexIn)
        {
            ASSERT(!isArrayOfArrays());
        }
    
        TransformFeedbackVarying(const sh::ShaderVariable &field, const sh::ShaderVariable &parent)
            : arrayIndex(GL_INVALID_INDEX)
        {
            sh::ShaderVariable *thisVar = this;
            *thisVar                    = field;
            interpolation               = parent.interpolation;
            isInvariant                 = parent.isInvariant;
            name                        = parent.name + "." + name;
            mappedName                  = parent.mappedName + "." + mappedName;
        }
    
        std::string nameWithArrayIndex() const
        {
            std::stringstream fullNameStr;
            fullNameStr << name;
            if (arrayIndex != GL_INVALID_INDEX)
            {
                fullNameStr << "[" << arrayIndex << "]";
            }
            return fullNameStr.str();
        }
        GLsizei size() const
        {
            return (isArray() && arrayIndex == GL_INVALID_INDEX ? getOutermostArraySize() : 1);
        }
    
        GLuint arrayIndex;
    };
    
    struct ProgramBinding
    {
        ProgramBinding() : location(GL_INVALID_INDEX), aliased(false) {}
        ProgramBinding(GLuint index) : location(index), aliased(false) {}
    
        GLuint location;
        // Whether another binding was set that may potentially alias this.
        bool aliased;
    };
    
    class ProgramBindings final : angle::NonCopyable
    {
      public:
        ProgramBindings();
        ~ProgramBindings();
    
        void bindLocation(GLuint index, const std::string &name);
        int getBindingByName(const std::string &name) const;
        int getBinding(const sh::ShaderVariable &variable) const;
    
        using const_iterator = std::unordered_map<std::string, GLuint>::const_iterator;
        const_iterator begin() const;
        const_iterator end() const;
    
      private:
        std::unordered_map<std::string, GLuint> mBindings;
    };
    
    // Uniforms and Fragment Outputs require special treatment due to array notation (e.g., "[0]")
    class ProgramAliasedBindings final : angle::NonCopyable
    {
      public:
        ProgramAliasedBindings();
        ~ProgramAliasedBindings();
    
        void bindLocation(GLuint index, const std::string &name);
        int getBindingByName(const std::string &name) const;
        int getBindingByLocation(GLuint location) const;
        int getBinding(const sh::ShaderVariable &variable) const;
    
        using const_iterator = std::unordered_map<std::string, ProgramBinding>::const_iterator;
        const_iterator begin() const;
        const_iterator end() const;
    
      private:
        std::unordered_map<std::string, ProgramBinding> mBindings;
    };
    
    class ProgramState final : angle::NonCopyable
    {
      public:
        ProgramState();
        ~ProgramState();
    
        const std::string &getLabel();
    
        Shader *getAttachedShader(ShaderType shaderType) const;
        const gl::ShaderMap<Shader *> &getAttachedShaders() const { return mAttachedShaders; }
        const std::vector<std::string> &getTransformFeedbackVaryingNames() const
        {
            return mTransformFeedbackVaryingNames;
        }
        GLint getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
        GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const
        {
            ASSERT(uniformBlockIndex < mUniformBlocks.size());
            return mUniformBlocks[uniformBlockIndex].binding;
        }
        GLuint getShaderStorageBlockBinding(GLuint blockIndex) const
        {
            ASSERT(blockIndex < mShaderStorageBlocks.size());
            return mShaderStorageBlocks[blockIndex].binding;
        }
        const UniformBlockBindingMask &getActiveUniformBlockBindingsMask() const
        {
            return mActiveUniformBlockBindings;
        }
        const std::vector<sh::ShaderVariable> &getProgramInputs() const { return mProgramInputs; }
        DrawBufferMask getActiveOutputVariables() const { return mActiveOutputVariables; }
        const std::vector<sh::ShaderVariable> &getOutputVariables() const { return mOutputVariables; }
        const std::vector<VariableLocation> &getOutputLocations() const { return mOutputLocations; }
        const std::vector<VariableLocation> &getSecondaryOutputLocations() const
        {
            return mSecondaryOutputLocations;
        }
        const std::vector<LinkedUniform> &getUniforms() const { return mUniforms; }
        const std::vector<VariableLocation> &getUniformLocations() const { return mUniformLocations; }
        const std::vector<InterfaceBlock> &getUniformBlocks() const { return mUniformBlocks; }
        const std::vector<InterfaceBlock> &getShaderStorageBlocks() const
        {
            return mShaderStorageBlocks;
        }
        const std::vector<BufferVariable> &getBufferVariables() const { return mBufferVariables; }
        const std::vector<SamplerBinding> &getSamplerBindings() const { return mSamplerBindings; }
        const std::vector<ImageBinding> &getImageBindings() const { return mImageBindings; }
        const sh::WorkGroupSize &getComputeShaderLocalSize() const { return mComputeShaderLocalSize; }
        const RangeUI &getDefaultUniformRange() const { return mDefaultUniformRange; }
        const RangeUI &getSamplerUniformRange() const { return mSamplerUniformRange; }
        const RangeUI &getImageUniformRange() const { return mImageUniformRange; }
        const RangeUI &getAtomicCounterUniformRange() const { return mAtomicCounterUniformRange; }
    
        const std::vector<TransformFeedbackVarying> &getLinkedTransformFeedbackVaryings() const
        {
            return mLinkedTransformFeedbackVaryings;
        }
        const std::vector<GLsizei> &getTransformFeedbackStrides() const
        {
            return mTransformFeedbackStrides;
        }
        const std::vector<AtomicCounterBuffer> &getAtomicCounterBuffers() const
        {
            return mAtomicCounterBuffers;
        }
    
        // Count the number of uniform and storage buffer declarations, counting arrays as one.
        size_t getTransformFeedbackBufferCount() const;
    
        GLuint getUniformIndexFromName(const std::string &name) const;
        GLuint getUniformIndexFromLocation(UniformLocation location) const;
        Optional<GLuint> getSamplerIndex(UniformLocation location) const;
        bool isSamplerUniformIndex(GLuint index) const;
        GLuint getSamplerIndexFromUniformIndex(GLuint uniformIndex) const;
        GLuint getUniformIndexFromSamplerIndex(GLuint samplerIndex) const;
        bool isImageUniformIndex(GLuint index) const;
        GLuint getImageIndexFromUniformIndex(GLuint uniformIndex) const;
        GLuint getUniformIndexFromImageIndex(GLuint imageIndex) const;
        GLuint getAttributeLocation(const std::string &name) const;
    
        GLuint getBufferVariableIndexFromName(const std::string &name) const;
    
        int getNumViews() const { return mNumViews; }
        bool usesMultiview() const { return mNumViews != -1; }
    
        bool hasAttachedShader() const;
    
        ShaderType getFirstAttachedShaderStageType() const;
        ShaderType getLastAttachedShaderStageType() const;
    
        const ProgramAliasedBindings &getUniformLocationBindings() const
        {
            return mUniformLocationBindings;
        }
    
        const ProgramExecutable &getProgramExecutable() const { return mExecutable; }
        ProgramExecutable &getProgramExecutable() { return mExecutable; }
    
        bool hasDefaultUniforms() const { return !getDefaultUniformRange().empty(); }
        bool hasTextures() const { return !getSamplerBindings().empty(); }
        bool hasUniformBuffers() const { return !getUniformBlocks().empty(); }
        bool hasStorageBuffers() const { return !getShaderStorageBlocks().empty(); }
        bool hasAtomicCounterBuffers() const { return !getAtomicCounterBuffers().empty(); }
        bool hasImages() const { return !getImageBindings().empty(); }
        bool hasTransformFeedbackOutput() const
        {
            return !getLinkedTransformFeedbackVaryings().empty();
        }
        bool hasEarlyFragmentTestsOptimization() const { return mEarlyFramentTestsOptimization; }
    
        bool isShaderMarkedForDetach(gl::ShaderType shaderType) const
        {
            return mAttachedShadersMarkedForDetach[shaderType];
        }
    
        // A Program can only either be graphics or compute, but never both, so it
        // can answer isCompute() based on which shaders it has.
        bool isCompute() const { return mExecutable.hasLinkedShaderStage(ShaderType::Compute); }
    
      private:
        friend class MemoryProgramCache;
        friend class Program;
    
        void updateTransformFeedbackStrides();
        void updateActiveSamplers();
        void updateActiveImages();
        void updateProgramInterfaceInputs();
        void updateProgramInterfaceOutputs();
    
        // Scans the sampler bindings for type conflicts with sampler 'textureUnitIndex'.
        void setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex);
    
        std::string mLabel;
    
        sh::WorkGroupSize mComputeShaderLocalSize;
    
        ShaderMap<Shader *> mAttachedShaders;
        ShaderMap<bool> mAttachedShadersMarkedForDetach;
    
        uint32_t mLocationsUsedForXfbExtension;
        std::vector<std::string> mTransformFeedbackVaryingNames;
        std::vector<TransformFeedbackVarying> mLinkedTransformFeedbackVaryings;
        GLenum mTransformFeedbackBufferMode;
    
        // For faster iteration on the blocks currently being bound.
        UniformBlockBindingMask mActiveUniformBlockBindings;
    
        // Vertex attributes, Fragment input varyings, etc.
        std::vector<sh::ShaderVariable> mProgramInputs;
    
        // Uniforms are sorted in order:
        //  1. Non-opaque uniforms
        //  2. Sampler uniforms
        //  3. Image uniforms
        //  4. Atomic counter uniforms
        //  5. Uniform block uniforms
        // This makes opaque uniform validation easier, since we don't need a separate list.
        // For generating the entries and naming them we follow the spec: GLES 3.1 November 2016 section
        // 7.3.1.1 Naming Active Resources. There's a separate entry for each struct member and each
        // inner array of an array of arrays. Names and mapped names of uniforms that are arrays include
        // [0] in the end. This makes implementation of queries simpler.
        std::vector<LinkedUniform> mUniforms;
    
        std::vector<VariableLocation> mUniformLocations;
        std::vector<InterfaceBlock> mUniformBlocks;
        std::vector<BufferVariable> mBufferVariables;
        std::vector<InterfaceBlock> mShaderStorageBlocks;
        std::vector<AtomicCounterBuffer> mAtomicCounterBuffers;
        RangeUI mDefaultUniformRange;
        RangeUI mSamplerUniformRange;
        RangeUI mImageUniformRange;
        RangeUI mAtomicCounterUniformRange;
    
        // An array of the samplers that are used by the program
        std::vector<SamplerBinding> mSamplerBindings;
    
        // An array of the images that are used by the program
        std::vector<ImageBinding> mImageBindings;
    
        // Names and mapped names of output variables that are arrays include [0] in the end, similarly
        // to uniforms.
        std::vector<sh::ShaderVariable> mOutputVariables;
        std::vector<VariableLocation> mOutputLocations;
    
        // EXT_blend_func_extended secondary outputs (ones with index 1) in ESSL 3.00 shaders.
        std::vector<VariableLocation> mSecondaryOutputLocations;
    
        DrawBufferMask mActiveOutputVariables;
    
        // Fragment output variable base types: FLOAT, INT, or UINT.  Ordered by location.
        std::vector<GLenum> mOutputVariableTypes;
        ComponentTypeMask mDrawBufferTypeMask;
    
        bool mBinaryRetrieveableHint;
        bool mSeparable;
        bool mEarlyFramentTestsOptimization;
    
        // ANGLE_multiview.
        int mNumViews;
    
        // GL_EXT_geometry_shader.
        PrimitiveMode mGeometryShaderInputPrimitiveType;
        PrimitiveMode mGeometryShaderOutputPrimitiveType;
        int mGeometryShaderInvocations;
        int mGeometryShaderMaxVertices;
    
        // GL_ANGLE_multi_draw
        int mDrawIDLocation;
    
        // GL_ANGLE_base_vertex_base_instance
        int mBaseVertexLocation;
        int mBaseInstanceLocation;
        // Cached value of base vertex and base instance
        // need to reset them to zero if using non base vertex or base instance draw calls.
        GLint mCachedBaseVertex;
        GLuint mCachedBaseInstance;
    
        // The size of the data written to each transform feedback buffer per vertex.
        std::vector<GLsizei> mTransformFeedbackStrides;
    
        // Note that this has nothing to do with binding layout qualifiers that can be set for some
        // uniforms in GLES3.1+. It is used to pre-set the location of uniforms.
        ProgramAliasedBindings mUniformLocationBindings;
    
        ProgramExecutable mExecutable;
    };
    
    struct ProgramVaryingRef
    {
        const sh::ShaderVariable *get(ShaderType stage) const
        {
            ASSERT(stage == frontShaderStage || stage == backShaderStage);
            const sh::ShaderVariable *ref = stage == frontShaderStage ? frontShader : backShader;
            ASSERT(ref);
            return ref;
        }
    
        const sh::ShaderVariable *frontShader = nullptr;
        const sh::ShaderVariable *backShader  = nullptr;
        ShaderType frontShaderStage           = ShaderType::InvalidEnum;
        ShaderType backShaderStage            = ShaderType::InvalidEnum;
    };
    
    using ProgramMergedVaryings = std::vector<ProgramVaryingRef>;
    
    class Program final : angle::NonCopyable, public LabeledObject
    {
      public:
        Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, ShaderProgramID handle);
        void onDestroy(const Context *context);
    
        ShaderProgramID id() const;
    
        void setLabel(const Context *context, const std::string &label) override;
        const std::string &getLabel() const override;
    
        ANGLE_INLINE rx::ProgramImpl *getImplementation() const
        {
            ASSERT(mLinkResolved);
            return mProgram;
        }
    
        void attachShader(const Context *context, Shader *shader);
        void detachShader(const Context *context, Shader *shader);
        int getAttachedShadersCount() const;
    
        const Shader *getAttachedShader(ShaderType shaderType) const;
    
        void bindAttributeLocation(GLuint index, const char *name);
        void bindUniformLocation(UniformLocation location, const char *name);
    
        // EXT_blend_func_extended
        void bindFragmentOutputLocation(GLuint index, const char *name);
        void bindFragmentOutputIndex(GLuint index, const char *name);
    
        angle::Result linkMergedVaryings(const Context *context,
                                         const ProgramMergedVaryings &mergedVaryings);
    
        // KHR_parallel_shader_compile
        // Try to link the program asynchrously. As a result, background threads may be launched to
        // execute the linking tasks concurrently.
        angle::Result link(const Context *context);
    
        // Peek whether there is any running linking tasks.
        bool isLinking() const;
    
        bool isLinked() const
        {
            ASSERT(mLinkResolved);
            return mLinked;
        }
    
        angle::Result loadBinary(const Context *context,
                                 GLenum binaryFormat,
                                 const void *binary,
                                 GLsizei length);
        angle::Result saveBinary(Context *context,
                                 GLenum *binaryFormat,
                                 void *binary,
                                 GLsizei bufSize,
                                 GLsizei *length) const;
        GLint getBinaryLength(Context *context) const;
        void setBinaryRetrievableHint(bool retrievable);
        bool getBinaryRetrievableHint() const;
    
        void setSeparable(bool separable);
        bool isSeparable() const;
    
        void getAttachedShaders(GLsizei maxCount, GLsizei *count, ShaderProgramID *shaders) const;
    
        GLuint getAttributeLocation(const std::string &name) const;
    
        void getActiveAttribute(GLuint index,
                                GLsizei bufsize,
                                GLsizei *length,
                                GLint *size,
                                GLenum *type,
                                GLchar *name) const;
        GLint getActiveAttributeCount() const;
        GLint getActiveAttributeMaxLength() const;
        const std::vector<sh::ShaderVariable> &getAttributes() const;
    
        GLint getFragDataLocation(const std::string &name) const;
        size_t getOutputResourceCount() const;
        const std::vector<GLenum> &getOutputVariableTypes() const;
        DrawBufferMask getActiveOutputVariables() const
        {
            ASSERT(mLinkResolved);
            return mState.mActiveOutputVariables;
        }
    
        // EXT_blend_func_extended
        GLint getFragDataIndex(const std::string &name) const;
    
        void getActiveUniform(GLuint index,
                              GLsizei bufsize,
                              GLsizei *length,
                              GLint *size,
                              GLenum *type,
                              GLchar *name) const;
        GLint getActiveUniformCount() const;
        size_t getActiveBufferVariableCount() const;
        GLint getActiveUniformMaxLength() const;
        bool isValidUniformLocation(UniformLocation location) const;
        const LinkedUniform &getUniformByLocation(UniformLocation location) const;
        const VariableLocation &getUniformLocation(UniformLocation location) const;
    
        const std::vector<VariableLocation> &getUniformLocations() const
        {
            ASSERT(mLinkResolved);
            return mState.mUniformLocations;
        }
    
        const LinkedUniform &getUniformByIndex(GLuint index) const
        {
            ASSERT(mLinkResolved);
            ASSERT(index < static_cast<size_t>(mState.mUniforms.size()));
            return mState.mUniforms[index];
        }
    
        const BufferVariable &getBufferVariableByIndex(GLuint index) const;
    
        enum SetUniformResult
        {
            SamplerChanged,
            NoSamplerChange,
        };
    
        UniformLocation getUniformLocation(const std::string &name) const;
        GLuint getUniformIndex(const std::string &name) const;
        void setUniform1fv(UniformLocation location, GLsizei count, const GLfloat *v);
        void setUniform2fv(UniformLocation location, GLsizei count, const GLfloat *v);
        void setUniform3fv(UniformLocation location, GLsizei count, const GLfloat *v);
        void setUniform4fv(UniformLocation location, GLsizei count, const GLfloat *v);
        void setUniform1iv(Context *context, UniformLocation location, GLsizei count, const GLint *v);
        void setUniform2iv(UniformLocation location, GLsizei count, const GLint *v);
        void setUniform3iv(UniformLocation location, GLsizei count, const GLint *v);
        void setUniform4iv(UniformLocation location, GLsizei count, const GLint *v);
        void setUniform1uiv(UniformLocation location, GLsizei count, const GLuint *v);
        void setUniform2uiv(UniformLocation location, GLsizei count, const GLuint *v);
        void setUniform3uiv(UniformLocation location, GLsizei count, const GLuint *v);
        void setUniform4uiv(UniformLocation location, GLsizei count, const GLuint *v);
        void setUniformMatrix2fv(UniformLocation location,
                                 GLsizei count,
                                 GLboolean transpose,
                                 const GLfloat *value);
        void setUniformMatrix3fv(UniformLocation location,
                                 GLsizei count,
                                 GLboolean transpose,
                                 const GLfloat *value);
        void setUniformMatrix4fv(UniformLocation location,
                                 GLsizei count,
                                 GLboolean transpose,
                                 const GLfloat *value);
        void setUniformMatrix2x3fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix3x2fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix2x4fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix4x2fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix3x4fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
        void setUniformMatrix4x3fv(UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value);
    
        void getUniformfv(const Context *context, UniformLocation location, GLfloat *params) const;
        void getUniformiv(const Context *context, UniformLocation location, GLint *params) const;
        void getUniformuiv(const Context *context, UniformLocation location, GLuint *params) const;
    
        void getActiveUniformBlockName(const GLuint blockIndex,
                                       GLsizei bufSize,
                                       GLsizei *length,
                                       GLchar *blockName) const;
        void getActiveShaderStorageBlockName(const GLuint blockIndex,
                                             GLsizei bufSize,
                                             GLsizei *length,
                                             GLchar *blockName) const;
    
        ANGLE_INLINE GLuint getActiveUniformBlockCount() const
        {
            ASSERT(mLinkResolved);
            return static_cast<GLuint>(mState.mUniformBlocks.size());
        }
    
        ANGLE_INLINE GLuint getActiveAtomicCounterBufferCount() const
        {
            ASSERT(mLinkResolved);
            return static_cast<GLuint>(mState.mAtomicCounterBuffers.size());
        }
    
        ANGLE_INLINE GLuint getActiveShaderStorageBlockCount() const
        {
            ASSERT(mLinkResolved);
            return static_cast<GLuint>(mState.mShaderStorageBlocks.size());
        }
    
        GLint getActiveUniformBlockMaxNameLength() const;
        GLint getActiveShaderStorageBlockMaxNameLength() const;
    
        GLuint getUniformBlockIndex(const std::string &name) const;
        GLuint getShaderStorageBlockIndex(const std::string &name) const;
    
        void bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding);
        GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const;
        GLuint getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const;
    
        const InterfaceBlock &getUniformBlockByIndex(GLuint index) const;
        const InterfaceBlock &getShaderStorageBlockByIndex(GLuint index) const;
    
        void setTransformFeedbackVaryings(GLsizei count,
                                          const GLchar *const *varyings,
                                          GLenum bufferMode);
        void getTransformFeedbackVarying(GLuint index,
                                         GLsizei bufSize,
                                         GLsizei *length,
                                         GLsizei *size,
                                         GLenum *type,
                                         GLchar *name) const;
        GLsizei getTransformFeedbackVaryingCount() const;
        GLsizei getTransformFeedbackVaryingMaxLength() const;
        GLenum getTransformFeedbackBufferMode() const;
        GLuint getTransformFeedbackVaryingResourceIndex(const GLchar *name) const;
        const TransformFeedbackVarying &getTransformFeedbackVaryingResource(GLuint index) const;
    
        bool hasDrawIDUniform() const;
        void setDrawIDUniform(GLint drawid);
    
        bool hasBaseVertexUniform() const;
        void setBaseVertexUniform(GLint baseVertex);
        bool hasBaseInstanceUniform() const;
        void setBaseInstanceUniform(GLuint baseInstance);
    
        ANGLE_INLINE void addRef()
        {
            ASSERT(mLinkResolved);
            mRefCount++;
        }
    
        ANGLE_INLINE void release(const Context *context)
        {
            ASSERT(mLinkResolved);
            mRefCount--;
    
            if (mRefCount == 0 && mDeleteStatus)
            {
                deleteSelf(context);
            }
        }
    
        unsigned int getRefCount() const;
        bool isInUse() const { return getRefCount() != 0; }
        void flagForDeletion();
        bool isFlaggedForDeletion() const;
    
        void validate(const Caps &caps);
        bool 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();
            }
    
            return validateSamplersImpl(infoLog, caps);
        }
    
        bool isValidated() const;
    
        Optional<bool> getCachedValidateSamplersResult() { return mCachedValidateSamplersResult; }
        void setCachedValidateSamplersResult(bool result) { mCachedValidateSamplersResult = result; }
    
        const std::vector<SamplerBinding> &getSamplerBindings() const;
        const std::vector<ImageBinding> &getImageBindings() const
        {
            ASSERT(mLinkResolved);
            return mState.mImageBindings;
        }
        const sh::WorkGroupSize &getComputeShaderLocalSize() const;
        PrimitiveMode getGeometryShaderInputPrimitiveType() const;
        PrimitiveMode getGeometryShaderOutputPrimitiveType() const;
        GLint getGeometryShaderInvocations() const;
        GLint getGeometryShaderMaxVertices() const;
    
        const ProgramState &getState() const
        {
            ASSERT(mLinkResolved);
            return mState;
        }
    
        static LinkMismatchError LinkValidateVariablesBase(
            const sh::ShaderVariable &variable1,
            const sh::ShaderVariable &variable2,
            bool validatePrecision,
            bool validateArraySize,
            std::string *mismatchedStructOrBlockMemberName);
    
        GLuint getInputResourceIndex(const GLchar *name) const;
        GLuint getOutputResourceIndex(const GLchar *name) const;
        void getInputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
        void getOutputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
        void getUniformResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
        void getBufferVariableResourceName(GLuint index,
                                           GLsizei bufSize,
                                           GLsizei *length,
                                           GLchar *name) const;
        const sh::ShaderVariable &getInputResource(size_t index) const;
        GLuint getResourceMaxNameSize(const sh::ShaderVariable &resource, GLint max) const;
        GLuint getInputResourceMaxNameSize() const;
        GLuint getOutputResourceMaxNameSize() const;
        GLuint getResourceLocation(const GLchar *name, const sh::ShaderVariable &variable) const;
        GLuint getInputResourceLocation(const GLchar *name) const;
        GLuint getOutputResourceLocation(const GLchar *name) const;
        const std::string getResourceName(const sh::ShaderVariable &resource) const;
        const std::string getInputResourceName(GLuint index) const;
        const std::string getOutputResourceName(GLuint index) const;
        const sh::ShaderVariable &getOutputResource(size_t index) const;
    
        const ProgramBindings &getAttributeBindings() const;
        const ProgramAliasedBindings &getUniformLocationBindings() const;
        const ProgramAliasedBindings &getFragmentOutputLocations() const;
        const ProgramAliasedBindings &getFragmentOutputIndexes() const;
    
        int getNumViews() const
        {
            ASSERT(mLinkResolved);
            return mState.getNumViews();
        }
    
        bool usesMultiview() const { return mState.usesMultiview(); }
    
        ComponentTypeMask getDrawBufferTypeMask() const;
    
        const std::vector<GLsizei> &getTransformFeedbackStrides() const;
    
        // Program dirty bits.
        enum DirtyBitType
        {
            DIRTY_BIT_UNIFORM_BLOCK_BINDING_0,
            DIRTY_BIT_UNIFORM_BLOCK_BINDING_MAX =
                DIRTY_BIT_UNIFORM_BLOCK_BINDING_0 + IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS,
    
            DIRTY_BIT_COUNT = DIRTY_BIT_UNIFORM_BLOCK_BINDING_MAX,
        };
    
        using DirtyBits = angle::BitSet<DIRTY_BIT_COUNT>;
    
        angle::Result syncState(const Context *context);
    
        // Try to resolve linking. Inlined to make sure its overhead is as low as possible.
        void resolveLink(const Context *context)
        {
            if (!mLinkResolved)
            {
                resolveLinkImpl(context);
            }
        }
    
        ANGLE_INLINE bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
    
        gl::ProgramLinkedResources &getResources() const
        {
            ASSERT(mResources);
            return *mResources;
        }
    
        // Writes a program's binary to the output memory buffer.
        angle::Result serialize(const Context *context, angle::MemoryBuffer *binaryOut) const;
    
        rx::Serial serial() const { return mSerial; }
    
        const ProgramExecutable &getExecutable() const { return mState.getProgramExecutable(); }
        ProgramExecutable &getExecutable() { return mState.getProgramExecutable(); }
    
        const char *validateDrawStates(const State &state, const gl::Extensions &extensions) const;
    
        static void getFilteredVaryings(const std::vector<sh::ShaderVariable> &varyings,
                                        std::vector<const sh::ShaderVariable *> *filteredVaryingsOut);
        static bool doShaderVariablesMatch(gl::Shader *generatingShader,
                                           gl::Shader *consumingShader,
                                           const sh::ShaderVariable &input,
                                           const sh::ShaderVariable &output,
                                           bool validateGeometryShaderInputs,
                                           bool isSeparable,
                                           gl::InfoLog &infoLog);
        static bool linkValidateShaderInterfaceMatching(Shader *generatingShader,
                                                        Shader *consumingShader,
                                                        bool isSeparable,
                                                        InfoLog &infoLog);
        static bool linkValidateBuiltInVaryings(Shader *vertexShader,
                                                Shader *fragmentShader,
                                                InfoLog &infoLog);
    
      private:
        struct LinkingState;
    
        ~Program() override;
    
        // Loads program state according to the specified binary blob.
        angle::Result deserialize(const Context *context, BinaryInputStream &stream, InfoLog &infoLog);
    
        void unlink();
        void deleteSelf(const Context *context);
    
        bool linkValidateShaders(InfoLog &infoLog);
        bool linkAttributes(const Context *context, InfoLog &infoLog);
        bool linkInterfaceBlocks(const Caps &caps,
                                 const Version &version,
                                 bool webglCompatibility,
                                 InfoLog &infoLog,
                                 GLuint *combinedShaderStorageBlocksCount);
        bool linkVaryings(InfoLog &infoLog) const;
    
        bool linkUniforms(const Caps &caps,
                          const Version &version,
                          InfoLog &infoLog,
                          const ProgramAliasedBindings &uniformLocationBindings,
                          GLuint *combinedImageUniformsCount,
                          std::vector<UnusedUniform> *unusedUniforms);
        void linkSamplerAndImageBindings(GLuint *combinedImageUniformsCount);
        bool linkAtomicCounterBuffers();
    
        void updateLinkedShaderStages();
    
        static LinkMismatchError LinkValidateVaryings(const sh::ShaderVariable &outputVarying,
                                                      const sh::ShaderVariable &inputVarying,
                                                      int shaderVersion,
                                                      bool validateGeometryShaderInputVarying,
                                                      bool isSeparable,
                                                      std::string *mismatchedStructFieldName);
    
        bool linkValidateTransformFeedback(const Version &version,
                                           InfoLog &infoLog,
                                           const ProgramMergedVaryings &linkedVaryings,
                                           ShaderType stage,
                                           const Caps &caps) const;
    
        void gatherTransformFeedbackVaryings(const ProgramMergedVaryings &varyings, ShaderType stage);
    
        ProgramMergedVaryings getMergedVaryings() const;
        int getOutputLocationForLink(const sh::ShaderVariable &outputVariable) const;
        bool isOutputSecondaryForLink(const sh::ShaderVariable &outputVariable) const;
        bool linkOutputVariables(const Caps &caps,
                                 const Extensions &extensions,
                                 const Version &version,
                                 GLuint combinedImageUniformsCount,
                                 GLuint combinedShaderStorageBlocksCount);
    
        void setUniformValuesFromBindingQualifiers();
        bool shouldIgnoreUniform(UniformLocation location) const;
    
        void initInterfaceBlockBindings();
    
        // Both these function update the cached uniform values and return a modified "count"
        // so that the uniform update doesn't overflow the uniform.
        template <typename T>
        GLsizei clampUniformCount(const VariableLocation &locationInfo,
                                  GLsizei count,
                                  int vectorSize,
                                  const T *v);
        template <size_t cols, size_t rows, typename T>
        GLsizei clampMatrixUniformCount(UniformLocation location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const T *v);
    
        void updateSamplerUniform(Context *context,
                                  const VariableLocation &locationInfo,
                                  GLsizei clampedCount,
                                  const GLint *v);
    
        template <typename DestT>
        void getUniformInternal(const Context *context,
                                DestT *dataOut,
                                UniformLocation location,
                                GLenum nativeType,
                                int components) const;
    
        void getResourceName(const std::string name,
                             GLsizei bufSize,
                             GLsizei *length,
                             GLchar *dest) const;
    
        template <typename T>
        GLint getActiveInterfaceBlockMaxNameLength(const std::vector<T> &resources) const;
    
        GLuint getSamplerUniformBinding(const VariableLocation &uniformLocation) const;
        GLuint getImageUniformBinding(const VariableLocation &uniformLocation) const;
    
        bool validateSamplersImpl(InfoLog *infoLog, const Caps &caps);
    
        // Block until linking is finished and resolve it.
        void resolveLinkImpl(const gl::Context *context);
    
        void postResolveLink(const gl::Context *context);
    
        rx::Serial mSerial;
        ProgramState mState;
        rx::ProgramImpl *mProgram;
    
        bool mValidated;
    
        ProgramBindings mAttributeBindings;
    
        // EXT_blend_func_extended
        ProgramAliasedBindings mFragmentOutputLocations;
        ProgramAliasedBindings mFragmentOutputIndexes;
    
        bool mLinked;
        bool mLinkResolved;
        std::unique_ptr<LinkingState> mLinkingState;
        bool mDeleteStatus;  // Flag to indicate that the program can be deleted when no longer in use
    
        unsigned int mRefCount;
    
        ShaderProgramManager *mResourceManager;
        const ShaderProgramID mHandle;
    
        // Cache for sampler validation
        Optional<bool> mCachedValidateSamplersResult;
    
        DirtyBits mDirtyBits;
    
        // TODO: http://anglebug.com/4514: Remove
        std::unique_ptr<gl::ProgramLinkedResources> mResources;
    };
    }  // namespace gl
    
    #endif  // LIBANGLE_PROGRAM_H_