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kc3-lang/angle/src/libANGLE/renderer/gl/ProgramGL.cpp

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  • Author : Jamie Madill
    Date : 2018-10-04 17:42:00
    Hash : 785e8a0b
    Message : Remove gl::LinkResult. Instead of returning a small struct from LinkProgram calls we use angle::Result. Linking can have 3 cases: - the link was successful -> angle::Result::Continue - the link failed -> angle::Result::Incomplete - there was an internal error -> angle::Result::Stop Note that any unexpected Incomplete is still an error. Each function that accepts Incomplete must check explicitly. This is the last user of ErrorOrResult. Bug: angleproject:2491 Change-Id: Idba23be27efe4b561720a4bdd8fe486b40779497 Reviewed-on: https://chromium-review.googlesource.com/c/1255645 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@google.com>

  • src/libANGLE/renderer/gl/ProgramGL.cpp
  • //
    // Copyright 2015 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.
    //
    
    // ProgramGL.cpp: Implements the class methods for ProgramGL.
    
    #include "libANGLE/renderer/gl/ProgramGL.h"
    
    #include "common/angleutils.h"
    #include "common/bitset_utils.h"
    #include "common/debug.h"
    #include "common/string_utils.h"
    #include "common/utilities.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/ProgramLinkedResources.h"
    #include "libANGLE/Uniform.h"
    #include "libANGLE/queryconversions.h"
    #include "libANGLE/renderer/gl/ContextGL.h"
    #include "libANGLE/renderer/gl/FunctionsGL.h"
    #include "libANGLE/renderer/gl/ShaderGL.h"
    #include "libANGLE/renderer/gl/StateManagerGL.h"
    #include "libANGLE/renderer/gl/WorkaroundsGL.h"
    #include "platform/Platform.h"
    
    namespace rx
    {
    
    ProgramGL::ProgramGL(const gl::ProgramState &data,
                         const FunctionsGL *functions,
                         const WorkaroundsGL &workarounds,
                         StateManagerGL *stateManager,
                         bool enablePathRendering)
        : ProgramImpl(data),
          mFunctions(functions),
          mWorkarounds(workarounds),
          mStateManager(stateManager),
          mEnablePathRendering(enablePathRendering),
          mMultiviewBaseViewLayerIndexUniformLocation(-1),
          mProgramID(0)
    {
        ASSERT(mFunctions);
        ASSERT(mStateManager);
    
        mProgramID = mFunctions->createProgram();
    }
    
    ProgramGL::~ProgramGL()
    {
        mFunctions->deleteProgram(mProgramID);
        mProgramID = 0;
    }
    
    angle::Result ProgramGL::load(const gl::Context *context,
                                  gl::InfoLog &infoLog,
                                  gl::BinaryInputStream *stream)
    {
        preLink();
    
        // Read the binary format, size and blob
        GLenum binaryFormat   = stream->readInt<GLenum>();
        GLint binaryLength    = stream->readInt<GLint>();
        const uint8_t *binary = stream->data() + stream->offset();
        stream->skip(binaryLength);
    
        // Load the binary
        mFunctions->programBinary(mProgramID, binaryFormat, binary, binaryLength);
    
        // Verify that the program linked
        if (!checkLinkStatus(infoLog))
        {
            return angle::Result::Incomplete();
        }
    
        postLink();
        reapplyUBOBindingsIfNeeded(context);
    
        return angle::Result::Continue();
    }
    
    void ProgramGL::save(const gl::Context *context, gl::BinaryOutputStream *stream)
    {
        GLint binaryLength = 0;
        mFunctions->getProgramiv(mProgramID, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
    
        std::vector<uint8_t> binary(std::max(binaryLength, 1));
        GLenum binaryFormat = GL_NONE;
        mFunctions->getProgramBinary(mProgramID, binaryLength, &binaryLength, &binaryFormat,
                                     binary.data());
    
        stream->writeInt(binaryFormat);
        stream->writeInt(binaryLength);
        stream->writeBytes(binary.data(), binaryLength);
    
        reapplyUBOBindingsIfNeeded(context);
    }
    
    void ProgramGL::reapplyUBOBindingsIfNeeded(const gl::Context *context)
    {
        // Re-apply UBO bindings to work around driver bugs.
        const WorkaroundsGL &workaroundsGL = GetImplAs<ContextGL>(context)->getWorkaroundsGL();
        if (workaroundsGL.reapplyUBOBindingsAfterUsingBinaryProgram)
        {
            const auto &blocks = mState.getUniformBlocks();
            for (size_t blockIndex : mState.getActiveUniformBlockBindingsMask())
            {
                setUniformBlockBinding(static_cast<GLuint>(blockIndex), blocks[blockIndex].binding);
            }
        }
    }
    
    void ProgramGL::setBinaryRetrievableHint(bool retrievable)
    {
        // glProgramParameteri isn't always available on ES backends.
        if (mFunctions->programParameteri)
        {
            mFunctions->programParameteri(mProgramID, GL_PROGRAM_BINARY_RETRIEVABLE_HINT,
                                          retrievable ? GL_TRUE : GL_FALSE);
        }
    }
    
    void ProgramGL::setSeparable(bool separable)
    {
        mFunctions->programParameteri(mProgramID, GL_PROGRAM_SEPARABLE, separable ? GL_TRUE : GL_FALSE);
    }
    
    std::unique_ptr<LinkEvent> ProgramGL::link(const gl::Context *context,
                                               const gl::ProgramLinkedResources &resources,
                                               gl::InfoLog &infoLog)
    {
        // TODO(jie.a.chen@intel.com): Parallelize linking.
        return std::make_unique<LinkEventDone>(linkImpl(context, resources, infoLog));
    }
    
    angle::Result ProgramGL::linkImpl(const gl::Context *context,
                                      const gl::ProgramLinkedResources &resources,
                                      gl::InfoLog &infoLog)
    {
        preLink();
    
        if (mState.getAttachedShader(gl::ShaderType::Compute))
        {
            const ShaderGL *computeShaderGL =
                GetImplAs<ShaderGL>(mState.getAttachedShader(gl::ShaderType::Compute));
    
            mFunctions->attachShader(mProgramID, computeShaderGL->getShaderID());
    
            // Link and verify
            mFunctions->linkProgram(mProgramID);
    
            // Detach the shaders
            mFunctions->detachShader(mProgramID, computeShaderGL->getShaderID());
        }
        else
        {
            // Set the transform feedback state
            std::vector<std::string> transformFeedbackVaryingMappedNames;
            for (const auto &tfVarying : mState.getTransformFeedbackVaryingNames())
            {
                std::string tfVaryingMappedName =
                    mState.getAttachedShader(gl::ShaderType::Vertex)
                        ->getTransformFeedbackVaryingMappedName(tfVarying);
                transformFeedbackVaryingMappedNames.push_back(tfVaryingMappedName);
            }
    
            if (transformFeedbackVaryingMappedNames.empty())
            {
                if (mFunctions->transformFeedbackVaryings)
                {
                    mFunctions->transformFeedbackVaryings(mProgramID, 0, nullptr,
                                                          mState.getTransformFeedbackBufferMode());
                }
            }
            else
            {
                ASSERT(mFunctions->transformFeedbackVaryings);
                std::vector<const GLchar *> transformFeedbackVaryings;
                for (const auto &varying : transformFeedbackVaryingMappedNames)
                {
                    transformFeedbackVaryings.push_back(varying.c_str());
                }
                mFunctions->transformFeedbackVaryings(
                    mProgramID, static_cast<GLsizei>(transformFeedbackVaryingMappedNames.size()),
                    &transformFeedbackVaryings[0], mState.getTransformFeedbackBufferMode());
            }
    
            const ShaderGL *vertexShaderGL =
                GetImplAs<ShaderGL>(mState.getAttachedShader(gl::ShaderType::Vertex));
            const ShaderGL *fragmentShaderGL =
                GetImplAs<ShaderGL>(mState.getAttachedShader(gl::ShaderType::Fragment));
            const ShaderGL *geometryShaderGL = rx::SafeGetImplAs<ShaderGL, gl::Shader>(
                mState.getAttachedShader(gl::ShaderType::Geometry));
    
            // Attach the shaders
            mFunctions->attachShader(mProgramID, vertexShaderGL->getShaderID());
            mFunctions->attachShader(mProgramID, fragmentShaderGL->getShaderID());
            if (geometryShaderGL)
            {
                mFunctions->attachShader(mProgramID, geometryShaderGL->getShaderID());
            }
    
            // Bind attribute locations to match the GL layer.
            for (const sh::Attribute &attribute : mState.getAttributes())
            {
                if (!attribute.active || attribute.isBuiltIn())
                {
                    continue;
                }
    
                mFunctions->bindAttribLocation(mProgramID, attribute.location,
                                               attribute.mappedName.c_str());
            }
    
            // Bind the secondary fragment color outputs defined in EXT_blend_func_extended. We only use
            // the API to bind fragment output locations in case EXT_blend_func_extended is enabled.
            // Otherwise shader-assigned locations will work.
            if (context->getExtensions().blendFuncExtended)
            {
                if (mState.getAttachedShader(gl::ShaderType::Fragment)->getShaderVersion() == 100)
                {
                    // TODO(http://anglebug.com/2833): The bind done below is only valid in case the
                    // compiler transforms the shader outputs to the angle/webgl prefixed ones. If we
                    // added support for running EXT_blend_func_extended on top of GLES, some changes
                    // would be required:
                    //  - If we're backed by GLES 2.0, we shouldn't do the bind because it's not needed.
                    //  - If we're backed by GLES 3.0+, it's a bit unclear what should happen. Currently
                    //    the compiler doesn't support transforming GLSL ES 1.00 shaders to GLSL ES 3.00
                    //    shaders in general, but support for that might be required. Or we might be
                    //    able to skip the bind in case the compiler outputs GLSL ES 1.00.
                    const auto &shaderOutputs =
                        mState.getAttachedShader(gl::ShaderType::Fragment)->getActiveOutputVariables();
                    for (const auto &output : shaderOutputs)
                    {
                        // TODO(http://anglebug.com/1085) This could be cleaner if the transformed names
                        // would be set correctly in ShaderVariable::mappedName. This would require some
                        // refactoring in the translator. Adding a mapped name dictionary for builtins
                        // into the symbol table would be one fairly clean way to do it.
                        if (output.name == "gl_SecondaryFragColorEXT")
                        {
                            mFunctions->bindFragDataLocationIndexed(mProgramID, 0, 0,
                                                                    "webgl_FragColor");
                            mFunctions->bindFragDataLocationIndexed(mProgramID, 0, 1,
                                                                    "angle_SecondaryFragColor");
                        }
                        else if (output.name == "gl_SecondaryFragDataEXT")
                        {
                            // Basically we should have a loop here going over the output
                            // array binding "webgl_FragData[i]" and "angle_SecondaryFragData[i]" array
                            // indices to the correct color buffers and color indices.
                            // However I'm not sure if this construct is legal or not, neither ARB or
                            // EXT version of the spec mention this. They only mention that
                            // automatically assigned array locations for ESSL 3.00 output arrays need
                            // to have contiguous locations.
                            //
                            // In practice it seems that binding array members works on some drivers and
                            // fails on others. One option could be to modify the shader translator to
                            // expand the arrays into individual output variables instead of using an
                            // array.
                            //
                            // For now we're going to have a limitation of assuming that
                            // GL_MAX_DUAL_SOURCE_DRAW_BUFFERS is *always* 1 and then only bind the
                            // basename of the variable ignoring any indices. This appears to work
                            // uniformly.
                            ASSERT(output.isArray() && output.getOutermostArraySize() == 1);
    
                            mFunctions->bindFragDataLocationIndexed(mProgramID, 0, 0, "webgl_FragData");
                            mFunctions->bindFragDataLocationIndexed(mProgramID, 0, 1,
                                                                    "angle_SecondaryFragData");
                        }
                    }
                }
                else
                {
                    // ESSL 3.00 and up.
                    const auto &outputLocations          = mState.getOutputLocations();
                    const auto &secondaryOutputLocations = mState.getSecondaryOutputLocations();
                    for (size_t outputLocationIndex = 0u; outputLocationIndex < outputLocations.size();
                         ++outputLocationIndex)
                    {
                        const gl::VariableLocation &outputLocation =
                            outputLocations[outputLocationIndex];
                        if (outputLocation.arrayIndex == 0 && outputLocation.used() &&
                            !outputLocation.ignored)
                        {
                            const sh::OutputVariable &outputVar =
                                mState.getOutputVariables()[outputLocation.index];
                            if (outputVar.location == -1)
                            {
                                // We only need to assign the location and index via the API in case the
                                // variable doesn't have its location set in the shader. If a variable
                                // doesn't have its location set in the shader it doesn't have the index
                                // set either.
                                ASSERT(outputVar.index == -1);
                                mFunctions->bindFragDataLocationIndexed(
                                    mProgramID, outputLocationIndex, 0, outputVar.mappedName.c_str());
                            }
                        }
                    }
                    for (size_t outputLocationIndex = 0u;
                         outputLocationIndex < secondaryOutputLocations.size(); ++outputLocationIndex)
                    {
                        const gl::VariableLocation &outputLocation =
                            secondaryOutputLocations[outputLocationIndex];
                        if (outputLocation.arrayIndex == 0 && outputLocation.used() &&
                            !outputLocation.ignored)
                        {
                            const sh::OutputVariable &outputVar =
                                mState.getOutputVariables()[outputLocation.index];
                            if (outputVar.location == -1 || outputVar.index == -1)
                            {
                                // We only need to assign the location and index via the API in case the
                                // variable doesn't have a shader-assigned location and index.  If a
                                // variable doesn't have its location set in the shader it doesn't have
                                // the index set either.
                                ASSERT(outputVar.index == -1);
                                mFunctions->bindFragDataLocationIndexed(
                                    mProgramID, outputLocationIndex, 1, outputVar.mappedName.c_str());
                            }
                        }
                    }
                }
            }
    
            // Link and verify
            mFunctions->linkProgram(mProgramID);
    
            // Detach the shaders
            mFunctions->detachShader(mProgramID, vertexShaderGL->getShaderID());
            mFunctions->detachShader(mProgramID, fragmentShaderGL->getShaderID());
            if (geometryShaderGL)
            {
                mFunctions->detachShader(mProgramID, geometryShaderGL->getShaderID());
            }
        }
    
        // Verify the link
        if (!checkLinkStatus(infoLog))
        {
            return angle::Result::Incomplete();
        }
    
        if (mWorkarounds.alwaysCallUseProgramAfterLink)
        {
            mStateManager->forceUseProgram(mProgramID);
        }
    
        linkResources(resources);
        postLink();
    
        return angle::Result::Continue();
    }
    
    GLboolean ProgramGL::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/)
    {
        // TODO(jmadill): implement validate
        return true;
    }
    
    void ProgramGL::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (mFunctions->programUniform1fv != nullptr)
        {
            mFunctions->programUniform1fv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform1fv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (mFunctions->programUniform2fv != nullptr)
        {
            mFunctions->programUniform2fv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform2fv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (mFunctions->programUniform3fv != nullptr)
        {
            mFunctions->programUniform3fv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform3fv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (mFunctions->programUniform4fv != nullptr)
        {
            mFunctions->programUniform4fv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform4fv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        if (mFunctions->programUniform1iv != nullptr)
        {
            mFunctions->programUniform1iv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform1iv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        if (mFunctions->programUniform2iv != nullptr)
        {
            mFunctions->programUniform2iv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform2iv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        if (mFunctions->programUniform3iv != nullptr)
        {
            mFunctions->programUniform3iv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform3iv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        if (mFunctions->programUniform4iv != nullptr)
        {
            mFunctions->programUniform4iv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform4iv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
    {
        if (mFunctions->programUniform1uiv != nullptr)
        {
            mFunctions->programUniform1uiv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform1uiv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
    {
        if (mFunctions->programUniform2uiv != nullptr)
        {
            mFunctions->programUniform2uiv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform2uiv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
    {
        if (mFunctions->programUniform3uiv != nullptr)
        {
            mFunctions->programUniform3uiv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform3uiv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
    {
        if (mFunctions->programUniform4uiv != nullptr)
        {
            mFunctions->programUniform4uiv(mProgramID, uniLoc(location), count, v);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniform4uiv(uniLoc(location), count, v);
        }
    }
    
    void ProgramGL::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        if (mFunctions->programUniformMatrix2fv != nullptr)
        {
            mFunctions->programUniformMatrix2fv(mProgramID, uniLoc(location), count, transpose, value);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniformMatrix2fv(uniLoc(location), count, transpose, value);
        }
    }
    
    void ProgramGL::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        if (mFunctions->programUniformMatrix3fv != nullptr)
        {
            mFunctions->programUniformMatrix3fv(mProgramID, uniLoc(location), count, transpose, value);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniformMatrix3fv(uniLoc(location), count, transpose, value);
        }
    }
    
    void ProgramGL::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        if (mFunctions->programUniformMatrix4fv != nullptr)
        {
            mFunctions->programUniformMatrix4fv(mProgramID, uniLoc(location), count, transpose, value);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniformMatrix4fv(uniLoc(location), count, transpose, value);
        }
    }
    
    void ProgramGL::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        if (mFunctions->programUniformMatrix2x3fv != nullptr)
        {
            mFunctions->programUniformMatrix2x3fv(mProgramID, uniLoc(location), count, transpose,
                                                  value);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniformMatrix2x3fv(uniLoc(location), count, transpose, value);
        }
    }
    
    void ProgramGL::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        if (mFunctions->programUniformMatrix3x2fv != nullptr)
        {
            mFunctions->programUniformMatrix3x2fv(mProgramID, uniLoc(location), count, transpose,
                                                  value);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniformMatrix3x2fv(uniLoc(location), count, transpose, value);
        }
    }
    
    void ProgramGL::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        if (mFunctions->programUniformMatrix2x4fv != nullptr)
        {
            mFunctions->programUniformMatrix2x4fv(mProgramID, uniLoc(location), count, transpose,
                                                  value);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniformMatrix2x4fv(uniLoc(location), count, transpose, value);
        }
    }
    
    void ProgramGL::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        if (mFunctions->programUniformMatrix4x2fv != nullptr)
        {
            mFunctions->programUniformMatrix4x2fv(mProgramID, uniLoc(location), count, transpose,
                                                  value);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniformMatrix4x2fv(uniLoc(location), count, transpose, value);
        }
    }
    
    void ProgramGL::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        if (mFunctions->programUniformMatrix3x4fv != nullptr)
        {
            mFunctions->programUniformMatrix3x4fv(mProgramID, uniLoc(location), count, transpose,
                                                  value);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniformMatrix3x4fv(uniLoc(location), count, transpose, value);
        }
    }
    
    void ProgramGL::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        if (mFunctions->programUniformMatrix4x3fv != nullptr)
        {
            mFunctions->programUniformMatrix4x3fv(mProgramID, uniLoc(location), count, transpose,
                                                  value);
        }
        else
        {
            mStateManager->useProgram(mProgramID);
            mFunctions->uniformMatrix4x3fv(uniLoc(location), count, transpose, value);
        }
    }
    
    void ProgramGL::setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
    {
        // Lazy init
        if (mUniformBlockRealLocationMap.empty())
        {
            mUniformBlockRealLocationMap.reserve(mState.getUniformBlocks().size());
            for (const gl::InterfaceBlock &uniformBlock : mState.getUniformBlocks())
            {
                const std::string &mappedNameWithIndex = uniformBlock.mappedNameWithArrayIndex();
                GLuint blockIndex =
                    mFunctions->getUniformBlockIndex(mProgramID, mappedNameWithIndex.c_str());
                mUniformBlockRealLocationMap.push_back(blockIndex);
            }
        }
    
        GLuint realBlockIndex = mUniformBlockRealLocationMap[uniformBlockIndex];
        if (realBlockIndex != GL_INVALID_INDEX)
        {
            mFunctions->uniformBlockBinding(mProgramID, realBlockIndex, uniformBlockBinding);
        }
    }
    
    GLuint ProgramGL::getProgramID() const
    {
        return mProgramID;
    }
    
    bool ProgramGL::getUniformBlockSize(const std::string & /* blockName */,
                                        const std::string &blockMappedName,
                                        size_t *sizeOut) const
    {
        ASSERT(mProgramID != 0u);
    
        GLuint blockIndex = mFunctions->getUniformBlockIndex(mProgramID, blockMappedName.c_str());
        if (blockIndex == GL_INVALID_INDEX)
        {
            *sizeOut = 0;
            return false;
        }
    
        GLint dataSize = 0;
        mFunctions->getActiveUniformBlockiv(mProgramID, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE,
                                            &dataSize);
        *sizeOut = static_cast<size_t>(dataSize);
        return true;
    }
    
    bool ProgramGL::getUniformBlockMemberInfo(const std::string & /* memberUniformName */,
                                              const std::string &memberUniformMappedName,
                                              sh::BlockMemberInfo *memberInfoOut) const
    {
        GLuint uniformIndex;
        const GLchar *memberNameGLStr = memberUniformMappedName.c_str();
        mFunctions->getUniformIndices(mProgramID, 1, &memberNameGLStr, &uniformIndex);
    
        if (uniformIndex == GL_INVALID_INDEX)
        {
            *memberInfoOut = sh::BlockMemberInfo::getDefaultBlockInfo();
            return false;
        }
    
        mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_OFFSET,
                                        &memberInfoOut->offset);
        mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_ARRAY_STRIDE,
                                        &memberInfoOut->arrayStride);
        mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_MATRIX_STRIDE,
                                        &memberInfoOut->matrixStride);
    
        // TODO(jmadill): possibly determine this at the gl::Program level.
        GLint isRowMajorMatrix = 0;
        mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_IS_ROW_MAJOR,
                                        &isRowMajorMatrix);
        memberInfoOut->isRowMajorMatrix = gl::ConvertToBool(isRowMajorMatrix);
        return true;
    }
    
    bool ProgramGL::getShaderStorageBlockMemberInfo(const std::string & /* memberName */,
                                                    const std::string &memberUniformMappedName,
                                                    sh::BlockMemberInfo *memberInfoOut) const
    {
        const GLchar *memberNameGLStr = memberUniformMappedName.c_str();
        GLuint index =
            mFunctions->getProgramResourceIndex(mProgramID, GL_BUFFER_VARIABLE, memberNameGLStr);
    
        if (index == GL_INVALID_INDEX)
        {
            *memberInfoOut = sh::BlockMemberInfo::getDefaultBlockInfo();
            return false;
        }
    
        constexpr int kPropCount             = 5;
        std::array<GLenum, kPropCount> props = {
            {GL_ARRAY_STRIDE, GL_IS_ROW_MAJOR, GL_MATRIX_STRIDE, GL_OFFSET, GL_TOP_LEVEL_ARRAY_STRIDE}};
        std::array<GLint, kPropCount> params;
        GLsizei length;
        mFunctions->getProgramResourceiv(mProgramID, GL_BUFFER_VARIABLE, index, kPropCount,
                                         props.data(), kPropCount, &length, params.data());
        ASSERT(kPropCount == length);
        memberInfoOut->arrayStride         = params[0];
        memberInfoOut->isRowMajorMatrix    = params[1] != 0;
        memberInfoOut->matrixStride        = params[2];
        memberInfoOut->offset              = params[3];
        memberInfoOut->topLevelArrayStride = params[4];
    
        return true;
    }
    
    bool ProgramGL::getShaderStorageBlockSize(const std::string &name,
                                              const std::string &mappedName,
                                              size_t *sizeOut) const
    {
        const GLchar *nameGLStr = mappedName.c_str();
        GLuint index =
            mFunctions->getProgramResourceIndex(mProgramID, GL_SHADER_STORAGE_BLOCK, nameGLStr);
    
        if (index == GL_INVALID_INDEX)
        {
            *sizeOut = 0;
            return false;
        }
    
        GLenum prop    = GL_BUFFER_DATA_SIZE;
        GLsizei length = 0;
        GLint dataSize = 0;
        mFunctions->getProgramResourceiv(mProgramID, GL_SHADER_STORAGE_BLOCK, index, 1, &prop, 1,
                                         &length, &dataSize);
        *sizeOut = static_cast<size_t>(dataSize);
        return true;
    }
    
    void ProgramGL::getAtomicCounterBufferSizeMap(std::map<int, unsigned int> *sizeMapOut) const
    {
        if (mFunctions->getProgramInterfaceiv == nullptr)
        {
            return;
        }
    
        int resourceCount = 0;
        mFunctions->getProgramInterfaceiv(mProgramID, GL_ATOMIC_COUNTER_BUFFER, GL_ACTIVE_RESOURCES,
                                          &resourceCount);
    
        for (int index = 0; index < resourceCount; index++)
        {
            constexpr int kPropCount             = 2;
            std::array<GLenum, kPropCount> props = {{GL_BUFFER_BINDING, GL_BUFFER_DATA_SIZE}};
            std::array<GLint, kPropCount> params;
            GLsizei length;
            mFunctions->getProgramResourceiv(mProgramID, GL_ATOMIC_COUNTER_BUFFER, index, kPropCount,
                                             props.data(), kPropCount, &length, params.data());
            ASSERT(kPropCount == length);
            int bufferBinding           = params[0];
            unsigned int bufferDataSize = params[1];
            sizeMapOut->insert(std::pair<int, unsigned int>(bufferBinding, bufferDataSize));
        }
    }
    
    void ProgramGL::setPathFragmentInputGen(const std::string &inputName,
                                            GLenum genMode,
                                            GLint components,
                                            const GLfloat *coeffs)
    {
        ASSERT(mEnablePathRendering);
    
        for (const auto &input : mPathRenderingFragmentInputs)
        {
            if (input.mappedName == inputName)
            {
                mFunctions->programPathFragmentInputGenNV(mProgramID, input.location, genMode,
                                                          components, coeffs);
                ASSERT(mFunctions->getError() == GL_NO_ERROR);
                return;
            }
        }
    
    }
    
    void ProgramGL::preLink()
    {
        // Reset the program state
        mUniformRealLocationMap.clear();
        mUniformBlockRealLocationMap.clear();
        mPathRenderingFragmentInputs.clear();
    
        mMultiviewBaseViewLayerIndexUniformLocation = -1;
    }
    
    bool ProgramGL::checkLinkStatus(gl::InfoLog &infoLog)
    {
        GLint linkStatus = GL_FALSE;
        mFunctions->getProgramiv(mProgramID, GL_LINK_STATUS, &linkStatus);
        if (linkStatus == GL_FALSE)
        {
            // Linking or program binary loading failed, put the error into the info log.
            GLint infoLogLength = 0;
            mFunctions->getProgramiv(mProgramID, GL_INFO_LOG_LENGTH, &infoLogLength);
    
            // Info log length includes the null terminator, so 1 means that the info log is an empty
            // string.
            if (infoLogLength > 1)
            {
                std::vector<char> buf(infoLogLength);
                mFunctions->getProgramInfoLog(mProgramID, infoLogLength, nullptr, &buf[0]);
    
                infoLog << buf.data();
    
                WARN() << "Program link or binary loading failed: " << buf.data();
            }
            else
            {
                WARN() << "Program link or binary loading failed with no info log.";
            }
    
            // This may happen under normal circumstances if we're loading program binaries and the
            // driver or hardware has changed.
            ASSERT(mProgramID != 0);
            return false;
        }
    
        return true;
    }
    
    void ProgramGL::postLink()
    {
        // Query the uniform information
        ASSERT(mUniformRealLocationMap.empty());
        const auto &uniformLocations = mState.getUniformLocations();
        const auto &uniforms = mState.getUniforms();
        mUniformRealLocationMap.resize(uniformLocations.size(), GL_INVALID_INDEX);
        for (size_t uniformLocation = 0; uniformLocation < uniformLocations.size(); uniformLocation++)
        {
            const auto &entry = uniformLocations[uniformLocation];
            if (!entry.used())
            {
                continue;
            }
    
            // From the GLES 3.0.5 spec:
            // "Locations for sequential array indices are not required to be sequential."
            const gl::LinkedUniform &uniform = uniforms[entry.index];
            std::stringstream fullNameStr;
            if (uniform.isArray())
            {
                ASSERT(angle::EndsWith(uniform.mappedName, "[0]"));
                fullNameStr << uniform.mappedName.substr(0, uniform.mappedName.length() - 3);
                fullNameStr << "[" << entry.arrayIndex << "]";
            }
            else
            {
                fullNameStr << uniform.mappedName;
            }
            const std::string &fullName = fullNameStr.str();
    
            GLint realLocation = mFunctions->getUniformLocation(mProgramID, fullName.c_str());
            mUniformRealLocationMap[uniformLocation] = realLocation;
        }
    
        if (mState.usesMultiview())
        {
            mMultiviewBaseViewLayerIndexUniformLocation =
                mFunctions->getUniformLocation(mProgramID, "multiviewBaseViewLayerIndex");
            ASSERT(mMultiviewBaseViewLayerIndexUniformLocation != -1);
        }
    
        // Discover CHROMIUM_path_rendering fragment inputs if enabled.
        if (!mEnablePathRendering)
            return;
    
        GLint numFragmentInputs = 0;
        mFunctions->getProgramInterfaceiv(mProgramID, GL_FRAGMENT_INPUT_NV, GL_ACTIVE_RESOURCES,
                                          &numFragmentInputs);
        if (numFragmentInputs <= 0)
            return;
    
        GLint maxNameLength = 0;
        mFunctions->getProgramInterfaceiv(mProgramID, GL_FRAGMENT_INPUT_NV, GL_MAX_NAME_LENGTH,
                                          &maxNameLength);
        ASSERT(maxNameLength);
    
        for (GLint i = 0; i < numFragmentInputs; ++i)
        {
            std::string mappedName;
            mappedName.resize(maxNameLength);
    
            GLsizei nameLen = 0;
            mFunctions->getProgramResourceName(mProgramID, GL_FRAGMENT_INPUT_NV, i, maxNameLength,
                                               &nameLen, &mappedName[0]);
            mappedName.resize(nameLen);
    
            // Ignore built-ins
            if (angle::BeginsWith(mappedName, "gl_"))
                continue;
    
            const GLenum kQueryProperties[] = {GL_LOCATION, GL_ARRAY_SIZE};
            GLint queryResults[ArraySize(kQueryProperties)];
            GLsizei queryLength = 0;
    
            mFunctions->getProgramResourceiv(
                mProgramID, GL_FRAGMENT_INPUT_NV, i, static_cast<GLsizei>(ArraySize(kQueryProperties)),
                kQueryProperties, static_cast<GLsizei>(ArraySize(queryResults)), &queryLength,
                queryResults);
    
            ASSERT(queryLength == static_cast<GLsizei>(ArraySize(kQueryProperties)));
    
            PathRenderingFragmentInput baseElementInput;
            baseElementInput.mappedName = mappedName;
            baseElementInput.location = queryResults[0];
            mPathRenderingFragmentInputs.push_back(std::move(baseElementInput));
    
            // If the input is an array it's denoted by [0] suffix on the variable
            // name. We'll then create an entry per each array index where index > 0
            if (angle::EndsWith(mappedName, "[0]"))
            {
                // drop the suffix
                mappedName.resize(mappedName.size() - 3);
    
                const auto arraySize    = queryResults[1];
                const auto baseLocation = queryResults[0];
    
                for (GLint arrayIndex = 1; arrayIndex < arraySize; ++arrayIndex)
                {
                    PathRenderingFragmentInput arrayElementInput;
                    arrayElementInput.mappedName = mappedName + "[" + ToString(arrayIndex) + "]";
                    arrayElementInput.location = baseLocation + arrayIndex;
                    mPathRenderingFragmentInputs.push_back(std::move(arrayElementInput));
                }
            }
        }
    }
    
    void ProgramGL::enableSideBySideRenderingPath() const
    {
        ASSERT(mState.usesMultiview());
        ASSERT(mMultiviewBaseViewLayerIndexUniformLocation != -1);
    
        ASSERT(mFunctions->programUniform1i != nullptr);
        mFunctions->programUniform1i(mProgramID, mMultiviewBaseViewLayerIndexUniformLocation, -1);
    }
    
    void ProgramGL::enableLayeredRenderingPath(int baseViewIndex) const
    {
        ASSERT(mState.usesMultiview());
        ASSERT(mMultiviewBaseViewLayerIndexUniformLocation != -1);
    
        ASSERT(mFunctions->programUniform1i != nullptr);
        mFunctions->programUniform1i(mProgramID, mMultiviewBaseViewLayerIndexUniformLocation,
                                     baseViewIndex);
    }
    
    void ProgramGL::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
    {
        mFunctions->getUniformfv(mProgramID, uniLoc(location), params);
    }
    
    void ProgramGL::getUniformiv(const gl::Context *context, GLint location, GLint *params) const
    {
        mFunctions->getUniformiv(mProgramID, uniLoc(location), params);
    }
    
    void ProgramGL::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const
    {
        mFunctions->getUniformuiv(mProgramID, uniLoc(location), params);
    }
    
    void ProgramGL::markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations,
                                               std::vector<gl::SamplerBinding> *samplerBindings,
                                               std::vector<gl::ImageBinding> *imageBindings)
    {
        GLint maxLocation = static_cast<GLint>(uniformLocations->size());
        for (GLint location = 0; location < maxLocation; ++location)
        {
            if (uniLoc(location) == -1)
            {
                auto &locationRef = (*uniformLocations)[location];
                if (mState.isSamplerUniformIndex(locationRef.index))
                {
                    GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationRef.index);
                    (*samplerBindings)[samplerIndex].unreferenced = true;
                }
                else if (mState.isImageUniformIndex(locationRef.index))
                {
                    GLuint imageIndex = mState.getImageIndexFromUniformIndex(locationRef.index);
                    (*imageBindings)[imageIndex].unreferenced = true;
                }
                locationRef.markUnused();
            }
        }
    }
    
    void ProgramGL::linkResources(const gl::ProgramLinkedResources &resources)
    {
        // Gather interface block info.
        auto getUniformBlockSize = [this](const std::string &name, const std::string &mappedName,
                                          size_t *sizeOut) {
            return this->getUniformBlockSize(name, mappedName, sizeOut);
        };
    
        auto getUniformBlockMemberInfo = [this](const std::string &name, const std::string &mappedName,
                                                sh::BlockMemberInfo *infoOut) {
            return this->getUniformBlockMemberInfo(name, mappedName, infoOut);
        };
    
        resources.uniformBlockLinker.linkBlocks(getUniformBlockSize, getUniformBlockMemberInfo);
    
        auto getShaderStorageBlockSize = [this](const std::string &name, const std::string &mappedName,
                                                size_t *sizeOut) {
            return this->getShaderStorageBlockSize(name, mappedName, sizeOut);
        };
    
        auto getShaderStorageBlockMemberInfo = [this](const std::string &name,
                                                      const std::string &mappedName,
                                                      sh::BlockMemberInfo *infoOut) {
            return this->getShaderStorageBlockMemberInfo(name, mappedName, infoOut);
        };
        resources.shaderStorageBlockLinker.linkBlocks(getShaderStorageBlockSize,
                                                      getShaderStorageBlockMemberInfo);
    
        // Gather atomic counter buffer info.
        std::map<int, unsigned int> sizeMap;
        getAtomicCounterBufferSizeMap(&sizeMap);
        resources.atomicCounterBufferLinker.link(sizeMap);
    }
    
    gl::Error ProgramGL::syncState(const gl::Context *context, const gl::Program::DirtyBits &dirtyBits)
    {
        for (size_t dirtyBit : dirtyBits)
        {
            ASSERT(dirtyBit <= gl::Program::DIRTY_BIT_UNIFORM_BLOCK_BINDING_MAX);
            GLuint binding = static_cast<GLuint>(dirtyBit);
            setUniformBlockBinding(binding, mState.getUniformBlockBinding(binding));
        }
        return gl::NoError();
    }
    }  // namespace rx