Edit

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

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2021-03-23 15:35:30
    Hash : 2a43f43a
    Message : Revert "Save/Load missing members" This reverts commit b2e76cf58fc012b068aab4716a432bb8951e93e3. Reason for revert: Causing MSan failures on Linux. See bug. Bug: chromium:1191344 Original change's description: > Save/Load missing members > > There are several class/struct members that are missing when a program > is serialized/deserialized. This leads to errors when attempting to link > programs that have been deserialized. For example, when drawing with a > PPO that contains programs which were created with glProgramBinary(). > > This CL adds saving/loading the missing members. > > Bug: b/182409935 > Change-Id: I637c6cd8c174acd6da8d51433893323a32e5d7c0 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2770683 > Commit-Queue: Tim Van Patten <timvp@google.com> > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> > Reviewed-by: Cody Northrop <cnorthrop@google.com> Bug: b/182409935 Change-Id: I1209257ed6bb55ba2d01d92bd3305d5e3ad6ee28 No-Presubmit: true No-Tree-Checks: true No-Try: true Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2780015 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/Program.cpp
  • //
    // 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.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 <utility>
    
    #include "common/angle_version.h"
    #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/ErrorStrings.h"
    #include "libANGLE/MemoryProgramCache.h"
    #include "libANGLE/ProgramLinkedResources.h"
    #include "libANGLE/ResourceManager.h"
    #include "libANGLE/Uniform.h"
    #include "libANGLE/VaryingPacking.h"
    #include "libANGLE/Version.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/FrontendFeatures.h"
    #include "platform/PlatformMethods.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;
    }
    
    GLint GetVariableLocation(const std::vector<sh::ShaderVariable> &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 sh::ShaderVariable &variable = list[variableLocation.index];
    
            // Array output variables may be bound out of order, so we need to ensure we only pick the
            // first element if given the base name.
            if ((variable.name == name) && (variableLocation.arrayIndex == 0))
            {
                return static_cast<GLint>(location);
            }
            if (variable.isArray() && variableLocation.arrayIndex == arrayIndex &&
                angle::BeginsWith(variable.name, name, nameLengthWithoutArrayIndex))
            {
                return static_cast<GLint>(location);
            }
        }
    
        return -1;
    }
    
    GLint GetVariableLocation(const std::vector<LinkedUniform> &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 LinkedUniform &variable = list[variableLocation.index];
    
            // Array output variables may be bound out of order, so we need to ensure we only pick the
            // first element if given the base name. Uniforms don't allow this behavior and some code
            // seemingly depends on the opposite behavior, so only enable it for output variables.
            if (angle::BeginsWith(variable.name, name) && (variableLocation.arrayIndex == 0))
            {
                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 *lengthOut)
    {
        ASSERT(bufSize > 0);
        size_t length = std::min<size_t>(bufSize - 1, string.length());
        memcpy(buffer, string.c_str(), length);
        buffer[length] = '\0';
    
        if (lengthOut)
        {
            *lengthOut = static_cast<GLsizei>(length);
        }
    }
    
    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 UniformBlockIndex index,
                               const std::vector<InterfaceBlock> &list,
                               GLsizei bufSize,
                               GLsizei *length,
                               GLchar *name)
    {
        ASSERT(index.value < list.size());
    
        const auto &block = list[index.value];
    
        if (bufSize > 0)
        {
            std::string blockName = block.name;
    
            if (block.isArray)
            {
                blockName += ArrayString(block.arrayElement);
            }
            CopyStringToBuffer(name, blockName, bufSize, length);
        }
    }
    
    void InitUniformBlockLinker(const ProgramState &state, UniformBlockLinker *blockLinker)
    {
        for (ShaderType shaderType : AllShaderTypes())
        {
            Shader *shader = state.getAttachedShader(shaderType);
            if (shader)
            {
                blockLinker->addShaderBlocks(shaderType, &shader->getUniformBlocks());
            }
        }
    }
    
    void InitShaderStorageBlockLinker(const ProgramState &state, ShaderStorageBlockLinker *blockLinker)
    {
        for (ShaderType shaderType : AllShaderTypes())
        {
            Shader *shader = state.getAttachedShader(shaderType);
            if (shader != nullptr)
            {
                blockLinker->addShaderBlocks(shaderType, &shader->getShaderStorageBlocks());
            }
        }
    }
    }  // anonymous namespace
    
    const char *GetLinkMismatchErrorString(LinkMismatchError linkError)
    {
        switch (linkError)
        {
            case LinkMismatchError::TYPE_MISMATCH:
                return "Type";
            case LinkMismatchError::ARRAYNESS_MISMATCH:
                return "Array-ness";
            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 qualifier";
            case LinkMismatchError::INSTANCE_NAME_MISMATCH:
                return "Instance name qualifier";
            case LinkMismatchError::FORMAT_MISMATCH:
                return "Format qualifier";
    
            case LinkMismatchError::LAYOUT_QUALIFIER_MISMATCH:
                return "Layout qualifier";
            case LinkMismatchError::MATRIX_PACKING_MISMATCH:
                return "Matrix Packing";
    
            case LinkMismatchError::FIELD_LOCATION_MISMATCH:
                return "Field location";
            case LinkMismatchError::FIELD_STRUCT_NAME_MISMATCH:
                return "Field structure name";
            default:
                UNREACHABLE();
                return "";
        }
    }
    
    LinkMismatchError LinkValidateInterfaceBlockFields(const sh::ShaderVariable &blockField1,
                                                       const sh::ShaderVariable &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 = LinkValidateProgramVariables(
            blockField1, blockField2, webglCompatibility, false, false, mismatchedBlockFieldName);
        if (linkError != LinkMismatchError::NO_MISMATCH)
        {
            AddProgramVariableParentPrefix(blockField1.name, mismatchedBlockFieldName);
            return linkError;
        }
    
        if (blockField1.isRowMajorLayout != blockField2.isRowMajorLayout)
        {
            AddProgramVariableParentPrefix(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;
        }
        if (interfaceBlock1.instanceName.empty() != interfaceBlock2.instanceName.empty())
        {
            return LinkMismatchError::INSTANCE_NAME_MISMATCH;
        }
        const unsigned int numBlockMembers = static_cast<unsigned int>(interfaceBlock1.fields.size());
        for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
        {
            const sh::ShaderVariable &member1 = interfaceBlock1.fields[blockMemberIndex];
            const sh::ShaderVariable &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;
    }
    
    void LogAmbiguousFieldLinkMismatch(InfoLog &infoLog,
                                       const std::string &blockName1,
                                       const std::string &blockName2,
                                       const std::string &fieldName,
                                       ShaderType shaderType1,
                                       ShaderType shaderType2)
    {
        infoLog << "Ambiguous field '" << fieldName << "' in blocks '" << blockName1 << "' ("
                << GetShaderTypeString(shaderType1) << " shader) and '" << blockName2 << "' ("
                << GetShaderTypeString(shaderType2) << " shader) which don't have instance names.";
    }
    
    bool ValidateInstancelessGraphicsInterfaceBlocksPerShader(
        const std::vector<sh::InterfaceBlock> &interfaceBlocks,
        ShaderType shaderType,
        InterfaceBlockMap *instancelessBlocksFields,
        InfoLog &infoLog)
    {
        ASSERT(instancelessBlocksFields);
    
        for (const sh::InterfaceBlock &block : interfaceBlocks)
        {
            if (!block.instanceName.empty())
            {
                continue;
            }
    
            for (const sh::ShaderVariable &field : block.fields)
            {
                const auto &entry = instancelessBlocksFields->find(field.name);
                if (entry != instancelessBlocksFields->end())
                {
                    const sh::InterfaceBlock &linkedBlock = *(entry->second.second);
                    if (block.name != linkedBlock.name)
                    {
                        LogAmbiguousFieldLinkMismatch(infoLog, block.name, linkedBlock.name, field.name,
                                                      entry->second.first, shaderType);
                        return false;
                    }
                }
                else
                {
                    (*instancelessBlocksFields)[field.name] = std::make_pair(shaderType, &block);
                }
            }
        }
    
        return true;
    }
    
    bool ValidateInterfaceBlocksMatch(
        GLuint numShadersHasInterfaceBlocks,
        const ShaderMap<const std::vector<sh::InterfaceBlock> *> &shaderInterfaceBlocks,
        InfoLog &infoLog,
        bool webglCompatibility,
        InterfaceBlockMap *instancelessInterfaceBlocksFields)
    {
        for (ShaderType shaderType : kAllGraphicsShaderTypes)
        {
            // Validate that instanceless blocks of different names don't have fields of the same name.
            if (shaderInterfaceBlocks[shaderType] &&
                !ValidateInstancelessGraphicsInterfaceBlocksPerShader(
                    *shaderInterfaceBlocks[shaderType], shaderType, instancelessInterfaceBlocksFields,
                    infoLog))
            {
                return false;
            }
        }
    
        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;
    }
    
    void UpdateInterfaceVariable(std::vector<sh::ShaderVariable> *block, const sh::ShaderVariable &var)
    {
        if (!var.isStruct())
        {
            block->emplace_back(var);
            block->back().resetEffectiveLocation();
        }
    
        for (const sh::ShaderVariable &field : var.fields)
        {
            ASSERT(!var.name.empty() || var.isShaderIOBlock);
    
            // Shader I/O block naming is similar to UBOs and SSBOs:
            //
            //     in Block
            //     {
            //         type field;  // produces "field"
            //     };
            //
            //     in Block2
            //     {
            //         type field;  // produces "Block2.field"
            //     } block2;
            //
            const std::string &baseName = var.isShaderIOBlock ? var.structOrBlockName : var.name;
            const std::string prefix    = var.name.empty() ? "" : baseName + ".";
    
            if (!field.isStruct())
            {
                sh::ShaderVariable fieldCopy = field;
                fieldCopy.updateEffectiveLocation(var);
                fieldCopy.name = prefix + field.name;
                block->emplace_back(fieldCopy);
            }
    
            for (const sh::ShaderVariable &nested : field.fields)
            {
                sh::ShaderVariable nestedCopy = nested;
                nestedCopy.updateEffectiveLocation(field);
                nestedCopy.name = prefix + field.name + "." + nested.name;
                block->emplace_back(nestedCopy);
            }
        }
    }
    
    void WriteShaderVariableBuffer(BinaryOutputStream *stream, const ShaderVariableBuffer &var)
    {
        stream->writeInt(var.binding);
        stream->writeInt(var.dataSize);
    
        for (ShaderType shaderType : AllShaderTypes())
        {
            stream->writeBool(var.isActive(shaderType));
        }
    
        stream->writeInt(var.memberIndexes.size());
        for (unsigned int memberCounterIndex : var.memberIndexes)
        {
            stream->writeInt(memberCounterIndex);
        }
    }
    
    void LoadShaderVariableBuffer(BinaryInputStream *stream, ShaderVariableBuffer *var)
    {
        var->binding  = stream->readInt<int>();
        var->dataSize = stream->readInt<unsigned int>();
    
        for (ShaderType shaderType : AllShaderTypes())
        {
            var->setActive(shaderType, stream->readBool());
        }
    
        size_t numMembers = stream->readInt<size_t>();
        for (size_t blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++)
        {
            var->memberIndexes.push_back(stream->readInt<unsigned int>());
        }
    }
    
    void WriteBufferVariable(BinaryOutputStream *stream, const BufferVariable &var)
    {
        WriteShaderVar(stream, var);
    
        stream->writeInt(var.bufferIndex);
        WriteBlockMemberInfo(stream, var.blockInfo);
        stream->writeInt(var.topLevelArraySize);
    
        for (ShaderType shaderType : AllShaderTypes())
        {
            stream->writeBool(var.isActive(shaderType));
        }
    }
    
    void LoadBufferVariable(BinaryInputStream *stream, BufferVariable *var)
    {
        LoadShaderVar(stream, var);
    
        var->bufferIndex = stream->readInt<int>();
        LoadBlockMemberInfo(stream, &var->blockInfo);
        var->topLevelArraySize = stream->readInt<int>();
    
        for (ShaderType shaderType : AllShaderTypes())
        {
            var->setActive(shaderType, stream->readBool());
        }
    }
    
    void WriteInterfaceBlock(BinaryOutputStream *stream, const InterfaceBlock &block)
    {
        stream->writeString(block.name);
        stream->writeString(block.mappedName);
        stream->writeBool(block.isArray);
        stream->writeInt(block.arrayElement);
    
        WriteShaderVariableBuffer(stream, block);
    }
    
    void LoadInterfaceBlock(BinaryInputStream *stream, InterfaceBlock *block)
    {
        block->name         = stream->readString();
        block->mappedName   = stream->readString();
        block->isArray      = stream->readBool();
        block->arrayElement = stream->readInt<unsigned int>();
    
        LoadShaderVariableBuffer(stream, block);
    }
    
    // Saves the linking context for later use in resolveLink().
    struct Program::LinkingState
    {
        std::shared_ptr<ProgramExecutable> linkedExecutable;
        ProgramLinkedResources resources;
        egl::BlobCache::Key programHash;
        std::unique_ptr<rx::LinkEvent> linkEvent;
        bool linkingFromBinary;
    };
    
    const char *const g_fakepath = "C:\\fakepath";
    
    // InfoLog implementation.
    InfoLog::InfoLog() : mLazyStream(nullptr) {}
    
    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;
    }
    
    void WriteBlockMemberInfo(BinaryOutputStream *stream, const sh::BlockMemberInfo &var)
    {
        stream->writeInt(var.arrayStride);
        stream->writeBool(var.isRowMajorMatrix);
        stream->writeInt(var.matrixStride);
        stream->writeInt(var.offset);
        stream->writeInt(var.topLevelArrayStride);
    }
    
    void LoadBlockMemberInfo(BinaryInputStream *stream, sh::BlockMemberInfo *var)
    {
        var->arrayStride         = stream->readInt<int>();
        var->isRowMajorMatrix    = stream->readBool();
        var->matrixStride        = stream->readInt<int>();
        var->offset              = stream->readInt<int>();
        var->topLevelArrayStride = stream->readInt<int>();
    }
    
    void WriteShaderVar(BinaryOutputStream *stream, const sh::ShaderVariable &var)
    {
        stream->writeInt(var.type);
        stream->writeInt(var.precision);
        stream->writeString(var.name);
        stream->writeString(var.mappedName);
        stream->writeIntVector(var.arraySizes);
        stream->writeBool(var.staticUse);
        stream->writeBool(var.active);
        stream->writeInt(var.binding);
        stream->writeString(var.structOrBlockName);
        stream->writeString(var.mappedStructOrBlockName);
        stream->writeInt(var.hasParentArrayIndex() ? var.parentArrayIndex() : -1);
    
        stream->writeInt(var.imageUnitFormat);
        stream->writeInt(var.offset);
        stream->writeBool(var.readonly);
        stream->writeBool(var.writeonly);
        stream->writeBool(var.isFragmentInOut);
        if (var.isFragmentInOut)
        {
            stream->writeInt(var.location);
        }
        stream->writeBool(var.texelFetchStaticUse);
    
        ASSERT(var.fields.empty());
    }
    
    void LoadShaderVar(BinaryInputStream *stream, sh::ShaderVariable *var)
    {
        var->type       = stream->readInt<GLenum>();
        var->precision  = stream->readInt<GLenum>();
        var->name       = stream->readString();
        var->mappedName = stream->readString();
        stream->readIntVector<unsigned int>(&var->arraySizes);
        var->staticUse               = stream->readBool();
        var->active                  = stream->readBool();
        var->binding                 = stream->readInt<int>();
        var->structOrBlockName       = stream->readString();
        var->mappedStructOrBlockName = stream->readString();
        var->setParentArrayIndex(stream->readInt<int>());
    
        var->imageUnitFormat = stream->readInt<GLenum>();
        var->offset          = stream->readInt<int>();
        var->readonly        = stream->readBool();
        var->writeonly       = stream->readBool();
        var->isFragmentInOut = stream->readBool();
        if (var->isFragmentInOut)
        {
            var->location = stream->readInt<int>();
        }
        var->texelFetchStaticUse = stream->readBool();
    }
    
    // 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,
                                   GLenum samplerTypeIn,
                                   SamplerFormat formatIn,
                                   size_t elementCount)
        : textureType(textureTypeIn),
          samplerType(samplerTypeIn),
          format(formatIn),
          boundTextureUnits(elementCount, 0)
    {}
    
    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::getBindingByName(const std::string &name) const
    {
        auto iter = mBindings.find(name);
        return (iter != mBindings.end()) ? iter->second : -1;
    }
    
    int ProgramBindings::getBinding(const sh::ShaderVariable &variable) const
    {
        return getBindingByName(variable.name);
    }
    
    ProgramBindings::const_iterator ProgramBindings::begin() const
    {
        return mBindings.begin();
    }
    
    ProgramBindings::const_iterator ProgramBindings::end() const
    {
        return mBindings.end();
    }
    
    // ProgramAliasedBindings implementation.
    ProgramAliasedBindings::ProgramAliasedBindings() {}
    
    ProgramAliasedBindings::~ProgramAliasedBindings() {}
    
    void ProgramAliasedBindings::bindLocation(GLuint index, const std::string &name)
    {
        mBindings[name] = ProgramBinding(index);
    
        // EXT_blend_func_extended spec: "If it specifies the base name of an array,
        // it identifies the resources associated with the first element of the array."
        //
        // Normalize array bindings so that "name" and "name[0]" map to the same entry.
        // If this binding is of the form "name[0]", then mark the "name" binding as
        // aliased but do not update it yet in case "name" is not actually an array.
        size_t nameLengthWithoutArrayIndex;
        unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex);
        if (arrayIndex == 0)
        {
            std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex);
            auto iter            = mBindings.find(baseName);
            if (iter != mBindings.end())
            {
                iter->second.aliased = true;
            }
        }
    }
    
    int ProgramAliasedBindings::getBindingByName(const std::string &name) const
    {
        auto iter = mBindings.find(name);
        return (iter != mBindings.end()) ? iter->second.location : -1;
    }
    
    int ProgramAliasedBindings::getBindingByLocation(GLuint location) const
    {
        for (const auto &iter : mBindings)
        {
            if (iter.second.location == location)
            {
                return iter.second.location;
            }
        }
        return -1;
    }
    
    int ProgramAliasedBindings::getBinding(const sh::ShaderVariable &variable) const
    {
        const std::string &name = variable.name;
    
        // Check with the normalized array name if applicable.
        if (variable.isArray())
        {
            size_t nameLengthWithoutArrayIndex;
            unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex);
            if (arrayIndex == 0)
            {
                std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex);
                auto iter            = mBindings.find(baseName);
                // If "name" exists and is not aliased, that means it was modified more
                // recently than its "name[0]" form and should be used instead of that.
                if (iter != mBindings.end() && !iter->second.aliased)
                {
                    return iter->second.location;
                }
            }
            else if (arrayIndex == GL_INVALID_INDEX)
            {
                auto iter = mBindings.find(variable.name);
                // If "name" exists and is not aliased, that means it was modified more
                // recently than its "name[0]" form and should be used instead of that.
                if (iter != mBindings.end() && !iter->second.aliased)
                {
                    return iter->second.location;
                }
                // The base name was aliased, so use the name with the array notation.
                return getBindingByName(name + "[0]");
            }
        }
    
        return getBindingByName(name);
    }
    
    ProgramAliasedBindings::const_iterator ProgramAliasedBindings::begin() const
    {
        return mBindings.begin();
    }
    
    ProgramAliasedBindings::const_iterator ProgramAliasedBindings::end() const
    {
        return mBindings.end();
    }
    
    // ImageBinding implementation.
    ImageBinding::ImageBinding(size_t count, TextureType textureTypeIn)
        : textureType(textureTypeIn), boundImageUnits(count, 0)
    {}
    ImageBinding::ImageBinding(GLuint imageUnit, size_t count, TextureType textureTypeIn)
        : textureType(textureTypeIn)
    {
        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{},
          mAttachedShadersMarkedForDetach{},
          mLocationsUsedForXfbExtension(0),
          mAtomicCounterUniformRange(0, 0),
          mYUVOutput(false),
          mBinaryRetrieveableHint(false),
          mSeparable(false),
          mNumViews(-1),
          mDrawIDLocation(-1),
          mBaseVertexLocation(-1),
          mBaseInstanceLocation(-1),
          mCachedBaseVertex(0),
          mCachedBaseInstance(0),
          mExecutable(new ProgramExecutable())
    {
        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(mExecutable->mUniforms, name);
    }
    
    GLuint ProgramState::getBufferVariableIndexFromName(const std::string &name) const
    {
        return GetResourceIndexFromName(mBufferVariables, name);
    }
    
    GLuint ProgramState::getUniformIndexFromLocation(UniformLocation location) const
    {
        ASSERT(location.value >= 0 && static_cast<size_t>(location.value) < mUniformLocations.size());
        return mUniformLocations[location.value].index;
    }
    
    Optional<GLuint> ProgramState::getSamplerIndex(UniformLocation location) const
    {
        GLuint index = getUniformIndexFromLocation(location);
        if (!isSamplerUniformIndex(index))
        {
            return Optional<GLuint>::Invalid();
        }
    
        return getSamplerIndexFromUniformIndex(index);
    }
    
    bool ProgramState::isSamplerUniformIndex(GLuint index) const
    {
        return mExecutable->mSamplerUniformRange.contains(index);
    }
    
    GLuint ProgramState::getSamplerIndexFromUniformIndex(GLuint uniformIndex) const
    {
        ASSERT(isSamplerUniformIndex(uniformIndex));
        return uniformIndex - mExecutable->mSamplerUniformRange.low();
    }
    
    GLuint ProgramState::getUniformIndexFromSamplerIndex(GLuint samplerIndex) const
    {
        ASSERT(samplerIndex < mExecutable->mSamplerUniformRange.length());
        return samplerIndex + mExecutable->mSamplerUniformRange.low();
    }
    
    bool ProgramState::isImageUniformIndex(GLuint index) const
    {
        return mExecutable->mImageUniformRange.contains(index);
    }
    
    GLuint ProgramState::getImageIndexFromUniformIndex(GLuint uniformIndex) const
    {
        ASSERT(isImageUniformIndex(uniformIndex));
        return uniformIndex - mExecutable->mImageUniformRange.low();
    }
    
    GLuint ProgramState::getAttributeLocation(const std::string &name) const
    {
        for (const sh::ShaderVariable &attribute : mExecutable->mProgramInputs)
        {
            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;
    }
    
    ShaderType ProgramState::getFirstAttachedShaderStageType() const
    {
        const ShaderBitSet linkedStages = mExecutable->getLinkedShaderStages();
        if (linkedStages.none())
        {
            return ShaderType::InvalidEnum;
        }
    
        return linkedStages.first();
    }
    
    ShaderType ProgramState::getLastAttachedShaderStageType() const
    {
        const ShaderBitSet linkedStages = mExecutable->getLinkedShaderStages();
        if (linkedStages.none())
        {
            return ShaderType::InvalidEnum;
        }
    
        return linkedStages.last();
    }
    
    ShaderType ProgramState::getAttachedTransformFeedbackStage() const
    {
        if (mAttachedShaders[ShaderType::Geometry])
        {
            return ShaderType::Geometry;
        }
        if (mAttachedShaders[ShaderType::TessEvaluation])
        {
            return ShaderType::TessEvaluation;
        }
        return ShaderType::Vertex;
    }
    
    Program::Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, ShaderProgramID handle)
        : mSerial(factory->generateSerial()),
          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)
    {
        resolveLink(context);
        for (ShaderType shaderType : AllShaderTypes())
        {
            if (mState.mAttachedShaders[shaderType])
            {
                mState.mAttachedShaders[shaderType]->release(context);
                mState.mAttachedShaders[shaderType]                = nullptr;
                mState.mAttachedShadersMarkedForDetach[shaderType] = false;
            }
        }
    
        mProgram->destroy(context);
    
        ASSERT(!mState.hasAttachedShader());
        SafeDelete(mProgram);
    
        delete this;
    }
    ShaderProgramID Program::id() const
    {
        ASSERT(!mLinkingState);
        return mHandle;
    }
    
    void Program::setLabel(const Context *context, const std::string &label)
    {
        ASSERT(!mLinkingState);
        mState.mLabel = label;
    }
    
    const std::string &Program::getLabel() const
    {
        ASSERT(!mLinkingState);
        return mState.mLabel;
    }
    
    void Program::attachShader(const Context *context, Shader *shader)
    {
        resolveLink(context);
        ShaderType shaderType = shader->getType();
        ASSERT(shaderType != ShaderType::InvalidEnum);
    
        // Since detachShader doesn't actually detach anymore, we need to do that work when attaching a
        // new shader to make sure we don't lose track of it and free the resources.
        if (mState.mAttachedShaders[shaderType])
        {
            mState.mAttachedShaders[shaderType]->release(context);
            mState.mAttachedShaders[shaderType]                = nullptr;
            mState.mAttachedShadersMarkedForDetach[shaderType] = false;
        }
    
        mState.mAttachedShaders[shaderType] = shader;
        mState.mAttachedShaders[shaderType]->addRef();
    }
    
    void Program::detachShader(const Context *context, Shader *shader)
    {
        resolveLink(context);
        ShaderType shaderType = shader->getType();
        ASSERT(shaderType != ShaderType::InvalidEnum);
    
        ASSERT(mState.mAttachedShaders[shaderType] == shader);
    
        if (isSeparable())
        {
            // Don't actually detach the shader since we still need it in case this
            // Program is part of a Program Pipeline Object. Instead, leave a mark
            // that indicates we intended to.
            mState.mAttachedShadersMarkedForDetach[shaderType] = true;
            return;
        }
    
        shader->release(context);
        mState.mAttachedShaders[shaderType]                = nullptr;
        mState.mAttachedShadersMarkedForDetach[shaderType] = false;
    }
    
    int Program::getAttachedShadersCount() const
    {
        ASSERT(!mLinkingState);
        int numAttachedShaders = 0;
        for (const Shader *shader : mState.mAttachedShaders)
        {
            if (shader)
            {
                ++numAttachedShaders;
            }
        }
    
        return numAttachedShaders;
    }
    
    Shader *Program::getAttachedShader(ShaderType shaderType) const
    {
        ASSERT(!mLinkingState);
        return mState.getAttachedShader(shaderType);
    }
    
    void Program::bindAttributeLocation(GLuint index, const char *name)
    {
        ASSERT(!mLinkingState);
        mAttributeBindings.bindLocation(index, name);
    }
    
    void Program::bindUniformLocation(UniformLocation location, const char *name)
    {
        ASSERT(!mLinkingState);
        mState.mUniformLocationBindings.bindLocation(location.value, name);
    }
    
    void Program::bindFragmentOutputLocation(GLuint index, const char *name)
    {
        mFragmentOutputLocations.bindLocation(index, name);
    }
    
    void Program::bindFragmentOutputIndex(GLuint index, const char *name)
    {
        mFragmentOutputIndexes.bindLocation(index, name);
    }
    
    angle::Result Program::link(const Context *context)
    {
        angle::Result result = linkImpl(context);
    
        // Avoid having two ProgramExecutables if the link failed and the Program had successfully
        // linked previously.
        if (mLinkingState && mLinkingState->linkedExecutable)
        {
            mState.mExecutable = mLinkingState->linkedExecutable;
        }
    
        return result;
    }
    
    // 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.
    angle::Result Program::linkImpl(const Context *context)
    {
        ASSERT(!mLinkingState);
        // Don't make any local variables pointing to anything within the ProgramExecutable, since
        // unlink() could make a new ProgramExecutable making any references/pointers invalid.
        auto *platform   = ANGLEPlatformCurrent();
        double startTime = platform->currentTime(platform);
    
        // Unlink the program, but do not clear the validation-related caching yet, since we can still
        // use the previously linked program if linking the shaders fails.
        mLinked = false;
    
        mState.mExecutable->getInfoLog().reset();
    
        // Validate we have properly attached shaders before checking the cache.
        if (!linkValidateShaders(mState.mExecutable->getInfoLog()))
        {
            return angle::Result::Continue;
        }
    
        egl::BlobCache::Key programHash = {0};
        MemoryProgramCache *cache       = context->getMemoryProgramCache();
    
        // TODO: http://anglebug.com/4530: Enable program caching for separable programs
        if (cache && !isSeparable())
        {
            std::lock_guard<std::mutex> cacheLock(context->getProgramCacheMutex());
            angle::Result cacheResult = cache->getProgram(context, this, &programHash);
            ANGLE_TRY(cacheResult);
    
            // Check explicitly for Continue, Incomplete means a cache miss
            if (cacheResult == angle::Result::Continue)
            {
                // Succeeded in loading the binaries in the front-end, back end may still be loading
                // asynchronously
                double delta = platform->currentTime(platform) - startTime;
                int us       = static_cast<int>(delta * 1000000.0);
                ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheHitTimeUS", us);
                return angle::Result::Continue;
            }
        }
    
        // Cache load failed, fall through to normal linking.
        unlink();
        InfoLog &infoLog = mState.mExecutable->getInfoLog();
    
        // Re-link shaders after the unlink call.
        bool result = linkValidateShaders(infoLog);
        ASSERT(result);
    
        std::unique_ptr<LinkingState> linkingState(new LinkingState());
        ProgramMergedVaryings mergedVaryings;
        ProgramLinkedResources &resources = linkingState->resources;
    
        if (mState.mAttachedShaders[ShaderType::Compute])
        {
            resources.init(&mState.mExecutable->mUniformBlocks, &mState.mExecutable->mUniforms,
                           &mState.mExecutable->mComputeShaderStorageBlocks, &mState.mBufferVariables,
                           &mState.mExecutable->mAtomicCounterBuffers);
    
            GLuint combinedImageUniforms = 0u;
            if (!linkUniforms(context->getCaps(), context->getClientVersion(), infoLog,
                              mState.mUniformLocationBindings, &combinedImageUniforms,
                              &resources.unusedUniforms))
            {
                return angle::Result::Continue;
            }
    
            GLuint combinedShaderStorageBlocks = 0u;
            if (!linkInterfaceBlocks(context->getCaps(), context->getClientVersion(),
                                     context->getExtensions().webglCompatibility, infoLog,
                                     &combinedShaderStorageBlocks))
            {
                return angle::Result::Continue;
            }
    
            // [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 >
                static_cast<GLuint>(context->getCaps().maxCombinedShaderOutputResources))
            {
                infoLog
                    << "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 angle::Result::Continue;
            }
    
            InitUniformBlockLinker(mState, &resources.uniformBlockLinker);
            InitShaderStorageBlockLinker(mState, &resources.shaderStorageBlockLinker);
        }
        else
        {
            resources.init(&mState.mExecutable->mUniformBlocks, &mState.mExecutable->mUniforms,
                           &mState.mExecutable->mGraphicsShaderStorageBlocks, &mState.mBufferVariables,
                           &mState.mExecutable->mAtomicCounterBuffers);
    
            if (!linkAttributes(context, infoLog))
            {
                return angle::Result::Continue;
            }
    
            if (!linkVaryings(infoLog))
            {
                return angle::Result::Continue;
            }
    
            GLuint combinedImageUniforms = 0u;
            if (!linkUniforms(context->getCaps(), context->getClientVersion(), infoLog,
                              mState.mUniformLocationBindings, &combinedImageUniforms,
                              &resources.unusedUniforms))
            {
                return angle::Result::Continue;
            }
    
            GLuint combinedShaderStorageBlocks = 0u;
            if (!linkInterfaceBlocks(context->getCaps(), context->getClientVersion(),
                                     context->getExtensions().webglCompatibility, infoLog,
                                     &combinedShaderStorageBlocks))
            {
                return angle::Result::Continue;
            }
    
            if (!LinkValidateProgramGlobalNames(infoLog, *this))
            {
                return angle::Result::Continue;
            }
    
            if (!linkOutputVariables(context->getCaps(), context->getExtensions(),
                                     context->getClientVersion(), combinedImageUniforms,
                                     combinedShaderStorageBlocks))
            {
                return angle::Result::Continue;
            }
    
            gl::Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex];
            if (vertexShader)
            {
                mState.mNumViews = vertexShader->getNumViews();
                mState.mSpecConstUsageBits |= vertexShader->getSpecConstUsageBits();
            }
    
            gl::Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
            if (fragmentShader)
            {
                mState.mEarlyFramentTestsOptimization =
                    fragmentShader->hasEarlyFragmentTestsOptimization();
                mState.mSpecConstUsageBits |= fragmentShader->getSpecConstUsageBits();
            }
    
            InitUniformBlockLinker(mState, &resources.uniformBlockLinker);
            InitShaderStorageBlockLinker(mState, &resources.shaderStorageBlockLinker);
    
            mergedVaryings = GetMergedVaryingsFromShaders(*this);
            if (!mState.mExecutable->linkMergedVaryings(context, *this, mergedVaryings,
                                                        mState.mTransformFeedbackVaryingNames,
                                                        isSeparable(), &resources.varyingPacking))
            {
                return angle::Result::Continue;
            }
        }
    
        updateLinkedShaderStages();
    
        mLinkingState                    = std::move(linkingState);
        mLinkingState->linkingFromBinary = false;
        mLinkingState->programHash       = programHash;
        mLinkingState->linkEvent         = mProgram->link(context, resources, infoLog, mergedVaryings);
    
        // Must be after mProgram->link() to avoid misleading the linker about output variables.
        mState.updateProgramInterfaceInputs();
        mState.updateProgramInterfaceOutputs();
    
        // Linking has succeeded, so we need to save some information that may get overwritten by a
        // later linkProgram() that could fail.
        if (mState.mSeparable)
        {
            mState.mExecutable->saveLinkedStateInfo(mState);
            mLinkingState->linkedExecutable = mState.mExecutable;
        }
    
        return angle::Result::Continue;
    }
    
    bool Program::isLinking() const
    {
        return (mLinkingState.get() && mLinkingState->linkEvent &&
                mLinkingState->linkEvent->isLinking());
    }
    
    void Program::resolveLinkImpl(const Context *context)
    {
        ASSERT(mLinkingState.get());
    
        angle::Result result = mLinkingState->linkEvent->wait(context);
    
        mLinked                                    = result == angle::Result::Continue;
        std::unique_ptr<LinkingState> linkingState = std::move(mLinkingState);
        if (!mLinked)
        {
            return;
        }
    
        if (linkingState->linkingFromBinary)
        {
            // All internal Program state is already loaded from the binary.
            return;
        }
    
        initInterfaceBlockBindings();
    
        // According to GLES 3.0/3.1 spec for LinkProgram and UseProgram,
        // Only successfully linked program can replace the executables.
        ASSERT(mLinked);
    
        // Mark implementation-specific unreferenced uniforms as ignored.
        std::vector<ImageBinding> *imageBindings = getExecutable().getImageBindings();
        mProgram->markUnusedUniformLocations(&mState.mUniformLocations,
                                             &mState.mExecutable->mSamplerBindings, imageBindings);
    
        // Must be called after markUnusedUniformLocations.
        postResolveLink(context);
    
        // Save to the program cache.
        std::lock_guard<std::mutex> cacheLock(context->getProgramCacheMutex());
        MemoryProgramCache *cache = context->getMemoryProgramCache();
        // TODO: http://anglebug.com/4530: Enable program caching for separable programs
        if (cache && !isSeparable() &&
            (mState.mExecutable->mLinkedTransformFeedbackVaryings.empty() ||
             !context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled))
        {
            if (cache->putProgram(linkingState->programHash, context, this) == angle::Result::Stop)
            {
                // Don't fail linking if putting the program binary into the cache fails, the program is
                // still usable.
                WARN() << "Failed to save linked program to memory program cache.";
            }
        }
    }
    
    void Program::updateLinkedShaderStages()
    {
        mState.mExecutable->resetLinkedShaderStages();
    
        for (const Shader *shader : mState.mAttachedShaders)
        {
            if (shader)
            {
                mState.mExecutable->setLinkedShaderStages(shader->getType());
            }
        }
    
        if (mState.mExecutable->hasLinkedShaderStage(ShaderType::Compute))
        {
            mState.mExecutable->setIsCompute(true);
        }
        else
        {
            mState.mExecutable->setIsCompute(false);
        }
    }
    
    void ProgramState::updateActiveSamplers()
    {
        mExecutable->mActiveSamplerRefCounts.fill(0);
        mExecutable->updateActiveSamplers(*this);
    }
    
    void ProgramState::updateProgramInterfaceInputs()
    {
        const ShaderType firstAttachedShaderType = getFirstAttachedShaderStageType();
    
        if (firstAttachedShaderType == ShaderType::Vertex)
        {
            // Vertex attributes are already what we need, so nothing to do
            return;
        }
    
        Shader *shader = getAttachedShader(firstAttachedShaderType);
        ASSERT(shader);
    
        // Copy over each input varying, since the Shader could go away
        if (shader->getType() == ShaderType::Compute)
        {
            for (const sh::ShaderVariable &attribute : shader->getAllAttributes())
            {
                // Compute Shaders have the following built-in input variables.
                //
                // in uvec3 gl_NumWorkGroups;
                // in uvec3 gl_WorkGroupID;
                // in uvec3 gl_LocalInvocationID;
                // in uvec3 gl_GlobalInvocationID;
                // in uint  gl_LocalInvocationIndex;
                // They are all vecs or uints, so no special handling is required.
                mExecutable->mProgramInputs.emplace_back(attribute);
            }
        }
        else
        {
            for (const sh::ShaderVariable &varying : shader->getInputVaryings())
            {
                UpdateInterfaceVariable(&mExecutable->mProgramInputs, varying);
            }
        }
    }
    
    void ProgramState::updateProgramInterfaceOutputs()
    {
        const ShaderType lastAttachedShaderType = getLastAttachedShaderStageType();
    
        if (lastAttachedShaderType == ShaderType::Fragment)
        {
            // Fragment outputs are already what we need, so nothing to do
            return;
        }
        if (lastAttachedShaderType == ShaderType::Compute)
        {
            // If the program only contains a Compute Shader, then there are no user-defined outputs.
            return;
        }
    
        Shader *shader = getAttachedShader(lastAttachedShaderType);
        ASSERT(shader);
    
        // Copy over each output varying, since the Shader could go away
        for (const sh::ShaderVariable &varying : shader->getOutputVaryings())
        {
            UpdateInterfaceVariable(&mExecutable->mOutputVariables, varying);
        }
    }
    
    // Returns the program object to an unlinked state, before re-linking, or at destruction
    void Program::unlink()
    {
        if (mLinkingState && mLinkingState->linkedExecutable)
        {
            // The new ProgramExecutable that we'll attempt to link with needs to start from a copy of
            // the last successfully linked ProgramExecutable, so we don't lose any state information.
            mState.mExecutable.reset(new ProgramExecutable(*mLinkingState->linkedExecutable));
        }
        mState.mExecutable->reset();
    
        mState.mUniformLocations.clear();
        mState.mBufferVariables.clear();
        mState.mOutputVariableTypes.clear();
        mState.mDrawBufferTypeMask.reset();
        mState.mYUVOutput = false;
        mState.mActiveOutputVariables.reset();
        mState.mComputeShaderLocalSize.fill(1);
        mState.mNumViews                      = -1;
        mState.mDrawIDLocation                = -1;
        mState.mBaseVertexLocation            = -1;
        mState.mBaseInstanceLocation          = -1;
        mState.mCachedBaseVertex              = 0;
        mState.mCachedBaseInstance            = 0;
        mState.mEarlyFramentTestsOptimization = false;
        mState.mDrawIDLocation                = -1;
        mState.mBaseVertexLocation            = -1;
        mState.mBaseInstanceLocation          = -1;
        mState.mCachedBaseVertex              = 0;
        mState.mCachedBaseInstance            = 0;
        mState.mEarlyFramentTestsOptimization = false;
        mState.mSpecConstUsageBits.reset();
    
        mValidated = false;
    
        mLinked = false;
    }
    
    angle::Result Program::loadBinary(const Context *context,
                                      GLenum binaryFormat,
                                      const void *binary,
                                      GLsizei length)
    {
        ASSERT(!mLinkingState);
        unlink();
        InfoLog &infoLog = mState.mExecutable->getInfoLog();
    
    #if ANGLE_PROGRAM_BINARY_LOAD != ANGLE_ENABLED
        return angle::Result::Continue;
    #else
        ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE);
        if (binaryFormat != GL_PROGRAM_BINARY_ANGLE)
        {
            infoLog << "Invalid program binary format.";
            return angle::Result::Continue;
        }
    
        BinaryInputStream stream(binary, length);
        ANGLE_TRY(deserialize(context, stream, infoLog));
    
        // Currently we require the full shader text to compute the program hash.
        // We could also store the binary in the internal program cache.
    
        for (size_t uniformBlockIndex = 0;
             uniformBlockIndex < mState.mExecutable->getActiveUniformBlockCount(); ++uniformBlockIndex)
        {
            mDirtyBits.set(uniformBlockIndex);
        }
    
        // The rx::LinkEvent returned from ProgramImpl::load is a base class with multiple
        // implementations. In some implementations, a background thread is used to compile the
        // shaders. Any calls to the LinkEvent object, therefore, are racy and may interfere with
        // the operation.
    
        // We do not want to call LinkEvent::wait because that will cause the background thread
        // to finish its task before returning, thus defeating the purpose of background compilation.
        // We need to defer waiting on background compilation until the very last minute when we
        // absolutely need the results, such as when the developer binds the program or queries
        // for the completion status.
    
        // If load returns nullptr, we know for sure that the binary is not compatible with the backend.
        // The loaded binary could have been read from the on-disk shader cache and be corrupted or
        // serialized with different revision and subsystem id than the currently loaded backend.
        // Returning 'Incomplete' to the caller results in link happening using the original shader
        // sources.
        angle::Result result;
        std::unique_ptr<LinkingState> linkingState;
        std::unique_ptr<rx::LinkEvent> linkEvent = mProgram->load(context, &stream, infoLog);
        if (linkEvent)
        {
            linkingState                    = std::make_unique<LinkingState>();
            linkingState->linkingFromBinary = true;
            linkingState->linkEvent         = std::move(linkEvent);
            result                          = angle::Result::Continue;
        }
        else
        {
            result = angle::Result::Incomplete;
        }
        mLinkingState = std::move(linkingState);
    
        return result;
    #endif  // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
    }
    
    angle::Result Program::saveBinary(Context *context,
                                      GLenum *binaryFormat,
                                      void *binary,
                                      GLsizei bufSize,
                                      GLsizei *length) const
    {
        ASSERT(!mLinkingState);
        if (binaryFormat)
        {
            *binaryFormat = GL_PROGRAM_BINARY_ANGLE;
        }
    
        angle::MemoryBuffer memoryBuf;
        ANGLE_TRY(serialize(context, &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.
            ANGLE_CHECK(context, false, "Insufficient buffer size", GL_INVALID_OPERATION);
        }
    
        if (binary)
        {
            char *ptr = reinterpret_cast<char *>(binary);
    
            memcpy(ptr, streamState, streamLength);
            ptr += streamLength;
    
            ASSERT(ptr - streamLength == binary);
        }
    
        if (length)
        {
            *length = streamLength;
        }
    
        return angle::Result::Continue;
    }
    
    GLint Program::getBinaryLength(Context *context) const
    {
        ASSERT(!mLinkingState);
        if (!mLinked)
        {
            return 0;
        }
    
        GLint length;
        angle::Result result =
            saveBinary(context, nullptr, nullptr, std::numeric_limits<GLint>::max(), &length);
        if (result != angle::Result::Continue)
        {
            return 0;
        }
    
        return length;
    }
    
    void Program::setBinaryRetrievableHint(bool retrievable)
    {
        ASSERT(!mLinkingState);
        // TODO(jmadill) : replace with dirty bits
        mProgram->setBinaryRetrievableHint(retrievable);
        mState.mBinaryRetrieveableHint = retrievable;
    }
    
    bool Program::getBinaryRetrievableHint() const
    {
        ASSERT(!mLinkingState);
        return mState.mBinaryRetrieveableHint;
    }
    
    void Program::setSeparable(bool separable)
    {
        ASSERT(!mLinkingState);
        // TODO(yunchao) : replace with dirty bits
        if (mState.mSeparable != separable)
        {
            mProgram->setSeparable(separable);
            mState.mSeparable = separable;
        }
    }
    
    bool Program::isSeparable() const
    {
        ASSERT(!mLinkingState);
        return mState.mSeparable;
    }
    
    void Program::deleteSelf(const Context *context)
    {
        ASSERT(mRefCount == 0 && mDeleteStatus);
        mResourceManager->deleteProgram(context, mHandle);
    }
    
    unsigned int Program::getRefCount() const
    {
        return mRefCount;
    }
    
    void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, ShaderProgramID *shaders) const
    {
        ASSERT(!mLinkingState);
        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
    {
        ASSERT(!mLinkingState);
        return mState.getAttributeLocation(name);
    }
    
    void Program::getActiveAttribute(GLuint index,
                                     GLsizei bufsize,
                                     GLsizei *length,
                                     GLint *size,
                                     GLenum *type,
                                     GLchar *name) const
    {
        ASSERT(!mLinkingState);
        if (!mLinked)
        {
            if (bufsize > 0)
            {
                name[0] = '\0';
            }
    
            if (length)
            {
                *length = 0;
            }
    
            *type = GL_NONE;
            *size = 1;
            return;
        }
    
        ASSERT(index < mState.mExecutable->getProgramInputs().size());
        const sh::ShaderVariable &attrib = mState.mExecutable->getProgramInputs()[index];
    
        if (bufsize > 0)
        {
            CopyStringToBuffer(name, attrib.name, bufsize, length);
        }
    
        // Always a single 'type' instance
        *size = 1;
        *type = attrib.type;
    }
    
    GLint Program::getActiveAttributeCount() const
    {
        ASSERT(!mLinkingState);
        if (!mLinked)
        {
            return 0;
        }
    
        return static_cast<GLint>(mState.mExecutable->getProgramInputs().size());
    }
    
    GLint Program::getActiveAttributeMaxLength() const
    {
        ASSERT(!mLinkingState);
        if (!mLinked)
        {
            return 0;
        }
    
        size_t maxLength = 0;
    
        for (const sh::ShaderVariable &attrib : mState.mExecutable->getProgramInputs())
        {
            maxLength = std::max(attrib.name.length() + 1, maxLength);
        }
    
        return static_cast<GLint>(maxLength);
    }
    
    const std::vector<sh::ShaderVariable> &Program::getAttributes() const
    {
        ASSERT(!mLinkingState);
        return mState.mExecutable->getProgramInputs();
    }
    
    const sh::WorkGroupSize &Program::getComputeShaderLocalSize() const
    {
        ASSERT(!mLinkingState);
        return mState.mComputeShaderLocalSize;
    }
    
    PrimitiveMode Program::getGeometryShaderInputPrimitiveType() const
    {
        ASSERT(!mLinkingState && mState.mExecutable);
        return mState.mExecutable->getGeometryShaderInputPrimitiveType();
    }
    PrimitiveMode Program::getGeometryShaderOutputPrimitiveType() const
    {
        ASSERT(!mLinkingState && mState.mExecutable);
        return mState.mExecutable->getGeometryShaderOutputPrimitiveType();
    }
    GLint Program::getGeometryShaderInvocations() const
    {
        ASSERT(!mLinkingState && mState.mExecutable);
        return mState.mExecutable->getGeometryShaderInvocations();
    }
    GLint Program::getGeometryShaderMaxVertices() const
    {
        ASSERT(!mLinkingState && mState.mExecutable);
        return mState.mExecutable->getGeometryShaderMaxVertices();
    }
    
    GLint Program::getTessControlShaderVertices() const
    {
        ASSERT(!mLinkingState && mState.mExecutable);
        return mState.mExecutable->mTessControlShaderVertices;
    }
    
    GLenum Program::getTessGenMode() const
    {
        ASSERT(!mLinkingState && mState.mExecutable);
        return mState.mExecutable->mTessGenMode;
    }
    
    GLenum Program::getTessGenPointMode() const
    {
        ASSERT(!mLinkingState && mState.mExecutable);
        return mState.mExecutable->mTessGenPointMode;
    }
    
    GLenum Program::getTessGenSpacing() const
    {
        ASSERT(!mLinkingState && mState.mExecutable);
        return mState.mExecutable->mTessGenSpacing;
    }
    
    GLenum Program::getTessGenVertexOrder() const
    {
        ASSERT(!mLinkingState && mState.mExecutable);
        return mState.mExecutable->mTessGenVertexOrder;
    }
    
    const sh::ShaderVariable &Program::getInputResource(size_t index) const
    {
        ASSERT(!mLinkingState);
        ASSERT(index < mState.mExecutable->getProgramInputs().size());
        return mState.mExecutable->getProgramInputs()[index];
    }
    
    GLuint Program::getInputResourceIndex(const GLchar *name) const
    {
        ASSERT(!mLinkingState);
        const std::string nameString = StripLastArrayIndex(name);
    
        for (size_t index = 0; index < mState.mExecutable->getProgramInputs().size(); index++)
        {
            sh::ShaderVariable resource = getInputResource(index);
            if (resource.name == nameString)
            {
                return static_cast<GLuint>(index);
            }
        }
    
        return GL_INVALID_INDEX;
    }
    
    GLuint Program::getResourceMaxNameSize(const sh::ShaderVariable &resource, GLint max) const
    {
        if (resource.isArray())
        {
            return std::max(max, clampCast<GLint>((resource.name + "[0]").size()));
        }
        else
        {
            return std::max(max, clampCast<GLint>((resource.name).size()));
        }
    }
    
    GLuint Program::getInputResourceMaxNameSize() const
    {
        GLint max = 0;
    
        for (const sh::ShaderVariable &resource : mState.mExecutable->getProgramInputs())
        {
            max = getResourceMaxNameSize(resource, max);
        }
    
        return max;
    }
    
    GLuint Program::getOutputResourceMaxNameSize() const
    {
        GLint max = 0;
    
        for (const sh::ShaderVariable &resource : mState.mExecutable->getOutputVariables())
        {
            max = getResourceMaxNameSize(resource, max);
        }
    
        return max;
    }
    
    GLuint Program::getResourceLocation(const GLchar *name, const sh::ShaderVariable &variable) const
    {
        if (variable.isBuiltIn())
        {
            return GL_INVALID_INDEX;
        }
    
        GLint location = variable.location;
        if (variable.isArray())
        {
            size_t nameLengthWithoutArrayIndexOut;
            size_t arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndexOut);
            // The 'name' string may not contain the array notation "[0]"
            if (arrayIndex != GL_INVALID_INDEX)
            {
                location += arrayIndex;
            }
        }
    
        return location;
    }
    
    GLuint Program::getInputResourceLocation(const GLchar *name) const
    {
        const GLuint index = getInputResourceIndex(name);
        if (index == GL_INVALID_INDEX)
        {
            return index;
        }
    
        const sh::ShaderVariable &variable = getInputResource(index);
    
        return getResourceLocation(name, variable);
    }
    
    GLuint Program::getOutputResourceLocation(const GLchar *name) const
    {
        const GLuint index = getOutputResourceIndex(name);
        if (index == GL_INVALID_INDEX)
        {
            return index;
        }
    
        const sh::ShaderVariable &variable = getOutputResource(index);
    
        return getResourceLocation(name, variable);
    }
    
    GLuint Program::getOutputResourceIndex(const GLchar *name) const
    {
        ASSERT(!mLinkingState);
        const std::string nameString = StripLastArrayIndex(name);
    
        for (size_t index = 0; index < mState.mExecutable->getOutputVariables().size(); index++)
        {
            sh::ShaderVariable resource = getOutputResource(index);
            if (resource.name == nameString)
            {
                return static_cast<GLuint>(index);
            }
        }
    
        return GL_INVALID_INDEX;
    }
    
    size_t Program::getOutputResourceCount() const
    {
        ASSERT(!mLinkingState);
        return (mLinked ? mState.mExecutable->getOutputVariables().size() : 0);
    }
    
    const std::vector<GLenum> &Program::getOutputVariableTypes() const
    {
        ASSERT(!mLinkingState);
        return mState.mOutputVariableTypes;
    }
    
    void Program::getResourceName(const std::string name,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  GLchar *dest) const
    {
        if (length)
        {
            *length = 0;
        }
    
        if (!mLinked)
        {
            if (bufSize > 0)
            {
                dest[0] = '\0';
            }
            return;
        }
    
        if (bufSize > 0)
        {
            CopyStringToBuffer(dest, name, bufSize, length);
        }
    }
    
    void Program::getInputResourceName(GLuint index,
                                       GLsizei bufSize,
                                       GLsizei *length,
                                       GLchar *name) const
    {
        ASSERT(!mLinkingState);
        getResourceName(getInputResourceName(index), bufSize, length, name);
    }
    
    void Program::getOutputResourceName(GLuint index,
                                        GLsizei bufSize,
                                        GLsizei *length,
                                        GLchar *name) const
    {
        ASSERT(!mLinkingState);
        getResourceName(getOutputResourceName(index), bufSize, length, name);
    }
    
    void Program::getUniformResourceName(GLuint index,
                                         GLsizei bufSize,
                                         GLsizei *length,
                                         GLchar *name) const
    {
        ASSERT(!mLinkingState);
        ASSERT(index < mState.mExecutable->getUniforms().size());
        getResourceName(mState.mExecutable->getUniforms()[index].name, bufSize, length, name);
    }
    
    void Program::getBufferVariableResourceName(GLuint index,
                                                GLsizei bufSize,
                                                GLsizei *length,
                                                GLchar *name) const
    {
        ASSERT(!mLinkingState);
        ASSERT(index < mState.mBufferVariables.size());
        getResourceName(mState.mBufferVariables[index].name, bufSize, length, name);
    }
    
    const std::string Program::getResourceName(const sh::ShaderVariable &resource) const
    {
        std::string resourceName = resource.name;
    
        if (resource.isArray())
        {
            resourceName += "[0]";
        }
    
        return resourceName;
    }
    
    const std::string Program::getInputResourceName(GLuint index) const
    {
        ASSERT(!mLinkingState);
        const sh::ShaderVariable &resource = getInputResource(index);
    
        return getResourceName(resource);
    }
    
    const std::string Program::getOutputResourceName(GLuint index) const
    {
        ASSERT(!mLinkingState);
        const sh::ShaderVariable &resource = getOutputResource(index);
    
        return getResourceName(resource);
    }
    
    const sh::ShaderVariable &Program::getOutputResource(size_t index) const
    {
        ASSERT(!mLinkingState);
        ASSERT(index < mState.mExecutable->getOutputVariables().size());
        return mState.mExecutable->getOutputVariables()[index];
    }
    
    const ProgramBindings &Program::getAttributeBindings() const
    {
        ASSERT(!mLinkingState);
        return mAttributeBindings;
    }
    const ProgramAliasedBindings &Program::getUniformLocationBindings() const
    {
        ASSERT(!mLinkingState);
        return mState.mUniformLocationBindings;
    }
    
    const gl::ProgramAliasedBindings &Program::getFragmentOutputLocations() const
    {
        ASSERT(!mLinkingState);
        return mFragmentOutputLocations;
    }
    
    const gl::ProgramAliasedBindings &Program::getFragmentOutputIndexes() const
    {
        ASSERT(!mLinkingState);
        return mFragmentOutputIndexes;
    }
    
    ComponentTypeMask Program::getDrawBufferTypeMask() const
    {
        ASSERT(!mLinkingState);
        return mState.mDrawBufferTypeMask;
    }
    
    const std::vector<GLsizei> &Program::getTransformFeedbackStrides() const
    {
        ASSERT(!mLinkingState);
        return mState.mExecutable->getTransformFeedbackStrides();
    }
    
    GLint Program::getFragDataLocation(const std::string &name) const
    {
        ASSERT(!mLinkingState);
        GLint primaryLocation = GetVariableLocation(mState.mExecutable->getOutputVariables(),
                                                    mState.mExecutable->getOutputLocations(), name);
        if (primaryLocation != -1)
        {
            return primaryLocation;
        }
        return GetVariableLocation(mState.mExecutable->getOutputVariables(),
                                   mState.mExecutable->getSecondaryOutputLocations(), name);
    }
    
    GLint Program::getFragDataIndex(const std::string &name) const
    {
        ASSERT(!mLinkingState);
        if (GetVariableLocation(mState.mExecutable->getOutputVariables(),
                                mState.mExecutable->getOutputLocations(), name) != -1)
        {
            return 0;
        }
        if (GetVariableLocation(mState.mExecutable->getOutputVariables(),
                                mState.mExecutable->getSecondaryOutputLocations(), name) != -1)
        {
            return 1;
        }
        return -1;
    }
    
    void Program::getActiveUniform(GLuint index,
                                   GLsizei bufsize,
                                   GLsizei *length,
                                   GLint *size,
                                   GLenum *type,
                                   GLchar *name) const
    {
        ASSERT(!mLinkingState);
        if (mLinked)
        {
            // index must be smaller than getActiveUniformCount()
            ASSERT(index < mState.mExecutable->getUniforms().size());
            const LinkedUniform &uniform = mState.mExecutable->getUniforms()[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
    {
        ASSERT(!mLinkingState);
        if (mLinked)
        {
            return static_cast<GLint>(mState.mExecutable->getUniforms().size());
        }
        else
        {
            return 0;
        }
    }
    
    size_t Program::getActiveBufferVariableCount() const
    {
        ASSERT(!mLinkingState);
        return mLinked ? mState.mBufferVariables.size() : 0;
    }
    
    GLint Program::getActiveUniformMaxLength() const
    {
        ASSERT(!mLinkingState);
        size_t maxLength = 0;
    
        if (mLinked)
        {
            for (const LinkedUniform &uniform : mState.mExecutable->getUniforms())
            {
                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(UniformLocation location) const
    {
        ASSERT(!mLinkingState);
        ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size()));
        return (location.value >= 0 &&
                static_cast<size_t>(location.value) < mState.mUniformLocations.size() &&
                mState.mUniformLocations[static_cast<size_t>(location.value)].used());
    }
    
    const LinkedUniform &Program::getUniformByLocation(UniformLocation location) const
    {
        ASSERT(!mLinkingState);
        ASSERT(location.value >= 0 &&
               static_cast<size_t>(location.value) < mState.mUniformLocations.size());
        return mState.mExecutable->getUniforms()[mState.getUniformIndexFromLocation(location)];
    }
    
    const VariableLocation &Program::getUniformLocation(UniformLocation location) const
    {
        ASSERT(!mLinkingState);
        ASSERT(location.value >= 0 &&
               static_cast<size_t>(location.value) < mState.mUniformLocations.size());
        return mState.mUniformLocations[location.value];
    }
    
    const BufferVariable &Program::getBufferVariableByIndex(GLuint index) const
    {
        ASSERT(!mLinkingState);
        ASSERT(index < static_cast<size_t>(mState.mBufferVariables.size()));
        return mState.mBufferVariables[index];
    }
    
    UniformLocation Program::getUniformLocation(const std::string &name) const
    {
        ASSERT(!mLinkingState);
        return {GetVariableLocation(mState.mExecutable->getUniforms(), mState.mUniformLocations, name)};
    }
    
    GLuint Program::getUniformIndex(const std::string &name) const
    {
        ASSERT(!mLinkingState);
        return mState.getUniformIndexFromName(name);
    }
    
    bool Program::shouldIgnoreUniform(UniformLocation location) const
    {
        if (location.value == -1)
        {
            return true;
        }
    
        if (mState.mUniformLocations[static_cast<size_t>(location.value)].ignored)
        {
            return true;
        }
    
        return false;
    }
    
    void Program::setUniform1fv(UniformLocation location, GLsizei count, const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
        mProgram->setUniform1fv(location.value, clampedCount, v);
    }
    
    void Program::setUniform2fv(UniformLocation location, GLsizei count, const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
        mProgram->setUniform2fv(location.value, clampedCount, v);
    }
    
    void Program::setUniform3fv(UniformLocation location, GLsizei count, const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
        mProgram->setUniform3fv(location.value, clampedCount, v);
    }
    
    void Program::setUniform4fv(UniformLocation location, GLsizei count, const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
        mProgram->setUniform4fv(location.value, clampedCount, v);
    }
    
    void Program::setUniform1iv(Context *context,
                                UniformLocation location,
                                GLsizei count,
                                const GLint *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
    
        mProgram->setUniform1iv(location.value, clampedCount, v);
    
        if (mState.isSamplerUniformIndex(locationInfo.index))
        {
            updateSamplerUniform(context, locationInfo, clampedCount, v);
        }
    }
    
    void Program::setUniform2iv(UniformLocation location, GLsizei count, const GLint *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
        mProgram->setUniform2iv(location.value, clampedCount, v);
    }
    
    void Program::setUniform3iv(UniformLocation location, GLsizei count, const GLint *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
        mProgram->setUniform3iv(location.value, clampedCount, v);
    }
    
    void Program::setUniform4iv(UniformLocation location, GLsizei count, const GLint *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
        mProgram->setUniform4iv(location.value, clampedCount, v);
    }
    
    void Program::setUniform1uiv(UniformLocation location, GLsizei count, const GLuint *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
        mProgram->setUniform1uiv(location.value, clampedCount, v);
    }
    
    void Program::setUniform2uiv(UniformLocation location, GLsizei count, const GLuint *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
        mProgram->setUniform2uiv(location.value, clampedCount, v);
    }
    
    void Program::setUniform3uiv(UniformLocation location, GLsizei count, const GLuint *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
        mProgram->setUniform3uiv(location.value, clampedCount, v);
    }
    
    void Program::setUniform4uiv(UniformLocation location, GLsizei count, const GLuint *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
        mProgram->setUniform4uiv(location.value, clampedCount, v);
    }
    
    void Program::setUniformMatrix2fv(UniformLocation location,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        GLsizei clampedCount = clampMatrixUniformCount<2, 2>(location, count, transpose, v);
        mProgram->setUniformMatrix2fv(location.value, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix3fv(UniformLocation location,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        GLsizei clampedCount = clampMatrixUniformCount<3, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix3fv(location.value, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix4fv(UniformLocation location,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        GLsizei clampedCount = clampMatrixUniformCount<4, 4>(location, count, transpose, v);
        mProgram->setUniformMatrix4fv(location.value, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix2x3fv(UniformLocation location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        GLsizei clampedCount = clampMatrixUniformCount<2, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix2x3fv(location.value, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix2x4fv(UniformLocation location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        GLsizei clampedCount = clampMatrixUniformCount<2, 4>(location, count, transpose, v);
        mProgram->setUniformMatrix2x4fv(location.value, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix3x2fv(UniformLocation location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        GLsizei clampedCount = clampMatrixUniformCount<3, 2>(location, count, transpose, v);
        mProgram->setUniformMatrix3x2fv(location.value, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix3x4fv(UniformLocation location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        GLsizei clampedCount = clampMatrixUniformCount<3, 4>(location, count, transpose, v);
        mProgram->setUniformMatrix3x4fv(location.value, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix4x2fv(UniformLocation location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        GLsizei clampedCount = clampMatrixUniformCount<4, 2>(location, count, transpose, v);
        mProgram->setUniformMatrix4x2fv(location.value, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix4x3fv(UniformLocation location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *v)
    {
        ASSERT(!mLinkingState);
        if (shouldIgnoreUniform(location))
        {
            return;
        }
    
        GLsizei clampedCount = clampMatrixUniformCount<4, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix4x3fv(location.value, clampedCount, transpose, v);
    }
    
    GLuint Program::getSamplerUniformBinding(const VariableLocation &uniformLocation) const
    {
        ASSERT(!mLinkingState);
        GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(uniformLocation.index);
        const std::vector<GLuint> &boundTextureUnits =
            mState.mExecutable->mSamplerBindings[samplerIndex].boundTextureUnits;
        return (uniformLocation.arrayIndex < boundTextureUnits.size())
                   ? boundTextureUnits[uniformLocation.arrayIndex]
                   : 0;
    }
    
    GLuint Program::getImageUniformBinding(const VariableLocation &uniformLocation) const
    {
        ASSERT(!mLinkingState);
        GLuint imageIndex = mState.getImageIndexFromUniformIndex(uniformLocation.index);
    
        const std::vector<ImageBinding> &imageBindings = getExecutable().getImageBindings();
        const std::vector<GLuint> &boundImageUnits     = imageBindings[imageIndex].boundImageUnits;
        return boundImageUnits[uniformLocation.arrayIndex];
    }
    
    void Program::getUniformfv(const Context *context, UniformLocation location, GLfloat *v) const
    {
        ASSERT(!mLinkingState);
        const VariableLocation &uniformLocation = mState.getUniformLocations()[location.value];
        const LinkedUniform &uniform            = mState.getUniforms()[uniformLocation.index];
    
        if (uniform.isSampler())
        {
            *v = static_cast<GLfloat>(getSamplerUniformBinding(uniformLocation));
            return;
        }
        else if (uniform.isImage())
        {
            *v = static_cast<GLfloat>(getImageUniformBinding(uniformLocation));
            return;
        }
    
        const GLenum nativeType = gl::VariableComponentType(uniform.type);
        if (nativeType == GL_FLOAT)
        {
            mProgram->getUniformfv(context, location.value, v);
        }
        else
        {
            getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type));
        }
    }
    
    void Program::getUniformiv(const Context *context, UniformLocation location, GLint *v) const
    {
        ASSERT(!mLinkingState);
        const VariableLocation &uniformLocation = mState.getUniformLocations()[location.value];
        const LinkedUniform &uniform            = mState.getUniforms()[uniformLocation.index];
    
        if (uniform.isSampler())
        {
            *v = static_cast<GLint>(getSamplerUniformBinding(uniformLocation));
            return;
        }
        else if (uniform.isImage())
        {
            *v = static_cast<GLint>(getImageUniformBinding(uniformLocation));
            return;
        }
    
        const GLenum nativeType = gl::VariableComponentType(uniform.type);
        if (nativeType == GL_INT || nativeType == GL_BOOL)
        {
            mProgram->getUniformiv(context, location.value, v);
        }
        else
        {
            getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type));
        }
    }
    
    void Program::getUniformuiv(const Context *context, UniformLocation location, GLuint *v) const
    {
        ASSERT(!mLinkingState);
        const VariableLocation &uniformLocation = mState.getUniformLocations()[location.value];
        const LinkedUniform &uniform            = mState.getUniforms()[uniformLocation.index];
    
        if (uniform.isSampler())
        {
            *v = getSamplerUniformBinding(uniformLocation);
            return;
        }
        else if (uniform.isImage())
        {
            *v = getImageUniformBinding(uniformLocation);
            return;
        }
    
        const GLenum nativeType = VariableComponentType(uniform.type);
        if (nativeType == GL_UNSIGNED_INT)
        {
            mProgram->getUniformuiv(context, location.value, v);
        }
        else
        {
            getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type));
        }
    }
    
    void Program::flagForDeletion()
    {
        ASSERT(!mLinkingState);
        mDeleteStatus = true;
    }
    
    bool Program::isFlaggedForDeletion() const
    {
        ASSERT(!mLinkingState);
        return mDeleteStatus;
    }
    
    void Program::validate(const Caps &caps)
    {
        ASSERT(!mLinkingState);
        mState.mExecutable->resetInfoLog();
        InfoLog &infoLog = mState.mExecutable->getInfoLog();
    
        if (mLinked)
        {
            mValidated = ConvertToBool(mProgram->validate(caps, &infoLog));
        }
        else
        {
            infoLog << "Program has not been successfully linked.";
        }
    }
    
    bool Program::validateSamplersImpl(InfoLog *infoLog, const Caps &caps)
    {
        const ProgramExecutable *executable = mState.mExecutable.get();
        ASSERT(!mLinkingState);
    
        // 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 (size_t textureUnit : executable->mActiveSamplersMask)
        {
            if (executable->mActiveSamplerTypes[textureUnit] == TextureType::InvalidEnum)
            {
                if (infoLog)
                {
                    (*infoLog) << "Samplers of conflicting types refer to the same texture "
                                  "image unit ("
                               << textureUnit << ").";
                }
    
                mCachedValidateSamplersResult = false;
                return false;
            }
        }
    
        mCachedValidateSamplersResult = true;
        return true;
    }
    
    bool Program::isValidated() const
    {
        ASSERT(!mLinkingState);
        return mValidated;
    }
    
    void Program::getActiveUniformBlockName(const UniformBlockIndex blockIndex,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLchar *blockName) const
    {
        ASSERT(!mLinkingState);
        GetInterfaceBlockName(blockIndex, mState.mExecutable->getUniformBlocks(), bufSize, length,
                              blockName);
    }
    
    void Program::getActiveShaderStorageBlockName(const GLuint blockIndex,
                                                  GLsizei bufSize,
                                                  GLsizei *length,
                                                  GLchar *blockName) const
    {
        ASSERT(!mLinkingState);
        GetInterfaceBlockName({blockIndex}, mState.mExecutable->getShaderStorageBlocks(), 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
    {
        ASSERT(!mLinkingState);
        return getActiveInterfaceBlockMaxNameLength(mState.mExecutable->getUniformBlocks());
    }
    
    GLint Program::getActiveShaderStorageBlockMaxNameLength() const
    {
        ASSERT(!mLinkingState);
        return getActiveInterfaceBlockMaxNameLength(mState.mExecutable->getShaderStorageBlocks());
    }
    
    GLuint Program::getUniformBlockIndex(const std::string &name) const
    {
        ASSERT(!mLinkingState);
        return GetInterfaceBlockIndex(mState.mExecutable->getUniformBlocks(), name);
    }
    
    GLuint Program::getShaderStorageBlockIndex(const std::string &name) const
    {
        ASSERT(!mLinkingState);
        return GetInterfaceBlockIndex(mState.mExecutable->getShaderStorageBlocks(), name);
    }
    
    const InterfaceBlock &Program::getUniformBlockByIndex(GLuint index) const
    {
        ASSERT(!mLinkingState);
        ASSERT(index < static_cast<GLuint>(mState.mExecutable->getActiveUniformBlockCount()));
        return mState.mExecutable->getUniformBlocks()[index];
    }
    
    const InterfaceBlock &Program::getShaderStorageBlockByIndex(GLuint index) const
    {
        ASSERT(!mLinkingState);
        ASSERT(index < static_cast<GLuint>(mState.mExecutable->getActiveShaderStorageBlockCount()));
        return mState.mExecutable->getShaderStorageBlocks()[index];
    }
    
    void Program::bindUniformBlock(UniformBlockIndex uniformBlockIndex, GLuint uniformBlockBinding)
    {
        ASSERT(!mLinkingState);
        mState.mExecutable->mUniformBlocks[uniformBlockIndex.value].binding = uniformBlockBinding;
        mState.mExecutable->mActiveUniformBlockBindings.set(uniformBlockIndex.value,
                                                            uniformBlockBinding != 0);
        mDirtyBits.set(DIRTY_BIT_UNIFORM_BLOCK_BINDING_0 + uniformBlockIndex.value);
    }
    
    GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const
    {
        ASSERT(!mLinkingState);
        return mState.getUniformBlockBinding(uniformBlockIndex);
    }
    
    GLuint Program::getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const
    {
        ASSERT(!mLinkingState);
        return mState.getShaderStorageBlockBinding(shaderStorageBlockIndex);
    }
    
    void Program::setTransformFeedbackVaryings(GLsizei count,
                                               const GLchar *const *varyings,
                                               GLenum bufferMode)
    {
        ASSERT(!mLinkingState);
        mState.mTransformFeedbackVaryingNames.resize(count);
        for (GLsizei i = 0; i < count; i++)
        {
            mState.mTransformFeedbackVaryingNames[i] = varyings[i];
        }
    
        mState.mExecutable->mTransformFeedbackBufferMode = bufferMode;
    }
    
    void Program::getTransformFeedbackVarying(GLuint index,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLsizei *size,
                                              GLenum *type,
                                              GLchar *name) const
    {
        ASSERT(!mLinkingState);
        if (mLinked)
        {
            ASSERT(index < mState.mExecutable->mLinkedTransformFeedbackVaryings.size());
            const auto &var     = mState.mExecutable->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
    {
        ASSERT(!mLinkingState);
        if (mLinked)
        {
            return static_cast<GLsizei>(mState.mExecutable->mLinkedTransformFeedbackVaryings.size());
        }
        else
        {
            return 0;
        }
    }
    
    GLsizei Program::getTransformFeedbackVaryingMaxLength() const
    {
        ASSERT(!mLinkingState);
        if (mLinked)
        {
            GLsizei maxSize = 0;
            for (const auto &var : mState.mExecutable->mLinkedTransformFeedbackVaryings)
            {
                maxSize =
                    std::max(maxSize, static_cast<GLsizei>(var.nameWithArrayIndex().length() + 1));
            }
    
            return maxSize;
        }
        else
        {
            return 0;
        }
    }
    
    GLenum Program::getTransformFeedbackBufferMode() const
    {
        ASSERT(!mLinkingState);
        return mState.mExecutable->getTransformFeedbackBufferMode();
    }
    
    bool Program::linkValidateShaders(InfoLog &infoLog)
    {
        const ShaderMap<Shader *> &shaders = mState.mAttachedShaders;
    
        bool isComputeShaderAttached  = shaders[ShaderType::Compute] != nullptr;
        bool isGraphicsShaderAttached = shaders[ShaderType::Vertex] ||
                                        shaders[ShaderType::TessControl] ||
                                        shaders[ShaderType::TessEvaluation] ||
                                        shaders[ShaderType::Geometry] || shaders[ShaderType::Fragment];
        // 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 && isGraphicsShaderAttached)
        {
            infoLog << "Both compute and graphics shaders are attached to the same program.";
            return false;
        }
    
        Optional<int> version;
        for (ShaderType shaderType : kAllGraphicsShaderTypes)
        {
            Shader *shader = shaders[shaderType];
            ASSERT(!shader || shader->getType() == shaderType);
            if (!shader)
            {
                continue;
            }
    
            if (!shader->isCompiled())
            {
                infoLog << ShaderTypeToString(shaderType) << " shader is not compiled.";
                return false;
            }
    
            if (!version.valid())
            {
                version = shader->getShaderVersion();
            }
            else if (version != shader->getShaderVersion())
            {
                infoLog << ShaderTypeToString(shaderType)
                        << " shader version does not match other shader versions.";
                return false;
            }
        }
    
        if (isComputeShaderAttached)
        {
            ASSERT(shaders[ShaderType::Compute]->getType() == ShaderType::Compute);
    
            mState.mComputeShaderLocalSize = shaders[ShaderType::Compute]->getWorkGroupSize();
    
            // 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 (!isGraphicsShaderAttached)
            {
                infoLog << "No compiled shaders.";
                return false;
            }
    
            bool hasVertex   = shaders[ShaderType::Vertex] != nullptr;
            bool hasFragment = shaders[ShaderType::Fragment] != nullptr;
            if (!isSeparable() && (!hasVertex || !hasFragment))
            {
                infoLog
                    << "The program must contain objects to form both a vertex and fragment shader.";
                return false;
            }
    
            bool hasTessControl    = shaders[ShaderType::TessControl] != nullptr;
            bool hasTessEvaluation = shaders[ShaderType::TessEvaluation] != nullptr;
            if (!isSeparable() && (hasTessControl != hasTessEvaluation))
            {
                infoLog << "Tessellation control and evaluation shaders must be specified together.";
                return false;
            }
    
            Shader *geometryShader = shaders[ShaderType::Geometry];
            if (shaders[ShaderType::Geometry])
            {
                // [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.
                ASSERT(geometryShader->getType() == ShaderType::Geometry);
    
                Optional<PrimitiveMode> inputPrimitive =
                    geometryShader->getGeometryShaderInputPrimitiveType();
                if (!inputPrimitive.valid())
                {
                    infoLog << "Input primitive type is not specified in the geometry shader.";
                    return false;
                }
    
                Optional<PrimitiveMode> outputPrimitive =
                    geometryShader->getGeometryShaderOutputPrimitiveType();
                if (!outputPrimitive.valid())
                {
                    infoLog << "Output primitive type is not specified in the geometry shader.";
                    return false;
                }
    
                Optional<GLint> maxVertices = geometryShader->getGeometryShaderMaxVertices();
                if (!maxVertices.valid())
                {
                    infoLog << "'max_vertices' is not specified in the geometry shader.";
                    return false;
                }
    
                mState.mExecutable->mGeometryShaderInputPrimitiveType  = inputPrimitive.value();
                mState.mExecutable->mGeometryShaderOutputPrimitiveType = outputPrimitive.value();
                mState.mExecutable->mGeometryShaderMaxVertices         = maxVertices.value();
                mState.mExecutable->mGeometryShaderInvocations =
                    geometryShader->getGeometryShaderInvocations();
            }
    
            Shader *tessControlShader = shaders[ShaderType::TessControl];
            if (tessControlShader)
            {
                int tcsShaderVertices = tessControlShader->getTessControlShaderVertices();
                if (tcsShaderVertices == 0)
                {
                    // In tessellation control shader, output vertices should be specified at least
                    // once.
                    // > GLSL ES Version 3.20.6 spec:
                    // > 4.4.2. Output Layout Qualifiers
                    // > Tessellation Control Outputs
                    // > ...
                    // > There must be at least one layout qualifier specifying an output patch vertex
                    // > count in any program containing a tessellation control shader.
                    infoLog << "In Tessellation Control Shader, at least one layout qualifier "
                               "specifying an output patch vertex count must exist.";
                    return false;
                }
    
                mState.mExecutable->mTessControlShaderVertices = tcsShaderVertices;
            }
    
            Shader *tessEvaluationShader = shaders[ShaderType::TessEvaluation];
            if (tessEvaluationShader)
            {
                GLenum tesPrimitiveMode = tessEvaluationShader->getTessGenMode();
                if (tesPrimitiveMode == 0)
                {
                    // In tessellation evaluation shader, a primitive mode should be specified at least
                    // once.
                    // > GLSL ES Version 3.20.6 spec:
                    // > 4.4.1. Input Layout Qualifiers
                    // > Tessellation Evaluation Inputs
                    // > ...
                    // > The tessellation evaluation shader object in a program must declare a primitive
                    // > mode in its input layout. Declaring vertex spacing, ordering, or point mode
                    // > identifiers is optional.
                    infoLog << "The Tessellation Evaluation Shader object in a program must declare a "
                               "primitive mode in its input layout.";
                    return false;
                }
    
                mState.mExecutable->mTessGenMode        = tesPrimitiveMode;
                mState.mExecutable->mTessGenSpacing     = tessEvaluationShader->getTessGenSpacing();
                mState.mExecutable->mTessGenVertexOrder = tessEvaluationShader->getTessGenVertexOrder();
                mState.mExecutable->mTessGenPointMode   = tessEvaluationShader->getTessGenPointMode();
            }
        }
    
        return true;
    }
    
    GLuint Program::getTransformFeedbackVaryingResourceIndex(const GLchar *name) const
    {
        ASSERT(!mLinkingState);
        for (GLuint tfIndex = 0; tfIndex < mState.mExecutable->mLinkedTransformFeedbackVaryings.size();
             ++tfIndex)
        {
            const auto &tf = mState.mExecutable->mLinkedTransformFeedbackVaryings[tfIndex];
            if (tf.nameWithArrayIndex() == name)
            {
                return tfIndex;
            }
        }
        return GL_INVALID_INDEX;
    }
    
    const TransformFeedbackVarying &Program::getTransformFeedbackVaryingResource(GLuint index) const
    {
        ASSERT(!mLinkingState);
        ASSERT(index < mState.mExecutable->mLinkedTransformFeedbackVaryings.size());
        return mState.mExecutable->mLinkedTransformFeedbackVaryings[index];
    }
    
    bool Program::hasDrawIDUniform() const
    {
        ASSERT(!mLinkingState);
        return mState.mDrawIDLocation >= 0;
    }
    
    void Program::setDrawIDUniform(GLint drawid)
    {
        ASSERT(!mLinkingState);
        ASSERT(mState.mDrawIDLocation >= 0);
        mProgram->setUniform1iv(mState.mDrawIDLocation, 1, &drawid);
    }
    
    bool Program::hasBaseVertexUniform() const
    {
        ASSERT(!mLinkingState);
        return mState.mBaseVertexLocation >= 0;
    }
    
    void Program::setBaseVertexUniform(GLint baseVertex)
    {
        ASSERT(!mLinkingState);
        ASSERT(mState.mBaseVertexLocation >= 0);
        if (baseVertex == mState.mCachedBaseVertex)
        {
            return;
        }
        mState.mCachedBaseVertex = baseVertex;
        mProgram->setUniform1iv(mState.mBaseVertexLocation, 1, &baseVertex);
    }
    
    bool Program::hasBaseInstanceUniform() const
    {
        ASSERT(!mLinkingState);
        return mState.mBaseInstanceLocation >= 0;
    }
    
    void Program::setBaseInstanceUniform(GLuint baseInstance)
    {
        ASSERT(!mLinkingState);
        ASSERT(mState.mBaseInstanceLocation >= 0);
        if (baseInstance == mState.mCachedBaseInstance)
        {
            return;
        }
        mState.mCachedBaseInstance = baseInstance;
        GLint baseInstanceInt      = baseInstance;
        mProgram->setUniform1iv(mState.mBaseInstanceLocation, 1, &baseInstanceInt);
    }
    
    bool Program::linkVaryings(InfoLog &infoLog) const
    {
        ShaderType previousShaderType = ShaderType::InvalidEnum;
        for (ShaderType shaderType : kAllGraphicsShaderTypes)
        {
            Shader *currentShader = mState.mAttachedShaders[shaderType];
            if (!currentShader)
            {
                continue;
            }
    
            if (previousShaderType != ShaderType::InvalidEnum)
            {
                Shader *previousShader = mState.mAttachedShaders[previousShaderType];
                const std::vector<sh::ShaderVariable> &outputVaryings =
                    previousShader->getOutputVaryings();
    
                if (!LinkValidateShaderInterfaceMatching(
                        outputVaryings, currentShader->getInputVaryings(), previousShaderType,
                        currentShader->getType(), previousShader->getShaderVersion(),
                        currentShader->getShaderVersion(), isSeparable(), infoLog))
                {
                    return false;
                }
            }
            previousShaderType = currentShader->getType();
        }
    
        // TODO: http://anglebug.com/3571 and http://anglebug.com/3572
        // Need to move logic of validating builtin varyings inside the for-loop above.
        // This is because the built-in symbols `gl_ClipDistance` and `gl_CullDistance`
        // can be redeclared in Geometry or Tessellation shaders as well.
        Shader *vertexShader   = mState.mAttachedShaders[ShaderType::Vertex];
        Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
        if (vertexShader && fragmentShader &&
            !LinkValidateBuiltInVaryings(vertexShader->getOutputVaryings(),
                                         fragmentShader->getInputVaryings(), vertexShader->getType(),
                                         fragmentShader->getType(), vertexShader->getShaderVersion(),
                                         fragmentShader->getShaderVersion(), infoLog))
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::linkUniforms(const Caps &caps,
                               const Version &version,
                               InfoLog &infoLog,
                               const ProgramAliasedBindings &uniformLocationBindings,
                               GLuint *combinedImageUniformsCount,
                               std::vector<UnusedUniform> *unusedUniforms)
    {
        UniformLinker linker(mState);
        if (!linker.link(caps, infoLog, uniformLocationBindings))
        {
            return false;
        }
    
        linker.getResults(&mState.mExecutable->mUniforms, unusedUniforms, &mState.mUniformLocations);
    
        linkSamplerAndImageBindings(combinedImageUniformsCount);
    
        if (!linkAtomicCounterBuffers())
        {
            return false;
        }
    
        if (version >= Version(3, 1))
        {
            GLint locationSize = static_cast<GLint>(mState.getUniformLocations().size());
    
            if (locationSize > caps.maxUniformLocations)
            {
                infoLog << "Exceeded maximum uniform location size";
                return false;
            }
        }
    
        return true;
    }
    
    void Program::linkSamplerAndImageBindings(GLuint *combinedImageUniforms)
    {
        ASSERT(combinedImageUniforms);
    
        // Iterate over mExecutable->mUniforms from the back, and find the range of subpass inputs,
        // atomic counters, images and samplers in that order.
        auto highIter = mState.mExecutable->getUniforms().rbegin();
        auto lowIter  = highIter;
    
        unsigned int high = static_cast<unsigned int>(mState.mExecutable->getUniforms().size());
        unsigned int low  = high;
    
        // Note that uniform block uniforms are not yet appended to this list.
        ASSERT(mState.mExecutable->getUniforms().size() == 0 || highIter->isAtomicCounter() ||
               highIter->isImage() || highIter->isSampler() || highIter->isInDefaultBlock() ||
               highIter->isFragmentInOut);
    
        for (; lowIter != mState.mExecutable->getUniforms().rend() && lowIter->isFragmentInOut;
             ++lowIter)
        {
            --low;
        }
    
        mState.mExecutable->mFragmentInoutRange = RangeUI(low, high);
    
        highIter = lowIter;
        high     = low;
    
        for (; lowIter != mState.mExecutable->getUniforms().rend() && lowIter->isAtomicCounter();
             ++lowIter)
        {
            --low;
        }
    
        mState.mAtomicCounterUniformRange = RangeUI(low, high);
    
        highIter = lowIter;
        high     = low;
    
        for (; lowIter != mState.mExecutable->getUniforms().rend() && lowIter->isImage(); ++lowIter)
        {
            --low;
        }
    
        mState.mExecutable->mImageUniformRange = RangeUI(low, high);
        *combinedImageUniforms                 = 0u;
        // The Program is still linking, so getExecutable().isCompute() isn't accurate yet.
        bool hasComputeShader = mState.mAttachedShaders[ShaderType::Compute] != nullptr;
        std::vector<ImageBinding> &imageBindings = hasComputeShader
                                                       ? mState.mExecutable->mComputeImageBindings
                                                       : mState.mExecutable->mGraphicsImageBindings;
        // If uniform is a image type, insert it into the mImageBindings array.
        for (unsigned int imageIndex : mState.mExecutable->getImageUniformRange())
        {
            // 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.mExecutable->getUniforms()[imageIndex];
            TextureType textureType = ImageTypeToTextureType(imageUniform.type);
            const GLuint arraySize  = imageUniform.isArray() ? imageUniform.arraySizes[0] : 1u;
    
            if (imageUniform.binding == -1)
            {
                imageBindings.emplace_back(
                    ImageBinding(imageUniform.getBasicTypeElementCount(), textureType));
            }
            else
            {
                // The arrays of arrays are flattened to arrays, it needs to record the array offset for
                // the correct binding image unit.
                imageBindings.emplace_back(
                    ImageBinding(imageUniform.binding + imageUniform.parentArrayIndex() * arraySize,
                                 imageUniform.getBasicTypeElementCount(), textureType));
            }
    
            *combinedImageUniforms += imageUniform.activeShaderCount() * arraySize;
        }
    
        highIter = lowIter;
        high     = low;
    
        for (; lowIter != mState.mExecutable->getUniforms().rend() && lowIter->isSampler(); ++lowIter)
        {
            --low;
        }
    
        mState.mExecutable->mSamplerUniformRange = RangeUI(low, high);
    
        // If uniform is a sampler type, insert it into the mSamplerBindings array.
        for (unsigned int samplerIndex : mState.mExecutable->getSamplerUniformRange())
        {
            const auto &samplerUniform = mState.mExecutable->getUniforms()[samplerIndex];
            TextureType textureType    = SamplerTypeToTextureType(samplerUniform.type);
            GLenum samplerType         = samplerUniform.typeInfo->type;
            unsigned int elementCount  = samplerUniform.getBasicTypeElementCount();
            SamplerFormat format       = samplerUniform.typeInfo->samplerFormat;
            mState.mExecutable->mSamplerBindings.emplace_back(textureType, samplerType, format,
                                                              elementCount);
        }
    
        // Whatever is left constitutes the default uniforms.
        mState.mExecutable->mDefaultUniformRange = RangeUI(0, low);
    }
    
    bool Program::linkAtomicCounterBuffers()
    {
        for (unsigned int index : mState.mAtomicCounterUniformRange)
        {
            auto &uniform                      = mState.mExecutable->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.mExecutable->getActiveAtomicCounterBufferCount(); ++bufferIndex)
            {
                auto &buffer = mState.mExecutable->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.mExecutable->mAtomicCounterBuffers.push_back(atomicCounterBuffer);
                uniform.bufferIndex =
                    static_cast<int>(mState.mExecutable->getActiveAtomicCounterBufferCount() - 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 (except built-ins) from the bindings and program locations.
    bool Program::linkAttributes(const Context *context, InfoLog &infoLog)
    {
        const Caps &caps               = context->getCaps();
        const Limitations &limitations = context->getLimitations();
        bool webglCompatibility        = context->getExtensions().webglCompatibility;
        int shaderVersion              = -1;
        unsigned int usedLocations     = 0;
    
        Shader *vertexShader = mState.getAttachedShader(gl::ShaderType::Vertex);
    
        if (!vertexShader)
        {
            // No vertex shader, so no attributes, so nothing to do
            return true;
        }
    
        shaderVersion = vertexShader->getShaderVersion();
        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.mExecutable->mProgramInputs = vertexShader->getAllAttributes();
        }
        else
        {
            // In GLSL ES 1.00.17 we only do aliasing checks for active attributes.
            mState.mExecutable->mProgramInputs = vertexShader->getActiveAttributes();
        }
    
        GLuint maxAttribs = static_cast<GLuint>(caps.maxVertexAttributes);
        std::vector<sh::ShaderVariable *> usedAttribMap(maxAttribs, nullptr);
    
        // Assign locations to attributes that have a binding location and check for attribute aliasing.
        for (sh::ShaderVariable &attribute : mState.mExecutable->mProgramInputs)
        {
            // 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);
            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.
                    // In D3D 9 and 11, aliasing is not supported, so check a limitation.
                    if (linkedAttribute)
                    {
                        if (shaderVersion >= 300 || webglCompatibility ||
                            limitations.noVertexAttributeAliasing)
                        {
                            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::ShaderVariable &attribute : mState.mExecutable->mProgramInputs)
        {
            // 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.mExecutable->mAttributesTypeMask.none());
        ASSERT(mState.mExecutable->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.mExecutable->getProgramInputs().begin();
                 attributeIter != mState.mExecutable->getProgramInputs().end();)
            {
                if (attributeIter->active)
                {
                    ++attributeIter;
                }
                else
                {
                    attributeIter = mState.mExecutable->mProgramInputs.erase(attributeIter);
                }
            }
        }
    
        for (const sh::ShaderVariable &attribute : mState.mExecutable->getProgramInputs())
        {
            ASSERT(attribute.active);
            ASSERT(attribute.location != -1);
            unsigned int regs = static_cast<unsigned int>(VariableRegisterCount(attribute.type));
    
            unsigned int location = static_cast<unsigned int>(attribute.location);
            for (unsigned int r = 0; r < regs; r++)
            {
                // Built-in active program inputs don't have a bound attribute.
                if (!attribute.isBuiltIn())
                {
                    mState.mExecutable->mActiveAttribLocationsMask.set(location);
                    mState.mExecutable->mMaxActiveAttribLocation =
                        std::max(mState.mExecutable->mMaxActiveAttribLocation, location + 1);
    
                    ComponentType componentType =
                        GLenumToComponentType(VariableComponentType(attribute.type));
    
                    SetComponentTypeMask(componentType, location,
                                         &mState.mExecutable->mAttributesTypeMask);
                    mState.mExecutable->mAttributesMask.set(location);
    
                    location++;
                }
            }
        }
    
        return true;
    }
    
    bool Program::linkInterfaceBlocks(const Caps &caps,
                                      const Version &version,
                                      bool webglCompatibility,
                                      InfoLog &infoLog,
                                      GLuint *combinedShaderStorageBlocksCount)
    {
        ASSERT(combinedShaderStorageBlocksCount);
    
        GLuint combinedUniformBlocksCount                                         = 0u;
        GLuint numShadersHasUniformBlocks                                         = 0u;
        ShaderMap<const std::vector<sh::InterfaceBlock> *> allShaderUniformBlocks = {};
        InterfaceBlockMap instancelessInterfaceBlocksFields;
    
        for (ShaderType shaderType : AllShaderTypes())
        {
            Shader *shader = mState.mAttachedShaders[shaderType];
            if (!shader)
            {
                continue;
            }
    
            const auto &uniformBlocks = shader->getUniformBlocks();
            if (!uniformBlocks.empty())
            {
                if (!ValidateInterfaceBlocksCount(
                        static_cast<GLuint>(caps.maxShaderUniformBlocks[shaderType]), uniformBlocks,
                        shaderType, sh::BlockType::BLOCK_UNIFORM, &combinedUniformBlocksCount, infoLog))
                {
                    return false;
                }
    
                allShaderUniformBlocks[shaderType] = &uniformBlocks;
                ++numShadersHasUniformBlocks;
            }
        }
    
        if (combinedUniformBlocksCount > static_cast<GLuint>(caps.maxCombinedUniformBlocks))
        {
            infoLog << "The sum of the number of active uniform blocks exceeds "
                       "MAX_COMBINED_UNIFORM_BLOCKS ("
                    << caps.maxCombinedUniformBlocks << ").";
            return false;
        }
    
        if (!ValidateInterfaceBlocksMatch(numShadersHasUniformBlocks, allShaderUniformBlocks, infoLog,
                                          webglCompatibility, &instancelessInterfaceBlocksFields))
        {
            return false;
        }
    
        if (version >= 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();
                if (!shaderStorageBlocks.empty())
                {
                    if (!ValidateInterfaceBlocksCount(
                            static_cast<GLuint>(caps.maxShaderStorageBlocks[shaderType]),
                            shaderStorageBlocks, shaderType, sh::BlockType::BLOCK_BUFFER,
                            combinedShaderStorageBlocksCount, infoLog))
                    {
                        return false;
                    }
    
                    allShaderStorageBlocks[shaderType] = &shaderStorageBlocks;
                    ++numShadersHasShaderStorageBlocks;
                }
            }
    
            if (*combinedShaderStorageBlocksCount >
                static_cast<GLuint>(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,
                                              &instancelessInterfaceBlocksFields))
            {
                return false;
            }
        }
    
        return true;
    }
    
    int Program::getOutputLocationForLink(const sh::ShaderVariable &outputVariable) const
    {
        if (outputVariable.location != -1)
        {
            return outputVariable.location;
        }
        int apiLocation = mFragmentOutputLocations.getBinding(outputVariable);
        if (apiLocation != -1)
        {
            return apiLocation;
        }
        return -1;
    }
    
    bool Program::isOutputSecondaryForLink(const sh::ShaderVariable &outputVariable) const
    {
        if (outputVariable.index != -1)
        {
            ASSERT(outputVariable.index == 0 || outputVariable.index == 1);
            return (outputVariable.index == 1);
        }
        int apiIndex = mFragmentOutputIndexes.getBinding(outputVariable);
        if (apiIndex != -1)
        {
            // Index layout qualifier from the shader takes precedence, so the index from the API is
            // checked only if the index was not set in the shader. This is not specified in the EXT
            // spec, but is specified in desktop OpenGL specs.
            return (apiIndex == 1);
        }
        // EXT_blend_func_extended: Outputs get index 0 by default.
        return false;
    }
    
    namespace
    {
    
    bool FindUsedOutputLocation(std::vector<VariableLocation> &outputLocations,
                                unsigned int baseLocation,
                                unsigned int elementCount,
                                const std::vector<VariableLocation> &reservedLocations,
                                unsigned int variableIndex)
    {
        if (baseLocation + elementCount > outputLocations.size())
        {
            elementCount = baseLocation < outputLocations.size()
                               ? static_cast<unsigned int>(outputLocations.size() - baseLocation)
                               : 0;
        }
        for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++)
        {
            const unsigned int location = baseLocation + elementIndex;
            if (outputLocations[location].used())
            {
                VariableLocation locationInfo(elementIndex, variableIndex);
                if (std::find(reservedLocations.begin(), reservedLocations.end(), locationInfo) ==
                    reservedLocations.end())
                {
                    return true;
                }
            }
        }
        return false;
    }
    
    void AssignOutputLocations(std::vector<VariableLocation> &outputLocations,
                               unsigned int baseLocation,
                               unsigned int elementCount,
                               const std::vector<VariableLocation> &reservedLocations,
                               unsigned int variableIndex,
                               sh::ShaderVariable &outputVariable)
    {
        if (baseLocation + elementCount > outputLocations.size())
        {
            outputLocations.resize(baseLocation + elementCount);
        }
        for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++)
        {
            VariableLocation locationInfo(elementIndex, variableIndex);
            if (std::find(reservedLocations.begin(), reservedLocations.end(), locationInfo) ==
                reservedLocations.end())
            {
                outputVariable.location     = baseLocation;
                const unsigned int location = baseLocation + elementIndex;
                outputLocations[location]   = locationInfo;
            }
        }
    }
    
    }  // anonymous namespace
    
    bool Program::linkOutputVariables(const Caps &caps,
                                      const Extensions &extensions,
                                      const Version &version,
                                      GLuint combinedImageUniformsCount,
                                      GLuint combinedShaderStorageBlocksCount)
    {
        InfoLog &infoLog       = mState.mExecutable->getInfoLog();
        Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
    
        ASSERT(mState.mOutputVariableTypes.empty());
        ASSERT(mState.mActiveOutputVariables.none());
        ASSERT(mState.mDrawBufferTypeMask.none());
        ASSERT(!mState.mYUVOutput);
    
        if (!fragmentShader)
        {
            // No fragment shader, so nothing to link
            return true;
        }
    
        const std::vector<sh::ShaderVariable> &outputVariables =
            fragmentShader->getActiveOutputVariables();
    
        // Gather output variable types
        for (const sh::ShaderVariable &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);
                ComponentType componentType =
                    GLenumToComponentType(mState.mOutputVariableTypes[location]);
                SetComponentTypeMask(componentType, location, &mState.mDrawBufferTypeMask);
            }
    
            if (outputVariable.yuv)
            {
                ASSERT(outputVariables.size() == 1);
                mState.mYUVOutput = true;
            }
        }
    
        if (version >= 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() >
                static_cast<GLuint>(caps.maxCombinedShaderOutputResources))
            {
                infoLog
                    << "The sum of the number of active image uniforms, active shader storage blocks "
                       "and active fragment shader outputs exceeds "
                       "MAX_COMBINED_SHADER_OUTPUT_RESOURCES ("
                    << caps.maxCombinedShaderOutputResources << ")";
                return false;
            }
        }
    
        // Skip this step for GLES2 shaders.
        if (fragmentShader && fragmentShader->getShaderVersion() == 100)
            return true;
    
        mState.mExecutable->mOutputVariables = outputVariables;
        mState.mExecutable->mYUVOutput       = mState.mYUVOutput;
        // TODO(jmadill): any caps validation here?
    
        // EXT_blend_func_extended doesn't specify anything related to binding specific elements of an
        // output array in explicit terms.
        //
        // Assuming fragData is an output array, you can defend the position that:
        // P1) you must support binding "fragData" because it's specified
        // P2) you must support querying "fragData[x]" because it's specified
        // P3) you must support binding "fragData[0]" because it's a frequently used pattern
        //
        // Then you can make the leap of faith:
        // P4) you must support binding "fragData[x]" because you support "fragData[0]"
        // P5) you must support binding "fragData[x]" because you support querying "fragData[x]"
        //
        // The spec brings in the "world of arrays" when it mentions binding the arrays and the
        // automatic binding. Thus it must be interpreted that the thing is not undefined, rather you
        // must infer the only possible interpretation (?). Note again: this need of interpretation
        // might be completely off of what GL spec logic is.
        //
        // The other complexity is that unless you implement this feature, it's hard to understand what
        // should happen when the client invokes the feature. You cannot add an additional error as it
        // is not specified. One can ignore it, but obviously it creates the discrepancies...
    
        std::vector<VariableLocation> reservedLocations;
    
        // Process any output API bindings for arrays that don't alias to the first element.
        for (const auto &binding : mFragmentOutputLocations)
        {
            size_t nameLengthWithoutArrayIndex;
            unsigned int arrayIndex = ParseArrayIndex(binding.first, &nameLengthWithoutArrayIndex);
            if (arrayIndex == 0 || arrayIndex == GL_INVALID_INDEX)
            {
                continue;
            }
            for (unsigned int outputVariableIndex = 0;
                 outputVariableIndex < mState.mExecutable->getOutputVariables().size();
                 outputVariableIndex++)
            {
                const sh::ShaderVariable &outputVariable =
                    mState.mExecutable->getOutputVariables()[outputVariableIndex];
                // Check that the binding corresponds to an output array and its array index fits.
                if (outputVariable.isBuiltIn() || !outputVariable.isArray() ||
                    !angle::BeginsWith(outputVariable.name, binding.first,
                                       nameLengthWithoutArrayIndex) ||
                    arrayIndex >= outputVariable.getOutermostArraySize())
                {
                    continue;
                }
    
                // Get the API index that corresponds to this exact binding.
                // This index may differ from the index used for the array's base.
                auto &outputLocations = mFragmentOutputIndexes.getBindingByName(binding.first) == 1
                                            ? mState.mExecutable->mSecondaryOutputLocations
                                            : mState.mExecutable->mOutputLocations;
                unsigned int location = binding.second.location;
                VariableLocation locationInfo(arrayIndex, outputVariableIndex);
                if (location >= outputLocations.size())
                {
                    outputLocations.resize(location + 1);
                }
                if (outputLocations[location].used())
                {
                    infoLog << "Location of variable " << outputVariable.name
                            << " conflicts with another variable.";
                    return false;
                }
                outputLocations[location] = locationInfo;
    
                // Note the array binding location so that it can be skipped later.
                reservedLocations.push_back(locationInfo);
            }
        }
    
        // Reserve locations for output variables whose location is fixed in the shader or through the
        // API. Otherwise, the remaining unallocated outputs will be processed later.
        for (unsigned int outputVariableIndex = 0;
             outputVariableIndex < mState.mExecutable->getOutputVariables().size();
             outputVariableIndex++)
        {
            const sh::ShaderVariable &outputVariable =
                mState.mExecutable->getOutputVariables()[outputVariableIndex];
    
            // Don't store outputs for gl_FragDepth, gl_FragColor, etc.
            if (outputVariable.isBuiltIn())
                continue;
    
            int fixedLocation = getOutputLocationForLink(outputVariable);
            if (fixedLocation == -1)
            {
                // Here we're only reserving locations for variables whose location is fixed.
                continue;
            }
            unsigned int baseLocation = static_cast<unsigned int>(fixedLocation);
    
            auto &outputLocations = isOutputSecondaryForLink(outputVariable)
                                        ? mState.mExecutable->mSecondaryOutputLocations
                                        : mState.mExecutable->mOutputLocations;
    
            // 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();
            if (FindUsedOutputLocation(outputLocations, baseLocation, elementCount, reservedLocations,
                                       outputVariableIndex))
            {
                infoLog << "Location of variable " << outputVariable.name
                        << " conflicts with another variable.";
                return false;
            }
            AssignOutputLocations(outputLocations, baseLocation, elementCount, reservedLocations,
                                  outputVariableIndex,
                                  mState.mExecutable->mOutputVariables[outputVariableIndex]);
        }
    
        // Here we assign locations for the output variables that don't yet have them. Note that we're
        // not necessarily able to fit the variables optimally, since then we might have to try
        // different arrangements of output arrays. Now we just assign the locations in the order that
        // we got the output variables. The spec isn't clear on what kind of algorithm is required for
        // finding locations for the output variables, so this should be acceptable at least for now.
        GLuint maxLocation = static_cast<GLuint>(caps.maxDrawBuffers);
        if (!mState.mExecutable->getSecondaryOutputLocations().empty())
        {
            // EXT_blend_func_extended: Program outputs will be validated against
            // MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT if there's even one output with index one.
            maxLocation = extensions.maxDualSourceDrawBuffers;
        }
    
        for (unsigned int outputVariableIndex = 0;
             outputVariableIndex < mState.mExecutable->getOutputVariables().size();
             outputVariableIndex++)
        {
            const sh::ShaderVariable &outputVariable =
                mState.mExecutable->getOutputVariables()[outputVariableIndex];
    
            // Don't store outputs for gl_FragDepth, gl_FragColor, etc.
            if (outputVariable.isBuiltIn())
                continue;
    
            int fixedLocation     = getOutputLocationForLink(outputVariable);
            auto &outputLocations = isOutputSecondaryForLink(outputVariable)
                                        ? mState.mExecutable->mSecondaryOutputLocations
                                        : mState.mExecutable->mOutputLocations;
            unsigned int baseLocation = 0;
            unsigned int elementCount = outputVariable.getBasicTypeElementCount();
            if (fixedLocation != -1)
            {
                // Secondary inputs might have caused the max location to drop below what has already
                // been explicitly assigned locations. Check for any fixed locations above the max
                // that should cause linking to fail.
                baseLocation = static_cast<unsigned int>(fixedLocation);
            }
            else
            {
                // No fixed location, so try to fit the output in unassigned locations.
                // Try baseLocations starting from 0 one at a time and see if the variable fits.
                while (FindUsedOutputLocation(outputLocations, baseLocation, elementCount,
                                              reservedLocations, outputVariableIndex))
                {
                    baseLocation++;
                }
                AssignOutputLocations(outputLocations, baseLocation, elementCount, reservedLocations,
                                      outputVariableIndex,
                                      mState.mExecutable->mOutputVariables[outputVariableIndex]);
            }
    
            // Check for any elements assigned above the max location that are actually used.
            if (baseLocation + elementCount > maxLocation &&
                (baseLocation >= maxLocation ||
                 FindUsedOutputLocation(outputLocations, maxLocation,
                                        baseLocation + elementCount - maxLocation, reservedLocations,
                                        outputVariableIndex)))
            {
                // EXT_blend_func_extended: Linking can fail:
                // "if the explicit binding assignments do not leave enough space for the linker to
                // automatically assign a location for a varying out array, which requires multiple
                // contiguous locations."
                infoLog << "Could not fit output variable into available locations: "
                        << outputVariable.name;
                return false;
            }
        }
    
        return true;
    }
    
    void Program::setUniformValuesFromBindingQualifiers()
    {
        for (unsigned int samplerIndex : mState.mExecutable->getSamplerUniformRange())
        {
            const auto &samplerUniform = mState.mExecutable->getUniforms()[samplerIndex];
            if (samplerUniform.binding != -1)
            {
                UniformLocation location = getUniformLocation(samplerUniform.name);
                ASSERT(location.value != -1);
                std::vector<GLint> boundTextureUnits;
                for (unsigned int elementIndex = 0;
                     elementIndex < samplerUniform.getBasicTypeElementCount(); ++elementIndex)
                {
                    boundTextureUnits.push_back(samplerUniform.binding + elementIndex);
                }
    
                // Here we pass nullptr to avoid a large chain of calls that need a non-const Context.
                // We know it's safe not to notify the Context because this is only called after link.
                setUniform1iv(nullptr, location, static_cast<GLsizei>(boundTextureUnits.size()),
                              boundTextureUnits.data());
            }
        }
    }
    
    void Program::initInterfaceBlockBindings()
    {
        // Set initial bindings from shader.
        for (unsigned int blockIndex = 0; blockIndex < mState.mExecutable->getActiveUniformBlockCount();
             blockIndex++)
        {
            InterfaceBlock &uniformBlock = mState.mExecutable->mUniformBlocks[blockIndex];
            bindUniformBlock({blockIndex}, uniformBlock.binding);
        }
    }
    
    void Program::updateSamplerUniform(Context *context,
                                       const VariableLocation &locationInfo,
                                       GLsizei clampedCount,
                                       const GLint *v)
    {
        ASSERT(mState.isSamplerUniformIndex(locationInfo.index));
        GLuint samplerIndex            = mState.getSamplerIndexFromUniformIndex(locationInfo.index);
        SamplerBinding &samplerBinding = mState.mExecutable->mSamplerBindings[samplerIndex];
        std::vector<GLuint> &boundTextureUnits = samplerBinding.boundTextureUnits;
    
        if (locationInfo.arrayIndex >= boundTextureUnits.size())
        {
            return;
        }
        GLsizei safeUniformCount = std::min(
            clampedCount, static_cast<GLsizei>(boundTextureUnits.size() - locationInfo.arrayIndex));
    
        // Update the sampler uniforms.
        for (GLsizei arrayIndex = 0; arrayIndex < safeUniformCount; ++arrayIndex)
        {
            GLint oldTextureUnit = boundTextureUnits[arrayIndex + locationInfo.arrayIndex];
            GLint newTextureUnit = v[arrayIndex];
    
            if (oldTextureUnit == newTextureUnit)
            {
                continue;
            }
    
            boundTextureUnits[arrayIndex + locationInfo.arrayIndex] = newTextureUnit;
    
            // Update the reference counts.
            uint32_t &oldRefCount = mState.mExecutable->mActiveSamplerRefCounts[oldTextureUnit];
            uint32_t &newRefCount = mState.mExecutable->mActiveSamplerRefCounts[newTextureUnit];
            ASSERT(oldRefCount > 0);
            ASSERT(newRefCount < std::numeric_limits<uint32_t>::max());
            oldRefCount--;
            newRefCount++;
    
            // Check for binding type change.
            TextureType &newSamplerType     = mState.mExecutable->mActiveSamplerTypes[newTextureUnit];
            TextureType &oldSamplerType     = mState.mExecutable->mActiveSamplerTypes[oldTextureUnit];
            SamplerFormat &newSamplerFormat = mState.mExecutable->mActiveSamplerFormats[newTextureUnit];
            SamplerFormat &oldSamplerFormat = mState.mExecutable->mActiveSamplerFormats[oldTextureUnit];
    
            if (newRefCount == 1)
            {
                newSamplerType   = samplerBinding.textureType;
                newSamplerFormat = samplerBinding.format;
                mState.mExecutable->mActiveSamplersMask.set(newTextureUnit);
                mState.mExecutable->mActiveSamplerShaderBits[newTextureUnit] =
                    mState.mExecutable->getUniforms()[locationInfo.index].activeShaders();
            }
            else
            {
                if (newSamplerType != samplerBinding.textureType)
                {
                    // Conflict detected. Ensure we reset it properly.
                    newSamplerType = TextureType::InvalidEnum;
                }
                if (newSamplerFormat != samplerBinding.format)
                {
                    newSamplerFormat = SamplerFormat::InvalidEnum;
                }
            }
    
            // Unset previously active sampler.
            if (oldRefCount == 0)
            {
                oldSamplerType   = TextureType::InvalidEnum;
                oldSamplerFormat = SamplerFormat::InvalidEnum;
                mState.mExecutable->mActiveSamplersMask.reset(oldTextureUnit);
            }
            else
            {
                if (oldSamplerType == TextureType::InvalidEnum ||
                    oldSamplerFormat == SamplerFormat::InvalidEnum)
                {
                    // Previous conflict. Check if this new change fixed the conflict.
                    mState.setSamplerUniformTextureTypeAndFormat(oldTextureUnit);
                }
            }
    
            // Notify context.
            if (context)
            {
                context->onSamplerUniformChange(newTextureUnit);
                context->onSamplerUniformChange(oldTextureUnit);
            }
        }
    
        // Invalidate the validation cache.
        mCachedValidateSamplersResult.reset();
    }
    
    void ProgramState::setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex)
    {
        mExecutable->setSamplerUniformTextureTypeAndFormat(textureUnitIndex,
                                                           mExecutable->mSamplerBindings);
    }
    
    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.mExecutable->getUniforms()[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(UniformLocation location,
                                             GLsizei count,
                                             GLboolean transpose,
                                             const T *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location.value];
    
        if (!transpose)
        {
            return clampUniformCount(locationInfo, count, cols * rows, v);
        }
    
        const LinkedUniform &linkedUniform = mState.mExecutable->getUniforms()[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,
                                     UniformLocation location,
                                     GLenum nativeType,
                                     int components) const
    {
        switch (nativeType)
        {
            case GL_BOOL:
            {
                GLint tempValue[16] = {0};
                mProgram->getUniformiv(context, location.value, tempValue);
                UniformStateQueryCastLoop<GLboolean>(
                    dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
                break;
            }
            case GL_INT:
            {
                GLint tempValue[16] = {0};
                mProgram->getUniformiv(context, location.value, tempValue);
                UniformStateQueryCastLoop<GLint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
                                                 components);
                break;
            }
            case GL_UNSIGNED_INT:
            {
                GLuint tempValue[16] = {0};
                mProgram->getUniformuiv(context, location.value, tempValue);
                UniformStateQueryCastLoop<GLuint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
                                                  components);
                break;
            }
            case GL_FLOAT:
            {
                GLfloat tempValue[16] = {0};
                mProgram->getUniformfv(context, location.value, tempValue);
                UniformStateQueryCastLoop<GLfloat>(
                    dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
                break;
            }
            default:
                UNREACHABLE();
                break;
        }
    }
    
    angle::Result Program::syncState(const Context *context)
    {
        if (mDirtyBits.any())
        {
            ASSERT(!mLinkingState);
            ANGLE_TRY(mProgram->syncState(context, mDirtyBits));
            mDirtyBits.reset();
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result Program::serialize(const Context *context, angle::MemoryBuffer *binaryOut) const
    {
        BinaryOutputStream stream;
    
        stream.writeBytes(reinterpret_cast<const unsigned char *>(ANGLE_COMMIT_HASH),
                          ANGLE_COMMIT_HASH_SIZE);
    
        // nullptr context is supported when computing binary length.
        if (context)
        {
            stream.writeInt(context->getClientVersion().major);
            stream.writeInt(context->getClientVersion().minor);
        }
        else
        {
            stream.writeInt(2);
            stream.writeInt(0);
        }
    
        mState.mExecutable->save(&stream);
    
        const auto &computeLocalSize = mState.getComputeShaderLocalSize();
    
        stream.writeInt(computeLocalSize[0]);
        stream.writeInt(computeLocalSize[1]);
        stream.writeInt(computeLocalSize[2]);
    
        stream.writeInt(mState.mNumViews);
        stream.writeBool(mState.mEarlyFramentTestsOptimization);
        stream.writeInt(mState.mSpecConstUsageBits.bits());
    
        stream.writeInt(mState.getUniformLocations().size());
        for (const auto &variable : mState.getUniformLocations())
        {
            stream.writeInt(variable.arrayIndex);
            stream.writeIntOrNegOne(variable.index);
            stream.writeBool(variable.ignored);
        }
    
        stream.writeInt(mState.getBufferVariables().size());
        for (const BufferVariable &bufferVariable : mState.getBufferVariables())
        {
            WriteBufferVariable(&stream, bufferVariable);
        }
    
        // Warn the app layer if saving a binary with unsupported transform feedback.
        if (!mState.getLinkedTransformFeedbackVaryings().empty() &&
            context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled)
        {
            WARN() << "Saving program binary with transform feedback, which is not supported on this "
                      "driver.";
        }
    
        stream.writeInt(mState.mOutputVariableTypes.size());
        for (const auto &outputVariableType : mState.mOutputVariableTypes)
        {
            stream.writeInt(outputVariableType);
        }
    
        static_assert(
            IMPLEMENTATION_MAX_DRAW_BUFFERS * 2 <= 8 * sizeof(uint32_t),
            "All bits of mDrawBufferTypeMask and mActiveOutputVariables can be contained in 32 bits");
        stream.writeInt(static_cast<int>(mState.mDrawBufferTypeMask.to_ulong()));
        stream.writeInt(static_cast<int>(mState.mActiveOutputVariables.to_ulong()));
    
        stream.writeBool(mState.isYUVOutput());
    
        stream.writeInt(mState.getAtomicCounterUniformRange().low());
        stream.writeInt(mState.getAtomicCounterUniformRange().high());
    
        mProgram->save(context, &stream);
    
        ASSERT(binaryOut);
        if (!binaryOut->resize(stream.length()))
        {
            WARN() << "Failed to allocate enough memory to serialize a program. (" << stream.length()
                   << " bytes )";
            return angle::Result::Incomplete;
        }
        memcpy(binaryOut->data(), stream.data(), stream.length());
        return angle::Result::Continue;
    }
    
    angle::Result Program::deserialize(const Context *context,
                                       BinaryInputStream &stream,
                                       InfoLog &infoLog)
    {
        unsigned char commitString[ANGLE_COMMIT_HASH_SIZE];
        stream.readBytes(commitString, ANGLE_COMMIT_HASH_SIZE);
        if (memcmp(commitString, ANGLE_COMMIT_HASH, sizeof(unsigned char) * ANGLE_COMMIT_HASH_SIZE) !=
            0)
        {
            infoLog << "Invalid program binary version.";
            return angle::Result::Stop;
        }
    
        int majorVersion = stream.readInt<int>();
        int minorVersion = stream.readInt<int>();
        if (majorVersion != context->getClientMajorVersion() ||
            minorVersion != context->getClientMinorVersion())
        {
            infoLog << "Cannot load program binaries across different ES context versions.";
            return angle::Result::Stop;
        }
    
        mState.mExecutable->load(&stream);
    
        mState.mComputeShaderLocalSize[0] = stream.readInt<int>();
        mState.mComputeShaderLocalSize[1] = stream.readInt<int>();
        mState.mComputeShaderLocalSize[2] = stream.readInt<int>();
    
        mState.mNumViews                      = stream.readInt<int>();
        mState.mEarlyFramentTestsOptimization = stream.readBool();
        mState.mSpecConstUsageBits            = rx::SpecConstUsageBits(stream.readInt<uint32_t>());
    
        const size_t uniformIndexCount = stream.readInt<size_t>();
        ASSERT(mState.mUniformLocations.empty());
        for (size_t uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; ++uniformIndexIndex)
        {
            VariableLocation variable;
            stream.readInt(&variable.arrayIndex);
            stream.readInt(&variable.index);
            stream.readBool(&variable.ignored);
    
            mState.mUniformLocations.push_back(variable);
        }
    
        size_t bufferVariableCount = stream.readInt<size_t>();
        ASSERT(mState.mBufferVariables.empty());
        for (size_t bufferVarIndex = 0; bufferVarIndex < bufferVariableCount; ++bufferVarIndex)
        {
            BufferVariable bufferVariable;
            LoadBufferVariable(&stream, &bufferVariable);
            mState.mBufferVariables.push_back(bufferVariable);
        }
    
        size_t outputTypeCount = stream.readInt<size_t>();
        for (size_t outputIndex = 0; outputIndex < outputTypeCount; ++outputIndex)
        {
            mState.mOutputVariableTypes.push_back(stream.readInt<GLenum>());
        }
    
        static_assert(IMPLEMENTATION_MAX_DRAW_BUFFERS * 2 <= 8 * sizeof(uint32_t),
                      "All bits of mDrawBufferTypeMask and mActiveOutputVariables types and mask fit "
                      "into 32 bits each");
        mState.mDrawBufferTypeMask = gl::ComponentTypeMask(stream.readInt<uint32_t>());
        mState.mActiveOutputVariables =
            gl::DrawBufferMask(stream.readInt<gl::DrawBufferMask::value_type>());
    
        stream.readBool(&mState.mYUVOutput);
    
        unsigned int atomicCounterRangeLow  = stream.readInt<unsigned int>();
        unsigned int atomicCounterRangeHigh = stream.readInt<unsigned int>();
        mState.mAtomicCounterUniformRange   = RangeUI(atomicCounterRangeLow, atomicCounterRangeHigh);
    
        static_assert(static_cast<unsigned long>(ShaderType::EnumCount) <= sizeof(unsigned long) * 8,
                      "Too many shader types");
    
        // Reject programs that use transform feedback varyings if the hardware cannot support them.
        if (mState.mExecutable->getLinkedTransformFeedbackVaryings().size() > 0 &&
            context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled)
        {
            infoLog << "Current driver does not support transform feedback in binary programs.";
            return angle::Result::Stop;
        }
    
        if (!mState.mAttachedShaders[ShaderType::Compute])
        {
            mState.mExecutable->updateTransformFeedbackStrides();
        }
    
        postResolveLink(context);
        mState.mExecutable->updateCanDrawWith();
    
        return angle::Result::Continue;
    }
    
    void Program::postResolveLink(const gl::Context *context)
    {
        mState.updateActiveSamplers();
        mState.mExecutable->mActiveImageShaderBits.fill({});
        mState.mExecutable->updateActiveImages(getExecutable());
    
        setUniformValuesFromBindingQualifiers();
    
        if (context->getExtensions().multiDraw)
        {
            mState.mDrawIDLocation = getUniformLocation("gl_DrawID").value;
        }
    
        if (context->getExtensions().baseVertexBaseInstance)
        {
            mState.mBaseVertexLocation   = getUniformLocation("gl_BaseVertex").value;
            mState.mBaseInstanceLocation = getUniformLocation("gl_BaseInstance").value;
        }
    }
    
    // HasAttachedShaders implementation.
    ShaderType HasAttachedShaders::getTransformFeedbackStage() const
    {
        if (getAttachedShader(ShaderType::Geometry))
        {
            return ShaderType::Geometry;
        }
        if (getAttachedShader(ShaderType::TessEvaluation))
        {
            return ShaderType::TessEvaluation;
        }
        return ShaderType::Vertex;
    }
    }  // namespace gl