Hash :
716b2cba
Author :
Date :
2021-03-12T14:46:53
Use bitset masks for active shader buffers. This switches the tracking for the uniform, shader storage, and atomic counter buffers to use bitset masks to determine where there are active buffers. This will make iterating these buffer sets faster. Also renames the limit for atomic counter buffers to be consistent with the other buffer types. Also applies the implementation limit to atomic counter buffer bindings. This fixes out-of-bounds access on some Linux platforms that expose a large number of bindings. Bug: angleproject:5736 Change-Id: Ice801645697592d1dda6aebf0cb69767594cc0c5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2757509 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#include <string>
#include <vector>
#include "compiler/translator/blocklayoutHLSL.h"
#include "libANGLE/Constants.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/d3d/DynamicHLSL.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "platform/FeaturesD3D.h"
namespace rx
{
class RendererD3D;
class UniformStorageD3D;
class ShaderExecutableD3D;
#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
// It should only be used selectively to work around specific bugs.
# define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
#endif
enum class HLSLRegisterType : uint8_t
{
None = 0,
Texture = 1,
UnorderedAccessView = 2
};
// Helper struct representing a single shader uniform
// TODO(jmadill): Make uniform blocks shared between all programs, so we don't need separate
// register indices.
struct D3DUniform : private angle::NonCopyable
{
D3DUniform(GLenum type,
HLSLRegisterType reg,
const std::string &nameIn,
const std::vector<unsigned int> &arraySizesIn,
bool defaultBlock);
~D3DUniform();
bool isSampler() const;
bool isImage() const;
bool isImage2D() const;
bool isArray() const { return !arraySizes.empty(); }
unsigned int getArraySizeProduct() const;
bool isReferencedByShader(gl::ShaderType shaderType) const;
const uint8_t *firstNonNullData() const;
const uint8_t *getDataPtrToElement(size_t elementIndex) const;
// Duplicated from the GL layer
const gl::UniformTypeInfo &typeInfo;
std::string name; // Names of arrays don't include [0], unlike at the GL layer.
std::vector<unsigned int> arraySizes;
// Pointer to a system copies of the data. Separate pointers for each uniform storage type.
gl::ShaderMap<uint8_t *> mShaderData;
// Register information.
HLSLRegisterType regType;
gl::ShaderMap<unsigned int> mShaderRegisterIndexes;
unsigned int registerCount;
// Register "elements" are used for uniform structs in ES3, to appropriately identify single
// uniforms
// inside aggregate types, which are packed according C-like structure rules.
unsigned int registerElement;
// Special buffer for sampler values.
std::vector<GLint> mSamplerData;
};
struct D3DInterfaceBlock
{
D3DInterfaceBlock();
D3DInterfaceBlock(const D3DInterfaceBlock &other);
bool activeInShader(gl::ShaderType shaderType) const
{
return mShaderRegisterIndexes[shaderType] != GL_INVALID_INDEX;
}
gl::ShaderMap<unsigned int> mShaderRegisterIndexes;
};
struct D3DUniformBlock : D3DInterfaceBlock
{
D3DUniformBlock();
D3DUniformBlock(const D3DUniformBlock &other);
gl::ShaderMap<bool> mUseStructuredBuffers;
gl::ShaderMap<unsigned int> mByteWidths;
gl::ShaderMap<unsigned int> mStructureByteStrides;
};
struct D3DUBOCache
{
unsigned int registerIndex;
int binding;
};
struct D3DUBOCacheUseSB : D3DUBOCache
{
unsigned int byteWidth;
unsigned int structureByteStride;
};
struct D3DVarying final
{
D3DVarying();
D3DVarying(const std::string &semanticNameIn,
unsigned int semanticIndexIn,
unsigned int componentCountIn,
unsigned int outputSlotIn);
D3DVarying(const D3DVarying &) = default;
D3DVarying &operator=(const D3DVarying &) = default;
std::string semanticName;
unsigned int semanticIndex;
unsigned int componentCount;
unsigned int outputSlot;
};
class ProgramD3DMetadata final : angle::NonCopyable
{
public:
ProgramD3DMetadata(RendererD3D *renderer,
const gl::ShaderMap<const ShaderD3D *> &attachedShaders,
EGLenum clientType);
~ProgramD3DMetadata();
int getRendererMajorShaderModel() const;
bool usesBroadcast(const gl::State &data) const;
bool usesSecondaryColor() const;
bool usesFragDepth() const;
bool usesPointCoord() const;
bool usesFragCoord() const;
bool usesPointSize() const;
bool usesInsertedPointCoordValue() const;
bool usesViewScale() const;
bool hasANGLEMultiviewEnabled() const;
bool usesVertexID() const;
bool usesViewID() const;
bool canSelectViewInVertexShader() const;
bool addsPointCoordToVertexShader() const;
bool usesTransformFeedbackGLPosition() const;
bool usesSystemValuePointSize() const;
bool usesMultipleFragmentOuts() const;
bool usesCustomOutVars() const;
const ShaderD3D *getFragmentShader() const;
private:
const int mRendererMajorShaderModel;
const std::string mShaderModelSuffix;
const bool mUsesInstancedPointSpriteEmulation;
const bool mUsesViewScale;
const bool mCanSelectViewInVertexShader;
const gl::ShaderMap<const ShaderD3D *> mAttachedShaders;
const EGLenum mClientType;
};
using D3DUniformMap = std::map<std::string, D3DUniform *>;
class ProgramD3D : public ProgramImpl
{
public:
ProgramD3D(const gl::ProgramState &data, RendererD3D *renderer);
~ProgramD3D() override;
const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
GLint getSamplerMapping(gl::ShaderType type,
unsigned int samplerIndex,
const gl::Caps &caps) const;
gl::TextureType getSamplerTextureType(gl::ShaderType type, unsigned int samplerIndex) const;
gl::RangeUI getUsedSamplerRange(gl::ShaderType type) const;
enum SamplerMapping
{
WasDirty,
WasClean,
};
SamplerMapping updateSamplerMapping();
GLint getImageMapping(gl::ShaderType type,
unsigned int imageIndex,
bool readonly,
const gl::Caps &caps) const;
gl::RangeUI getUsedImageRange(gl::ShaderType type, bool readonly) const;
bool usesPointSize() const { return mUsesPointSize; }
bool usesPointSpriteEmulation() const;
bool usesGeometryShader(const gl::State &state, gl::PrimitiveMode drawMode) const;
bool usesGeometryShaderForPointSpriteEmulation() const;
bool usesGetDimensionsIgnoresBaseLevel() const;
bool usesInstancedPointSpriteEmulation() const;
std::unique_ptr<LinkEvent> load(const gl::Context *context,
gl::BinaryInputStream *stream,
gl::InfoLog &infoLog) override;
void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
void setBinaryRetrievableHint(bool retrievable) override;
void setSeparable(bool separable) override;
angle::Result getVertexExecutableForCachedInputLayout(d3d::Context *context,
ShaderExecutableD3D **outExectuable,
gl::InfoLog *infoLog);
angle::Result getGeometryExecutableForPrimitiveType(d3d::Context *errContext,
const gl::State &state,
gl::PrimitiveMode drawMode,
ShaderExecutableD3D **outExecutable,
gl::InfoLog *infoLog);
angle::Result getPixelExecutableForCachedOutputLayout(d3d::Context *context,
ShaderExecutableD3D **outExectuable,
gl::InfoLog *infoLog);
angle::Result getComputeExecutableForImage2DBindLayout(d3d::Context *context,
ShaderExecutableD3D **outExecutable,
gl::InfoLog *infoLog);
std::unique_ptr<LinkEvent> link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog,
const gl::ProgramMergedVaryings &mergedVaryings) override;
GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
void updateUniformBufferCache(const gl::Caps &caps);
unsigned int getAtomicCounterBufferRegisterIndex(GLuint binding,
gl::ShaderType shaderType) const;
unsigned int getShaderStorageBufferRegisterIndex(GLuint blockIndex,
gl::ShaderType shaderType) const;
const std::vector<D3DUBOCache> &getShaderUniformBufferCache(gl::ShaderType shaderType) const;
const std::vector<D3DUBOCacheUseSB> &getShaderUniformBufferCacheUseSB(
gl::ShaderType shaderType) const;
void dirtyAllUniforms();
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override;
void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override;
void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override;
UniformStorageD3D *getShaderUniformStorage(gl::ShaderType shaderType) const
{
return mShaderUniformStorages[shaderType].get();
}
unsigned int getSerial() const;
const AttribIndexArray &getAttribLocationToD3DSemantics() const
{
return mAttribLocationToD3DSemantic;
}
void updateCachedInputLayout(Serial associatedSerial, const gl::State &state);
void updateCachedOutputLayout(const gl::Context *context, const gl::Framebuffer *framebuffer);
void updateCachedComputeImage2DBindLayout(const gl::Context *context);
bool isSamplerMappingDirty() { return mDirtySamplerMapping; }
// Checks if we need to recompile certain shaders.
bool hasVertexExecutableForCachedInputLayout();
bool hasGeometryExecutableForPrimitiveType(const gl::State &state, gl::PrimitiveMode drawMode);
bool hasPixelExecutableForCachedOutputLayout();
bool hasComputeExecutableForCachedImage2DBindLayout();
bool anyShaderUniformsDirty() const { return mShaderUniformsDirty.any(); }
bool areShaderUniformsDirty(gl::ShaderType shaderType) const
{
return mShaderUniformsDirty[shaderType];
}
const std::vector<D3DUniform *> &getD3DUniforms() const { return mD3DUniforms; }
void markUniformsClean();
const gl::ProgramState &getState() const { return mState; }
bool hasShaderStage(gl::ShaderType shaderType) const
{
return mState.getExecutable().getLinkedShaderStages()[shaderType];
}
void assignImage2DRegisters(unsigned int startImageIndex,
int startLogicalImageUnit,
bool readonly);
bool hasNamedUniform(const std::string &name);
bool usesVertexID() const { return mUsesVertexID; }
private:
// These forward-declared tasks are used for multi-thread shader compiles.
class GetExecutableTask;
class GetVertexExecutableTask;
class GetPixelExecutableTask;
class GetGeometryExecutableTask;
class GetComputeExecutableTask;
class GraphicsProgramLinkEvent;
class ComputeProgramLinkEvent;
class LoadBinaryTask;
class LoadBinaryLinkEvent;
class VertexExecutable
{
public:
enum HLSLAttribType
{
FLOAT,
UNSIGNED_INT,
SIGNED_INT,
};
typedef std::vector<HLSLAttribType> Signature;
VertexExecutable(const gl::InputLayout &inputLayout,
const Signature &signature,
ShaderExecutableD3D *shaderExecutable);
~VertexExecutable();
bool matchesSignature(const Signature &signature) const;
static void getSignature(RendererD3D *renderer,
const gl::InputLayout &inputLayout,
Signature *signatureOut);
const gl::InputLayout &inputs() const { return mInputs; }
const Signature &signature() const { return mSignature; }
ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
private:
static HLSLAttribType GetAttribType(GLenum type);
gl::InputLayout mInputs;
Signature mSignature;
ShaderExecutableD3D *mShaderExecutable;
};
class PixelExecutable
{
public:
PixelExecutable(const std::vector<GLenum> &outputSignature,
ShaderExecutableD3D *shaderExecutable);
~PixelExecutable();
bool matchesSignature(const std::vector<GLenum> &signature) const
{
return mOutputSignature == signature;
}
const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
private:
std::vector<GLenum> mOutputSignature;
ShaderExecutableD3D *mShaderExecutable;
};
class ComputeExecutable
{
public:
ComputeExecutable(const gl::ImageUnitTextureTypeMap &signature,
std::unique_ptr<ShaderExecutableD3D> shaderExecutable);
~ComputeExecutable();
bool matchesSignature(const gl::ImageUnitTextureTypeMap &signature) const
{
return mSignature == signature;
}
const gl::ImageUnitTextureTypeMap &signature() const { return mSignature; }
ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable.get(); }
private:
gl::ImageUnitTextureTypeMap mSignature;
std::unique_ptr<ShaderExecutableD3D> mShaderExecutable;
};
struct Sampler
{
Sampler();
bool active;
GLint logicalTextureUnit;
gl::TextureType textureType;
};
struct Image
{
Image();
bool active;
GLint logicalImageUnit;
};
void initializeUniformStorage(const gl::ShaderBitSet &availableShaderStages);
void defineUniformsAndAssignRegisters();
void defineUniformBase(const gl::Shader *shader,
const sh::ShaderVariable &uniform,
D3DUniformMap *uniformMap);
void assignAllSamplerRegisters();
void assignSamplerRegisters(size_t uniformIndex);
static void AssignSamplers(unsigned int startSamplerIndex,
const gl::UniformTypeInfo &typeInfo,
unsigned int samplerCount,
std::vector<Sampler> &outSamplers,
gl::RangeUI *outUsedRange);
void assignAllImageRegisters();
void assignAllAtomicCounterRegisters();
void assignImageRegisters(size_t uniformIndex);
static void AssignImages(unsigned int startImageIndex,
int startLogicalImageUnit,
unsigned int imageCount,
std::vector<Image> &outImages,
gl::RangeUI *outUsedRange);
template <typename DestT>
void getUniformInternal(GLint location, DestT *dataOut) const;
template <typename T>
void setUniformImpl(D3DUniform *targetUniform,
const gl::VariableLocation &locationInfo,
GLsizei count,
const T *v,
uint8_t *targetData,
GLenum uniformType);
template <typename T>
void setUniformInternal(GLint location, GLsizei count, const T *v, GLenum uniformType);
template <int cols, int rows>
void setUniformMatrixfvInternal(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
std::unique_ptr<LinkEvent> compileProgramExecutables(const gl::Context *context,
gl::InfoLog &infoLog);
std::unique_ptr<LinkEvent> compileComputeExecutable(const gl::Context *context,
gl::InfoLog &infoLog);
angle::Result loadBinaryShaderExecutables(d3d::Context *contextD3D,
gl::BinaryInputStream *stream,
gl::InfoLog &infoLog);
void gatherTransformFeedbackVaryings(const gl::VaryingPacking &varyings,
const BuiltinInfo &builtins);
D3DUniform *getD3DUniformFromLocation(GLint location);
const D3DUniform *getD3DUniformFromLocation(GLint location) const;
void initAttribLocationsToD3DSemantic();
void reset();
void initializeUniformBlocks();
void initializeShaderStorageBlocks();
void updateCachedInputLayoutFromShader();
void updateCachedOutputLayoutFromShader();
void updateCachedImage2DBindLayoutFromComputeShader();
void updateCachedVertexExecutableIndex();
void updateCachedPixelExecutableIndex();
void updateCachedComputeExecutableIndex();
void linkResources(const gl::ProgramLinkedResources &resources);
RendererD3D *mRenderer;
DynamicHLSL *mDynamicHLSL;
std::vector<std::unique_ptr<VertexExecutable>> mVertexExecutables;
std::vector<std::unique_ptr<PixelExecutable>> mPixelExecutables;
angle::PackedEnumMap<gl::PrimitiveMode, std::unique_ptr<ShaderExecutableD3D>>
mGeometryExecutables;
std::vector<std::unique_ptr<ComputeExecutable>> mComputeExecutables;
gl::ShaderMap<std::string> mShaderHLSL;
gl::ShaderMap<angle::CompilerWorkaroundsD3D> mShaderWorkarounds;
bool mUsesFragDepth;
bool mHasANGLEMultiviewEnabled;
bool mUsesVertexID;
bool mUsesViewID;
std::vector<PixelShaderOutputVariable> mPixelShaderKey;
// Common code for all dynamic geometry shaders. Consists mainly of the GS input and output
// structures, built from the linked varying info. We store the string itself instead of the
// packed varyings for simplicity.
std::string mGeometryShaderPreamble;
bool mUsesPointSize;
bool mUsesFlatInterpolation;
gl::ShaderMap<std::unique_ptr<UniformStorageD3D>> mShaderUniformStorages;
gl::ShaderMap<std::vector<Sampler>> mShaderSamplers;
gl::ShaderMap<gl::RangeUI> mUsedShaderSamplerRanges;
bool mDirtySamplerMapping;
std::vector<Image> mImagesCS;
std::vector<Image> mReadonlyImagesCS;
gl::RangeUI mUsedComputeImageRange;
gl::RangeUI mUsedComputeReadonlyImageRange;
gl::RangeUI mUsedComputeAtomicCounterRange;
// Cache for pixel shader output layout to save reallocations.
std::vector<GLenum> mPixelShaderOutputLayoutCache;
Optional<size_t> mCachedPixelExecutableIndex;
AttribIndexArray mAttribLocationToD3DSemantic;
unsigned int mSerial;
gl::ShaderMap<std::vector<D3DUBOCache>> mShaderUBOCaches;
gl::ShaderMap<std::vector<D3DUBOCacheUseSB>> mShaderUBOCachesUseSB;
VertexExecutable::Signature mCachedVertexSignature;
gl::InputLayout mCachedInputLayout;
Optional<size_t> mCachedVertexExecutableIndex;
std::vector<D3DVarying> mStreamOutVaryings;
std::vector<D3DUniform *> mD3DUniforms;
std::map<std::string, int> mImageBindingMap;
std::map<std::string, int> mAtomicBindingMap;
std::vector<D3DUniformBlock> mD3DUniformBlocks;
std::vector<D3DInterfaceBlock> mD3DShaderStorageBlocks;
std::array<unsigned int, gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS>
mComputeAtomicCounterBufferRegisterIndices;
std::vector<sh::ShaderVariable> mImage2DUniforms;
gl::ImageUnitTextureTypeMap mComputeShaderImage2DBindLayoutCache;
Optional<size_t> mCachedComputeExecutableIndex;
gl::ShaderBitSet mShaderUniformsDirty;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
Serial mCurrentVertexArrayStateSerial;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_