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

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  • Author : Jamie Madill
    Date : 2017-06-28 14:53:52
    Hash : 3244736a
    Message : Use MemoryProgramCache. Add the member functions for saving and loading from the binary cache, and hook them into the Program class. Requires that the Renderer supports the program binary extension. BUG=angleproject:1897 Change-Id: I2dc8d21b02da705ded58c5cd1943562c9c97c49b Reviewed-on: https://chromium-review.googlesource.com/522874 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/Program.cpp
  • //
    // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Program.cpp: Implements the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #include "libANGLE/Program.h"
    
    #include <algorithm>
    
    #include "common/bitset_utils.h"
    #include "common/debug.h"
    #include "common/platform.h"
    #include "common/utilities.h"
    #include "compiler/translator/blocklayout.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/MemoryProgramCache.h"
    #include "libANGLE/ResourceManager.h"
    #include "libANGLE/Uniform.h"
    #include "libANGLE/UniformLinker.h"
    #include "libANGLE/VaryingPacking.h"
    #include "libANGLE/features.h"
    #include "libANGLE/queryconversions.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    #include "libANGLE/renderer/ProgramImpl.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 (value == GL_TRUE ? 1.0f : 0.0f);
    }
    
    template <>
    GLint UniformStateQueryCast(GLboolean value)
    {
        return (value == GL_TRUE ? 1 : 0);
    }
    
    template <>
    GLuint UniformStateQueryCast(GLboolean value)
    {
        return (value == GL_TRUE ? 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);
        }
    }
    
    // true if varying x has a higher priority in packing than y
    bool ComparePackedVarying(const PackedVarying &x, const PackedVarying &y)
    {
        // If the PackedVarying 'x' or 'y' to be compared is an array element, this clones an equivalent
        // non-array shader variable 'vx' or 'vy' for actual comparison instead.
        sh::ShaderVariable vx, vy;
        const sh::ShaderVariable *px, *py;
        if (x.isArrayElement())
        {
            vx           = *x.varying;
            vx.arraySize = 0;
            px           = &vx;
        }
        else
        {
            px = x.varying;
        }
    
        if (y.isArrayElement())
        {
            vy           = *y.varying;
            vy.arraySize = 0;
            py           = &vy;
        }
        else
        {
            py = y.varying;
        }
    
        return gl::CompareShaderVar(*px, *py);
    }
    
    template <typename VarT>
    GLuint GetResourceIndexFromName(const std::vector<VarT> &list, const std::string &name)
    {
        size_t subscript     = GL_INVALID_INDEX;
        std::string baseName = ParseResourceName(name, &subscript);
    
        // The app is not allowed to specify array indices other than 0 for arrays of basic types
        if (subscript != 0 && subscript != GL_INVALID_INDEX)
        {
            return GL_INVALID_INDEX;
        }
    
        for (size_t index = 0; index < list.size(); index++)
        {
            const VarT &resource = list[index];
            if (resource.name == baseName)
            {
                if (resource.isArray() || subscript == GL_INVALID_INDEX)
                {
                    return static_cast<GLuint>(index);
                }
            }
        }
    
        return GL_INVALID_INDEX;
    }
    
    void CopyStringToBuffer(GLchar *buffer, const std::string &string, GLsizei bufSize, GLsizei *length)
    {
        ASSERT(bufSize > 0);
        strncpy(buffer, string.c_str(), bufSize);
        buffer[bufSize - 1] = '\0';
    
        if (length)
        {
            *length = static_cast<GLsizei>(strlen(buffer));
        }
    }
    
    bool IncludeSameArrayElement(const std::set<std::string> &nameSet, const std::string &name)
    {
        size_t subscript     = GL_INVALID_INDEX;
        std::string baseName = ParseResourceName(name, &subscript);
        for (auto it = nameSet.begin(); it != nameSet.end(); ++it)
        {
            size_t arrayIndex     = GL_INVALID_INDEX;
            std::string arrayName = ParseResourceName(*it, &arrayIndex);
            if (baseName == arrayName && (subscript == GL_INVALID_INDEX ||
                                          arrayIndex == GL_INVALID_INDEX || subscript == arrayIndex))
            {
                return true;
            }
        }
        return false;
    }
    
    }  // anonymous namespace
    
    const char *const g_fakepath = "C:\\fakepath";
    
    InfoLog::InfoLog()
    {
    }
    
    InfoLog::~InfoLog()
    {
    }
    
    size_t InfoLog::getLength() const
    {
        const std::string &logString = mStream.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 str(mStream.str());
    
            if (!str.empty())
            {
                index = std::min(static_cast<size_t>(bufSize) - 1, str.length());
                memcpy(infoLog, str.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)
    {
        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);
    
        mStream << message << std::endl;
    }
    
    void InfoLog::reset()
    {
    }
    
    VariableLocation::VariableLocation() : name(), element(0), index(0), used(false), ignored(false)
    {
    }
    
    VariableLocation::VariableLocation(const std::string &name,
                                       unsigned int element,
                                       unsigned int index)
        : name(name), element(element), index(index), used(true), ignored(false)
    {
    }
    
    void Program::Bindings::bindLocation(GLuint index, const std::string &name)
    {
        mBindings[name] = index;
    }
    
    int Program::Bindings::getBinding(const std::string &name) const
    {
        auto iter = mBindings.find(name);
        return (iter != mBindings.end()) ? iter->second : -1;
    }
    
    Program::Bindings::const_iterator Program::Bindings::begin() const
    {
        return mBindings.begin();
    }
    
    Program::Bindings::const_iterator Program::Bindings::end() const
    {
        return mBindings.end();
    }
    
    ProgramState::ProgramState()
        : mLabel(),
          mAttachedFragmentShader(nullptr),
          mAttachedVertexShader(nullptr),
          mAttachedComputeShader(nullptr),
          mTransformFeedbackBufferMode(GL_INTERLEAVED_ATTRIBS),
          mSamplerUniformRange(0, 0),
          mBinaryRetrieveableHint(false)
    {
        mComputeShaderLocalSize.fill(1);
    }
    
    ProgramState::~ProgramState()
    {
        ASSERT(!mAttachedVertexShader && !mAttachedFragmentShader && !mAttachedComputeShader);
    }
    
    const std::string &ProgramState::getLabel()
    {
        return mLabel;
    }
    
    GLint ProgramState::getUniformLocation(const std::string &name) const
    {
        size_t subscript     = GL_INVALID_INDEX;
        std::string baseName = ParseResourceName(name, &subscript);
    
        for (size_t location = 0; location < mUniformLocations.size(); ++location)
        {
            const VariableLocation &uniformLocation = mUniformLocations[location];
            if (!uniformLocation.used)
            {
                continue;
            }
    
            const LinkedUniform &uniform = mUniforms[uniformLocation.index];
    
            if (uniform.name == baseName)
            {
                if (uniform.isArray())
                {
                    if (uniformLocation.element == subscript ||
                        (uniformLocation.element == 0 && subscript == GL_INVALID_INDEX))
                    {
                        return static_cast<GLint>(location);
                    }
                }
                else
                {
                    if (subscript == GL_INVALID_INDEX)
                    {
                        return static_cast<GLint>(location);
                    }
                }
            }
        }
    
        return -1;
    }
    
    GLuint ProgramState::getUniformIndexFromName(const std::string &name) const
    {
        return GetResourceIndexFromName(mUniforms, name);
    }
    
    GLuint ProgramState::getUniformIndexFromLocation(GLint location) const
    {
        ASSERT(location >= 0 && static_cast<size_t>(location) < mUniformLocations.size());
        return mUniformLocations[location].index;
    }
    
    Optional<GLuint> ProgramState::getSamplerIndex(GLint location) const
    {
        GLuint index = getUniformIndexFromLocation(location);
        if (!isSamplerUniformIndex(index))
        {
            return Optional<GLuint>::Invalid();
        }
    
        return getSamplerIndexFromUniformIndex(index);
    }
    
    bool ProgramState::isSamplerUniformIndex(GLuint index) const
    {
        return mSamplerUniformRange.contains(index);
    }
    
    GLuint ProgramState::getSamplerIndexFromUniformIndex(GLuint uniformIndex) const
    {
        ASSERT(isSamplerUniformIndex(uniformIndex));
        return uniformIndex - mSamplerUniformRange.low();
    }
    
    GLuint ProgramState::getAttributeLocation(const std::string &name) const
    {
        for (const sh::Attribute &attribute : mAttributes)
        {
            if (attribute.name == name)
            {
                return attribute.location;
            }
        }
    
        return static_cast<GLuint>(-1);
    }
    
    Program::Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle)
        : mProgram(factory->createProgram(mState)),
          mValidated(false),
          mLinked(false),
          mDeleteStatus(false),
          mRefCount(0),
          mResourceManager(manager),
          mHandle(handle)
    {
        ASSERT(mProgram);
    
        unlink();
    }
    
    Program::~Program()
    {
        ASSERT(!mProgram);
    }
    
    void Program::onDestroy(const Context *context)
    {
        if (mState.mAttachedVertexShader != nullptr)
        {
            mState.mAttachedVertexShader->release(context);
            mState.mAttachedVertexShader = nullptr;
        }
    
        if (mState.mAttachedFragmentShader != nullptr)
        {
            mState.mAttachedFragmentShader->release(context);
            mState.mAttachedFragmentShader = nullptr;
        }
    
        if (mState.mAttachedComputeShader != nullptr)
        {
            mState.mAttachedComputeShader->release(context);
            mState.mAttachedComputeShader = nullptr;
        }
    
        mProgram->destroy(context);
    
        ASSERT(!mState.mAttachedVertexShader && !mState.mAttachedFragmentShader &&
               !mState.mAttachedComputeShader);
        SafeDelete(mProgram);
    
        delete this;
    }
    
    void Program::setLabel(const std::string &label)
    {
        mState.mLabel = label;
    }
    
    const std::string &Program::getLabel() const
    {
        return mState.mLabel;
    }
    
    void Program::attachShader(Shader *shader)
    {
        switch (shader->getType())
        {
            case GL_VERTEX_SHADER:
            {
                ASSERT(!mState.mAttachedVertexShader);
                mState.mAttachedVertexShader = shader;
                mState.mAttachedVertexShader->addRef();
                break;
            }
            case GL_FRAGMENT_SHADER:
            {
                ASSERT(!mState.mAttachedFragmentShader);
                mState.mAttachedFragmentShader = shader;
                mState.mAttachedFragmentShader->addRef();
                break;
            }
            case GL_COMPUTE_SHADER:
            {
                ASSERT(!mState.mAttachedComputeShader);
                mState.mAttachedComputeShader = shader;
                mState.mAttachedComputeShader->addRef();
                break;
            }
            default:
                UNREACHABLE();
        }
    }
    
    void Program::detachShader(const Context *context, Shader *shader)
    {
        switch (shader->getType())
        {
            case GL_VERTEX_SHADER:
            {
                ASSERT(mState.mAttachedVertexShader == shader);
                shader->release(context);
                mState.mAttachedVertexShader = nullptr;
                break;
            }
            case GL_FRAGMENT_SHADER:
            {
                ASSERT(mState.mAttachedFragmentShader == shader);
                shader->release(context);
                mState.mAttachedFragmentShader = nullptr;
                break;
            }
            case GL_COMPUTE_SHADER:
            {
                ASSERT(mState.mAttachedComputeShader == shader);
                shader->release(context);
                mState.mAttachedComputeShader = nullptr;
                break;
            }
            default:
                UNREACHABLE();
        }
    }
    
    int Program::getAttachedShadersCount() const
    {
        return (mState.mAttachedVertexShader ? 1 : 0) + (mState.mAttachedFragmentShader ? 1 : 0) +
               (mState.mAttachedComputeShader ? 1 : 0);
    }
    
    void Program::bindAttributeLocation(GLuint index, const char *name)
    {
        mAttributeBindings.bindLocation(index, name);
    }
    
    void Program::bindUniformLocation(GLuint index, const char *name)
    {
        // Bind the base uniform name only since array indices other than 0 cannot be bound
        mUniformLocationBindings.bindLocation(index, ParseResourceName(name, nullptr));
    }
    
    void Program::bindFragmentInputLocation(GLint index, const char *name)
    {
        mFragmentInputBindings.bindLocation(index, name);
    }
    
    BindingInfo Program::getFragmentInputBindingInfo(const Context *context, GLint index) const
    {
        BindingInfo ret;
        ret.type  = GL_NONE;
        ret.valid = false;
    
        Shader *fragmentShader = mState.getAttachedFragmentShader();
        ASSERT(fragmentShader);
    
        // Find the actual fragment shader varying we're interested in
        const std::vector<sh::Varying> &inputs = fragmentShader->getVaryings(context);
    
        for (const auto &binding : mFragmentInputBindings)
        {
            if (binding.second != static_cast<GLuint>(index))
                continue;
    
            ret.valid = true;
    
            std::string originalName = binding.first;
            unsigned int arrayIndex  = ParseAndStripArrayIndex(&originalName);
    
            for (const auto &in : inputs)
            {
                if (in.name == originalName)
                {
                    if (in.isArray())
                    {
                        // The client wants to bind either "name" or "name[0]".
                        // GL ES 3.1 spec refers to active array names with language such as:
                        // "if the string identifies the base name of an active array, where the
                        // string would exactly match the name of the variable if the suffix "[0]"
                        // were appended to the string".
                        if (arrayIndex == GL_INVALID_INDEX)
                            arrayIndex = 0;
    
                        ret.name = in.mappedName + "[" + ToString(arrayIndex) + "]";
                    }
                    else
                    {
                        ret.name = in.mappedName;
                    }
                    ret.type = in.type;
                    return ret;
                }
            }
        }
    
        return ret;
    }
    
    void Program::pathFragmentInputGen(const Context *context,
                                       GLint index,
                                       GLenum genMode,
                                       GLint components,
                                       const GLfloat *coeffs)
    {
        // If the location is -1 then the command is silently ignored
        if (index == -1)
            return;
    
        const auto &binding = getFragmentInputBindingInfo(context, index);
    
        // If the input doesn't exist then then the command is silently ignored
        // This could happen through optimization for example, the shader translator
        // decides that a variable is not actually being used and optimizes it away.
        if (binding.name.empty())
            return;
    
        mProgram->setPathFragmentInputGen(binding.name, genMode, components, coeffs);
    }
    
    // The attached shaders are checked for linking errors by matching up their variables.
    // Uniform, input and output variables get collected.
    // The code gets compiled into binaries.
    Error Program::link(const gl::Context *context)
    {
        const auto &data = context->getContextState();
    
        unlink();
    
        ProgramHash programHash;
        auto *cache = context->getMemoryProgramCache();
        if (cache)
        {
            ANGLE_TRY_RESULT(cache->getProgram(context, this, &mState, &programHash), mLinked);
        }
    
        if (mLinked)
        {
            return NoError();
        }
    
        // Cache load failed, fall through to normal linking.
        unlink();
        mInfoLog.reset();
    
        const Caps &caps = data.getCaps();
    
        auto vertexShader   = mState.mAttachedVertexShader;
        auto fragmentShader = mState.mAttachedFragmentShader;
        auto computeShader  = mState.mAttachedComputeShader;
    
        bool isComputeShaderAttached   = (computeShader != nullptr);
        bool nonComputeShadersAttached = (vertexShader != nullptr || fragmentShader != nullptr);
        // Check whether we both have a compute and non-compute shaders attached.
        // If there are of both types attached, then linking should fail.
        // OpenGL ES 3.10, 7.3 Program Objects, under LinkProgram
        if (isComputeShaderAttached == true && nonComputeShadersAttached == true)
        {
            mInfoLog << "Both a compute and non-compute shaders are attached to the same program.";
            return NoError();
        }
    
        if (computeShader)
        {
            if (!computeShader->isCompiled(context))
            {
                mInfoLog << "Attached compute shader is not compiled.";
                return NoError();
            }
            ASSERT(computeShader->getType() == GL_COMPUTE_SHADER);
    
            mState.mComputeShaderLocalSize = computeShader->getWorkGroupSize(context);
    
            // GLSL ES 3.10, 4.4.1.1 Compute Shader Inputs
            // If the work group size is not specified, a link time error should occur.
            if (!mState.mComputeShaderLocalSize.isDeclared())
            {
                mInfoLog << "Work group size is not specified.";
                return NoError();
            }
    
            if (!linkUniforms(context, mInfoLog, mUniformLocationBindings))
            {
                return NoError();
            }
    
            if (!linkUniformBlocks(context, mInfoLog))
            {
                return NoError();
            }
    
            gl::VaryingPacking noPacking(0, PackMode::ANGLE_RELAXED);
            ANGLE_TRY_RESULT(mProgram->link(context, noPacking, mInfoLog), mLinked);
            if (!mLinked)
            {
                return NoError();
            }
        }
        else
        {
            if (!fragmentShader || !fragmentShader->isCompiled(context))
            {
                return NoError();
            }
            ASSERT(fragmentShader->getType() == GL_FRAGMENT_SHADER);
    
            if (!vertexShader || !vertexShader->isCompiled(context))
            {
                return NoError();
            }
            ASSERT(vertexShader->getType() == GL_VERTEX_SHADER);
    
            if (fragmentShader->getShaderVersion(context) != vertexShader->getShaderVersion(context))
            {
                mInfoLog << "Fragment shader version does not match vertex shader version.";
                return NoError();
            }
    
            if (!linkAttributes(context, mInfoLog))
            {
                return NoError();
            }
    
            if (!linkVaryings(context, mInfoLog))
            {
                return NoError();
            }
    
            if (!linkUniforms(context, mInfoLog, mUniformLocationBindings))
            {
                return NoError();
            }
    
            if (!linkUniformBlocks(context, mInfoLog))
            {
                return NoError();
            }
    
            const auto &mergedVaryings = getMergedVaryings(context);
    
            if (!linkValidateTransformFeedback(context, mInfoLog, mergedVaryings, caps))
            {
                return NoError();
            }
    
            linkOutputVariables(context);
    
            // Validate we can pack the varyings.
            std::vector<PackedVarying> packedVaryings = getPackedVaryings(mergedVaryings);
    
            // Map the varyings to the register file
            // In WebGL, we use a slightly different handling for packing variables.
            auto packMode = data.getExtensions().webglCompatibility ? PackMode::WEBGL_STRICT
                                                                    : PackMode::ANGLE_RELAXED;
            VaryingPacking varyingPacking(data.getCaps().maxVaryingVectors, packMode);
            if (!varyingPacking.packUserVaryings(mInfoLog, packedVaryings,
                                                 mState.getTransformFeedbackVaryingNames()))
            {
                return NoError();
            }
    
            ANGLE_TRY_RESULT(mProgram->link(context, varyingPacking, mInfoLog), mLinked);
            if (!mLinked)
            {
                return NoError();
            }
    
            gatherTransformFeedbackVaryings(mergedVaryings);
        }
    
        setUniformValuesFromBindingQualifiers();
    
        gatherInterfaceBlockInfo(context);
    
        // Save to the program cache.
        if (cache && (mState.mLinkedTransformFeedbackVaryings.empty() ||
                      !context->getWorkarounds().disableProgramCachingForTransformFeedback))
        {
            cache->putProgram(programHash, context, this);
        }
    
        return NoError();
    }
    
    // Returns the program object to an unlinked state, before re-linking, or at destruction
    void Program::unlink()
    {
        mState.mAttributes.clear();
        mState.mActiveAttribLocationsMask.reset();
        mState.mLinkedTransformFeedbackVaryings.clear();
        mState.mUniforms.clear();
        mState.mUniformLocations.clear();
        mState.mUniformBlocks.clear();
        mState.mActiveUniformBlockBindings.reset();
        mState.mOutputVariables.clear();
        mState.mOutputLocations.clear();
        mState.mOutputVariableTypes.clear();
        mState.mActiveOutputVariables.reset();
        mState.mComputeShaderLocalSize.fill(1);
        mState.mSamplerBindings.clear();
    
        mValidated = false;
    
        mLinked = false;
    }
    
    bool Program::isLinked() const
    {
        return mLinked;
    }
    
    Error Program::loadBinary(const Context *context,
                              GLenum binaryFormat,
                              const void *binary,
                              GLsizei length)
    {
        unlink();
    
    #if ANGLE_PROGRAM_BINARY_LOAD != ANGLE_ENABLED
        return NoError();
    #else
        ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE);
        if (binaryFormat != GL_PROGRAM_BINARY_ANGLE)
        {
            mInfoLog << "Invalid program binary format.";
            return NoError();
        }
    
        const uint8_t *bytes = reinterpret_cast<const uint8_t *>(binary);
        ANGLE_TRY_RESULT(
            MemoryProgramCache::Deserialize(context, this, &mState, bytes, length, mInfoLog), mLinked);
    
        // Currently we require the full shader text to compute the program hash.
        // TODO(jmadill): Store the binary in the internal program cache.
    
        return NoError();
    #endif  // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
    }
    
    Error Program::saveBinary(const Context *context,
                              GLenum *binaryFormat,
                              void *binary,
                              GLsizei bufSize,
                              GLsizei *length) const
    {
        if (binaryFormat)
        {
            *binaryFormat = GL_PROGRAM_BINARY_ANGLE;
        }
    
        angle::MemoryBuffer memoryBuf;
        MemoryProgramCache::Serialize(context, this, &memoryBuf);
    
        GLsizei streamLength       = static_cast<GLsizei>(memoryBuf.size());
        const uint8_t *streamState = memoryBuf.data();
    
        if (streamLength > bufSize)
        {
            if (length)
            {
                *length = 0;
            }
    
            // TODO: This should be moved to the validation layer but computing the size of the binary before saving
            // it causes the save to happen twice.  It may be possible to write the binary to a separate buffer, validate
            // sizes and then copy it.
            return InternalError();
        }
    
        if (binary)
        {
            char *ptr = reinterpret_cast<char*>(binary);
    
            memcpy(ptr, streamState, streamLength);
            ptr += streamLength;
    
            ASSERT(ptr - streamLength == binary);
        }
    
        if (length)
        {
            *length = streamLength;
        }
    
        return NoError();
    }
    
    GLint Program::getBinaryLength(const Context *context) const
    {
        GLint length;
        Error error = saveBinary(context, nullptr, nullptr, std::numeric_limits<GLint>::max(), &length);
        if (error.isError())
        {
            return 0;
        }
    
        return length;
    }
    
    void Program::setBinaryRetrievableHint(bool retrievable)
    {
        // TODO(jmadill) : replace with dirty bits
        mProgram->setBinaryRetrievableHint(retrievable);
        mState.mBinaryRetrieveableHint = retrievable;
    }
    
    bool Program::getBinaryRetrievableHint() const
    {
        return mState.mBinaryRetrieveableHint;
    }
    
    void Program::setSeparable(bool separable)
    {
        // TODO(yunchao) : replace with dirty bits
        if (mState.mSeparable != separable)
        {
            mProgram->setSeparable(separable);
            mState.mSeparable = separable;
        }
    }
    
    bool Program::isSeparable() const
    {
        return mState.mSeparable;
    }
    
    void Program::release(const Context *context)
    {
        mRefCount--;
    
        if (mRefCount == 0 && mDeleteStatus)
        {
            mResourceManager->deleteProgram(context, mHandle);
        }
    }
    
    void Program::addRef()
    {
        mRefCount++;
    }
    
    unsigned int Program::getRefCount() const
    {
        return mRefCount;
    }
    
    int Program::getInfoLogLength() const
    {
        return static_cast<int>(mInfoLog.getLength());
    }
    
    void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
    {
        return mInfoLog.getLog(bufSize, length, infoLog);
    }
    
    void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const
    {
        int total = 0;
    
        if (mState.mAttachedComputeShader)
        {
            if (total < maxCount)
            {
                shaders[total] = mState.mAttachedComputeShader->getHandle();
                total++;
            }
        }
    
        if (mState.mAttachedVertexShader)
        {
            if (total < maxCount)
            {
                shaders[total] = mState.mAttachedVertexShader->getHandle();
                total++;
            }
        }
    
        if (mState.mAttachedFragmentShader)
        {
            if (total < maxCount)
            {
                shaders[total] = mState.mAttachedFragmentShader->getHandle();
                total++;
            }
        }
    
        if (count)
        {
            *count = total;
        }
    }
    
    GLuint Program::getAttributeLocation(const std::string &name) const
    {
        return mState.getAttributeLocation(name);
    }
    
    bool Program::isAttribLocationActive(size_t attribLocation) const
    {
        ASSERT(attribLocation < mState.mActiveAttribLocationsMask.size());
        return mState.mActiveAttribLocationsMask[attribLocation];
    }
    
    void Program::getActiveAttribute(GLuint index,
                                     GLsizei bufsize,
                                     GLsizei *length,
                                     GLint *size,
                                     GLenum *type,
                                     GLchar *name) const
    {
        if (!mLinked)
        {
            if (bufsize > 0)
            {
                name[0] = '\0';
            }
    
            if (length)
            {
                *length = 0;
            }
    
            *type = GL_NONE;
            *size = 1;
            return;
        }
    
        ASSERT(index < mState.mAttributes.size());
        const sh::Attribute &attrib = mState.mAttributes[index];
    
        if (bufsize > 0)
        {
            CopyStringToBuffer(name, attrib.name, bufsize, length);
        }
    
        // Always a single 'type' instance
        *size = 1;
        *type = attrib.type;
    }
    
    GLint Program::getActiveAttributeCount() const
    {
        if (!mLinked)
        {
            return 0;
        }
    
        return static_cast<GLint>(mState.mAttributes.size());
    }
    
    GLint Program::getActiveAttributeMaxLength() const
    {
        if (!mLinked)
        {
            return 0;
        }
    
        size_t maxLength = 0;
    
        for (const sh::Attribute &attrib : mState.mAttributes)
        {
            maxLength = std::max(attrib.name.length() + 1, maxLength);
        }
    
        return static_cast<GLint>(maxLength);
    }
    
    GLuint Program::getInputResourceIndex(const GLchar *name) const
    {
        for (GLuint attributeIndex = 0; attributeIndex < mState.mAttributes.size(); ++attributeIndex)
        {
            const sh::Attribute &attribute = mState.mAttributes[attributeIndex];
            if (attribute.name == name)
            {
                return attributeIndex;
            }
        }
        return GL_INVALID_INDEX;
    }
    
    GLuint Program::getOutputResourceIndex(const GLchar *name) const
    {
        return GetResourceIndexFromName(mState.mOutputVariables, std::string(name));
    }
    
    size_t Program::getOutputResourceCount() const
    {
        return (mLinked ? mState.mOutputVariables.size() : 0);
    }
    
    void Program::getInputResourceName(GLuint index,
                                       GLsizei bufSize,
                                       GLsizei *length,
                                       GLchar *name) const
    {
        GLint size;
        GLenum type;
        getActiveAttribute(index, bufSize, length, &size, &type, name);
    }
    
    void Program::getOutputResourceName(GLuint index,
                                        GLsizei bufSize,
                                        GLsizei *length,
                                        GLchar *name) const
    {
        if (length)
        {
            *length = 0;
        }
    
        if (!mLinked)
        {
            if (bufSize > 0)
            {
                name[0] = '\0';
            }
            return;
        }
        ASSERT(index < mState.mOutputVariables.size());
        const auto &output = mState.mOutputVariables[index];
    
        if (bufSize > 0)
        {
            std::string nameWithArray = (output.isArray() ? output.name + "[0]" : output.name);
    
            CopyStringToBuffer(name, nameWithArray, bufSize, length);
        }
    }
    
    GLint Program::getFragDataLocation(const std::string &name) const
    {
        std::string baseName(name);
        unsigned int arrayIndex = ParseAndStripArrayIndex(&baseName);
        for (auto outputPair : mState.mOutputLocations)
        {
            const VariableLocation &outputVariable = outputPair.second;
            if (outputVariable.name == baseName && (arrayIndex == GL_INVALID_INDEX || arrayIndex == outputVariable.element))
            {
                return static_cast<GLint>(outputPair.first);
            }
        }
        return -1;
    }
    
    void Program::getActiveUniform(GLuint index,
                                   GLsizei bufsize,
                                   GLsizei *length,
                                   GLint *size,
                                   GLenum *type,
                                   GLchar *name) const
    {
        if (mLinked)
        {
            // index must be smaller than getActiveUniformCount()
            ASSERT(index < mState.mUniforms.size());
            const LinkedUniform &uniform = mState.mUniforms[index];
    
            if (bufsize > 0)
            {
                std::string string = uniform.name;
                if (uniform.isArray())
                {
                    string += "[0]";
                }
                CopyStringToBuffer(name, string, bufsize, length);
            }
    
            *size = uniform.elementCount();
            *type = uniform.type;
        }
        else
        {
            if (bufsize > 0)
            {
                name[0] = '\0';
            }
    
            if (length)
            {
                *length = 0;
            }
    
            *size = 0;
            *type = GL_NONE;
        }
    }
    
    GLint Program::getActiveUniformCount() const
    {
        if (mLinked)
        {
            return static_cast<GLint>(mState.mUniforms.size());
        }
        else
        {
            return 0;
        }
    }
    
    GLint Program::getActiveUniformMaxLength() const
    {
        size_t maxLength = 0;
    
        if (mLinked)
        {
            for (const LinkedUniform &uniform : mState.mUniforms)
            {
                if (!uniform.name.empty())
                {
                    size_t length = uniform.name.length() + 1u;
                    if (uniform.isArray())
                    {
                        length += 3;  // Counting in "[0]".
                    }
                    maxLength = std::max(length, maxLength);
                }
            }
        }
    
        return static_cast<GLint>(maxLength);
    }
    
    GLint Program::getActiveUniformi(GLuint index, GLenum pname) const
    {
        ASSERT(static_cast<size_t>(index) < mState.mUniforms.size());
        const LinkedUniform &uniform = mState.mUniforms[index];
        switch (pname)
        {
          case GL_UNIFORM_TYPE:         return static_cast<GLint>(uniform.type);
          case GL_UNIFORM_SIZE:         return static_cast<GLint>(uniform.elementCount());
          case GL_UNIFORM_NAME_LENGTH:  return static_cast<GLint>(uniform.name.size() + 1 + (uniform.isArray() ? 3 : 0));
          case GL_UNIFORM_BLOCK_INDEX:  return uniform.blockIndex;
          case GL_UNIFORM_OFFSET:       return uniform.blockInfo.offset;
          case GL_UNIFORM_ARRAY_STRIDE: return uniform.blockInfo.arrayStride;
          case GL_UNIFORM_MATRIX_STRIDE: return uniform.blockInfo.matrixStride;
          case GL_UNIFORM_IS_ROW_MAJOR: return static_cast<GLint>(uniform.blockInfo.isRowMajorMatrix);
          default:
            UNREACHABLE();
            break;
        }
        return 0;
    }
    
    bool Program::isValidUniformLocation(GLint location) const
    {
        ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size()));
        return (location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size() &&
                mState.mUniformLocations[static_cast<size_t>(location)].used);
    }
    
    const LinkedUniform &Program::getUniformByLocation(GLint location) const
    {
        ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
        return mState.mUniforms[mState.getUniformIndexFromLocation(location)];
    }
    
    const VariableLocation &Program::getUniformLocation(GLint location) const
    {
        ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
        return mState.mUniformLocations[location];
    }
    
    const std::vector<VariableLocation> &Program::getUniformLocations() const
    {
        return mState.mUniformLocations;
    }
    
    const LinkedUniform &Program::getUniformByIndex(GLuint index) const
    {
        ASSERT(index < static_cast<size_t>(mState.mUniforms.size()));
        return mState.mUniforms[index];
    }
    
    GLint Program::getUniformLocation(const std::string &name) const
    {
        return mState.getUniformLocation(name);
    }
    
    GLuint Program::getUniformIndex(const std::string &name) const
    {
        return mState.getUniformIndexFromName(name);
    }
    
    void Program::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 1, v);
        mProgram->setUniform1fv(location, clampedCount, v);
    }
    
    void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 2, v);
        mProgram->setUniform2fv(location, clampedCount, v);
    }
    
    void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 3, v);
        mProgram->setUniform3fv(location, clampedCount, v);
    }
    
    void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 4, v);
        mProgram->setUniform4fv(location, clampedCount, v);
    }
    
    void Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 1, v);
        mProgram->setUniform1iv(location, clampedCount, v);
    }
    
    void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 2, v);
        mProgram->setUniform2iv(location, clampedCount, v);
    }
    
    void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 3, v);
        mProgram->setUniform3iv(location, clampedCount, v);
    }
    
    void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 4, v);
        mProgram->setUniform4iv(location, clampedCount, v);
    }
    
    void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 1, v);
        mProgram->setUniform1uiv(location, clampedCount, v);
    }
    
    void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 2, v);
        mProgram->setUniform2uiv(location, clampedCount, v);
    }
    
    void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 3, v);
        mProgram->setUniform3uiv(location, clampedCount, v);
    }
    
    void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
    {
        GLsizei clampedCount = setUniformInternal(location, count, 4, v);
        mProgram->setUniform4uiv(location, clampedCount, v);
    }
    
    void Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = setMatrixUniformInternal<2, 2>(location, count, transpose, v);
        mProgram->setUniformMatrix2fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = setMatrixUniformInternal<3, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix3fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = setMatrixUniformInternal<4, 4>(location, count, transpose, v);
        mProgram->setUniformMatrix4fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = setMatrixUniformInternal<2, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix2x3fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = setMatrixUniformInternal<2, 4>(location, count, transpose, v);
        mProgram->setUniformMatrix2x4fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = setMatrixUniformInternal<3, 2>(location, count, transpose, v);
        mProgram->setUniformMatrix3x2fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = setMatrixUniformInternal<3, 4>(location, count, transpose, v);
        mProgram->setUniformMatrix3x4fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = setMatrixUniformInternal<4, 2>(location, count, transpose, v);
        mProgram->setUniformMatrix4x2fv(location, clampedCount, transpose, v);
    }
    
    void Program::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = setMatrixUniformInternal<4, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix4x3fv(location, clampedCount, transpose, v);
    }
    
    void Program::getUniformfv(GLint location, GLfloat *v) const
    {
        getUniformInternal(location, v);
    }
    
    void Program::getUniformiv(GLint location, GLint *v) const
    {
        getUniformInternal(location, v);
    }
    
    void Program::getUniformuiv(GLint location, GLuint *v) const
    {
        getUniformInternal(location, v);
    }
    
    void Program::flagForDeletion()
    {
        mDeleteStatus = true;
    }
    
    bool Program::isFlaggedForDeletion() const
    {
        return mDeleteStatus;
    }
    
    void Program::validate(const Caps &caps)
    {
        mInfoLog.reset();
    
        if (mLinked)
        {
            mValidated = (mProgram->validate(caps, &mInfoLog) == GL_TRUE);
        }
        else
        {
            mInfoLog << "Program has not been successfully linked.";
        }
    }
    
    bool Program::validateSamplers(InfoLog *infoLog, const Caps &caps)
    {
        // Skip cache if we're using an infolog, so we get the full error.
        // Also skip the cache if the sample mapping has changed, or if we haven't ever validated.
        if (infoLog == nullptr && mCachedValidateSamplersResult.valid())
        {
            return mCachedValidateSamplersResult.value();
        }
    
        if (mTextureUnitTypesCache.empty())
        {
            mTextureUnitTypesCache.resize(caps.maxCombinedTextureImageUnits, GL_NONE);
        }
        else
        {
            std::fill(mTextureUnitTypesCache.begin(), mTextureUnitTypesCache.end(), GL_NONE);
        }
    
        // if any two active samplers in a program are of different types, but refer to the same
        // texture image unit, and this is the current program, then ValidateProgram will fail, and
        // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
        for (const auto &samplerBinding : mState.mSamplerBindings)
        {
            GLenum textureType = samplerBinding.textureType;
    
            for (GLuint textureUnit : samplerBinding.boundTextureUnits)
            {
                if (textureUnit >= caps.maxCombinedTextureImageUnits)
                {
                    if (infoLog)
                    {
                        (*infoLog) << "Sampler uniform (" << textureUnit
                                   << ") exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ("
                                   << caps.maxCombinedTextureImageUnits << ")";
                    }
    
                    mCachedValidateSamplersResult = false;
                    return false;
                }
    
                if (mTextureUnitTypesCache[textureUnit] != GL_NONE)
                {
                    if (textureType != mTextureUnitTypesCache[textureUnit])
                    {
                        if (infoLog)
                        {
                            (*infoLog) << "Samplers of conflicting types refer to the same texture "
                                          "image unit ("
                                       << textureUnit << ").";
                        }
    
                        mCachedValidateSamplersResult = false;
                        return false;
                    }
                }
                else
                {
                    mTextureUnitTypesCache[textureUnit] = textureType;
                }
            }
        }
    
        mCachedValidateSamplersResult = true;
        return true;
    }
    
    bool Program::isValidated() const
    {
        return mValidated;
    }
    
    GLuint Program::getActiveUniformBlockCount() const
    {
        return static_cast<GLuint>(mState.mUniformBlocks.size());
    }
    
    void Program::getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const
    {
        ASSERT(
            uniformBlockIndex <
            mState.mUniformBlocks.size());  // index must be smaller than getActiveUniformBlockCount()
    
        const UniformBlock &uniformBlock = mState.mUniformBlocks[uniformBlockIndex];
    
        if (bufSize > 0)
        {
            std::string string = uniformBlock.name;
    
            if (uniformBlock.isArray)
            {
                string += ArrayString(uniformBlock.arrayElement);
            }
            CopyStringToBuffer(uniformBlockName, string, bufSize, length);
        }
    }
    
    GLint Program::getActiveUniformBlockMaxLength() const
    {
        int maxLength = 0;
    
        if (mLinked)
        {
            unsigned int numUniformBlocks = static_cast<unsigned int>(mState.mUniformBlocks.size());
            for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++)
            {
                const UniformBlock &uniformBlock = mState.mUniformBlocks[uniformBlockIndex];
                if (!uniformBlock.name.empty())
                {
                    int length = static_cast<int>(uniformBlock.nameWithArrayIndex().length());
                    maxLength  = std::max(length + 1, maxLength);
                }
            }
        }
    
        return maxLength;
    }
    
    GLuint Program::getUniformBlockIndex(const std::string &name) const
    {
        size_t subscript     = GL_INVALID_INDEX;
        std::string baseName = ParseResourceName(name, &subscript);
    
        unsigned int numUniformBlocks = static_cast<unsigned int>(mState.mUniformBlocks.size());
        for (unsigned int blockIndex = 0; blockIndex < numUniformBlocks; blockIndex++)
        {
            const UniformBlock &uniformBlock = mState.mUniformBlocks[blockIndex];
            if (uniformBlock.name == baseName)
            {
                const bool arrayElementZero =
                    (subscript == GL_INVALID_INDEX &&
                     (!uniformBlock.isArray || uniformBlock.arrayElement == 0));
                if (subscript == uniformBlock.arrayElement || arrayElementZero)
                {
                    return blockIndex;
                }
            }
        }
    
        return GL_INVALID_INDEX;
    }
    
    const UniformBlock &Program::getUniformBlockByIndex(GLuint index) const
    {
        ASSERT(index < static_cast<GLuint>(mState.mUniformBlocks.size()));
        return mState.mUniformBlocks[index];
    }
    
    void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
    {
        mState.mUniformBlocks[uniformBlockIndex].binding = uniformBlockBinding;
        mState.mActiveUniformBlockBindings.set(uniformBlockIndex, uniformBlockBinding != 0);
        mProgram->setUniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
    }
    
    GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const
    {
        return mState.getUniformBlockBinding(uniformBlockIndex);
    }
    
    void Program::setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
    {
        mState.mTransformFeedbackVaryingNames.resize(count);
        for (GLsizei i = 0; i < count; i++)
        {
            mState.mTransformFeedbackVaryingNames[i] = varyings[i];
        }
    
        mState.mTransformFeedbackBufferMode = bufferMode;
    }
    
    void Program::getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const
    {
        if (mLinked)
        {
            ASSERT(index < mState.mLinkedTransformFeedbackVaryings.size());
            const auto &var     = mState.mLinkedTransformFeedbackVaryings[index];
            std::string varName = var.nameWithArrayIndex();
            GLsizei lastNameIdx = std::min(bufSize - 1, static_cast<GLsizei>(varName.length()));
            if (length)
            {
                *length = lastNameIdx;
            }
            if (size)
            {
                *size = var.size();
            }
            if (type)
            {
                *type = var.type;
            }
            if (name)
            {
                memcpy(name, varName.c_str(), lastNameIdx);
                name[lastNameIdx] = '\0';
            }
        }
    }
    
    GLsizei Program::getTransformFeedbackVaryingCount() const
    {
        if (mLinked)
        {
            return static_cast<GLsizei>(mState.mLinkedTransformFeedbackVaryings.size());
        }
        else
        {
            return 0;
        }
    }
    
    GLsizei Program::getTransformFeedbackVaryingMaxLength() const
    {
        if (mLinked)
        {
            GLsizei maxSize = 0;
            for (const auto &var : mState.mLinkedTransformFeedbackVaryings)
            {
                maxSize =
                    std::max(maxSize, static_cast<GLsizei>(var.nameWithArrayIndex().length() + 1));
            }
    
            return maxSize;
        }
        else
        {
            return 0;
        }
    }
    
    GLenum Program::getTransformFeedbackBufferMode() const
    {
        return mState.mTransformFeedbackBufferMode;
    }
    
    bool Program::linkVaryings(const Context *context, InfoLog &infoLog) const
    {
        Shader *vertexShader   = mState.mAttachedVertexShader;
        Shader *fragmentShader = mState.mAttachedFragmentShader;
    
        ASSERT(vertexShader->getShaderVersion(context) == fragmentShader->getShaderVersion(context));
    
        const std::vector<sh::Varying> &vertexVaryings   = vertexShader->getVaryings(context);
        const std::vector<sh::Varying> &fragmentVaryings = fragmentShader->getVaryings(context);
    
        std::map<GLuint, std::string> staticFragmentInputLocations;
    
        for (const sh::Varying &output : fragmentVaryings)
        {
            bool matched = false;
    
            // Built-in varyings obey special rules
            if (output.isBuiltIn())
            {
                continue;
            }
    
            for (const sh::Varying &input : vertexVaryings)
            {
                if (output.name == input.name)
                {
                    ASSERT(!input.isBuiltIn());
                    if (!linkValidateVaryings(infoLog, output.name, input, output,
                                              vertexShader->getShaderVersion(context)))
                    {
                        return false;
                    }
    
                    matched = true;
                    break;
                }
            }
    
            // We permit unmatched, unreferenced varyings
            if (!matched && output.staticUse)
            {
                infoLog << "Fragment varying " << output.name << " does not match any vertex varying";
                return false;
            }
    
            // Check for aliased path rendering input bindings (if any).
            // If more than one binding refer statically to the same
            // location the link must fail.
    
            if (!output.staticUse)
                continue;
    
            const auto inputBinding = mFragmentInputBindings.getBinding(output.name);
            if (inputBinding == -1)
                continue;
    
            const auto it = staticFragmentInputLocations.find(inputBinding);
            if (it == std::end(staticFragmentInputLocations))
            {
                staticFragmentInputLocations.insert(std::make_pair(inputBinding, output.name));
            }
            else
            {
                infoLog << "Binding for fragment input " << output.name << " conflicts with "
                        << it->second;
                return false;
            }
        }
    
        if (!linkValidateBuiltInVaryings(context, infoLog))
        {
            return false;
        }
    
        // TODO(jmadill): verify no unmatched vertex varyings?
    
        return true;
    }
    
    bool Program::linkUniforms(const Context *context,
                               InfoLog &infoLog,
                               const Bindings &uniformLocationBindings)
    {
        UniformLinker linker(mState);
        if (!linker.link(context, infoLog, uniformLocationBindings))
        {
            return false;
        }
    
        linker.getResults(&mState.mUniforms, &mState.mUniformLocations);
    
        linkSamplerAndImageBindings();
    
        return true;
    }
    
    void Program::linkSamplerAndImageBindings()
    {
        unsigned int high = static_cast<unsigned int>(mState.mUniforms.size());
        unsigned int low  = high;
    
        for (auto imageIter = mState.mUniforms.rbegin();
             imageIter != mState.mUniforms.rend() && imageIter->isImage(); ++imageIter)
        {
            --low;
        }
    
        mState.mImageUniformRange = RangeUI(low, high);
    
        // If uniform is a image type, insert it into the mImageBindings array.
        for (unsigned int imageIndex : mState.mImageUniformRange)
        {
            // ES3.1 (section 7.6.1) and GLSL ES3.1 (section 4.4.5), Uniform*i{v}
            // commands cannot load values into a uniform defined as an image,
            // if declare without a binding qualifier, the image variable is
            // initially bound to unit zero.
            auto &imageUniform = mState.mUniforms[imageIndex];
            if (imageUniform.binding == -1)
            {
                imageUniform.binding = 0;
            }
            mState.mImageBindings.emplace_back(
                ImageBinding(imageUniform.binding, imageUniform.elementCount()));
        }
    
        high = low;
    
        for (auto samplerIter = mState.mUniforms.rbegin() + mState.mImageUniformRange.length();
             samplerIter != mState.mUniforms.rend() && samplerIter->isSampler(); ++samplerIter)
        {
            --low;
        }
    
        mState.mSamplerUniformRange = RangeUI(low, high);
    
        // If uniform is a sampler type, insert it into the mSamplerBindings array.
        for (unsigned int samplerIndex : mState.mSamplerUniformRange)
        {
            const auto &samplerUniform = mState.mUniforms[samplerIndex];
            GLenum textureType         = SamplerTypeToTextureType(samplerUniform.type);
            mState.mSamplerBindings.emplace_back(
                SamplerBinding(textureType, samplerUniform.elementCount()));
        }
    }
    
    bool Program::linkValidateInterfaceBlockFields(InfoLog &infoLog,
                                                   const std::string &uniformName,
                                                   const sh::InterfaceBlockField &vertexUniform,
                                                   const sh::InterfaceBlockField &fragmentUniform,
                                                   bool webglCompatibility)
    {
        // If webgl, validate precision of UBO fields, otherwise don't.  See Khronos bug 10287.
        if (!linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform,
                                       webglCompatibility))
        {
            return false;
        }
    
        if (vertexUniform.isRowMajorLayout != fragmentUniform.isRowMajorLayout)
        {
            infoLog << "Matrix packings for " << uniformName << " differ between vertex and fragment shaders";
            return false;
        }
    
        return true;
    }
    
    // Assigns locations to all attributes from the bindings and program locations.
    bool Program::linkAttributes(const Context *context, InfoLog &infoLog)
    {
        const ContextState &data = context->getContextState();
        auto *vertexShader       = mState.getAttachedVertexShader();
    
        unsigned int usedLocations = 0;
        mState.mAttributes         = vertexShader->getActiveAttributes(context);
        GLuint maxAttribs          = data.getCaps().maxVertexAttributes;
    
        // TODO(jmadill): handle aliasing robustly
        if (mState.mAttributes.size() > maxAttribs)
        {
            infoLog << "Too many vertex attributes.";
            return false;
        }
    
        std::vector<sh::Attribute *> usedAttribMap(maxAttribs, nullptr);
    
        // Link attributes that have a binding location
        for (sh::Attribute &attribute : mState.mAttributes)
        {
            int bindingLocation = mAttributeBindings.getBinding(attribute.name);
            if (attribute.location == -1 && bindingLocation != -1)
            {
                attribute.location = bindingLocation;
            }
    
            if (attribute.location != -1)
            {
                // Location is set by glBindAttribLocation or by location layout qualifier
                const int regs = VariableRegisterCount(attribute.type);
    
                if (static_cast<GLuint>(regs + attribute.location) > maxAttribs)
                {
                    infoLog << "Active 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 3.00, attribute aliasing produces a link error
                    // In GLSL 1.00, attribute aliasing is allowed, but ANGLE currently has a bug
                    if (linkedAttribute)
                    {
                        // TODO(jmadill): fix aliasing on ES2
                        // if (mProgram->getShaderVersion() >= 300)
                        {
                            infoLog << "Attribute '" << attribute.name << "' aliases attribute '"
                                    << linkedAttribute->name << "' at location " << regLocation;
                            return false;
                        }
                    }
                    else
                    {
                        usedAttribMap[regLocation] = &attribute;
                    }
    
                    usedLocations |= 1 << regLocation;
                }
            }
        }
    
        // Link attributes that don't have a binding location
        for (sh::Attribute &attribute : mState.mAttributes)
        {
            // Not set by glBindAttribLocation or by location layout qualifier
            if (attribute.location == -1)
            {
                int regs           = VariableRegisterCount(attribute.type);
                int availableIndex = AllocateFirstFreeBits(&usedLocations, regs, maxAttribs);
    
                if (availableIndex == -1 || static_cast<GLuint>(availableIndex + regs) > maxAttribs)
                {
                    infoLog << "Too many active attributes (" << attribute.name << ")";
                    return false;
                }
    
                attribute.location = availableIndex;
            }
        }
    
        for (const sh::Attribute &attribute : mState.mAttributes)
        {
            ASSERT(attribute.location != -1);
            int regs = VariableRegisterCount(attribute.type);
    
            for (int r = 0; r < regs; r++)
            {
                mState.mActiveAttribLocationsMask.set(attribute.location + r);
            }
        }
    
        return true;
    }
    
    bool Program::validateUniformBlocksCount(GLuint maxUniformBlocks,
                                             const std::vector<sh::InterfaceBlock> &intefaceBlocks,
                                             const std::string &errorMessage,
                                             InfoLog &infoLog) const
    {
        GLuint blockCount = 0;
        for (const sh::InterfaceBlock &block : intefaceBlocks)
        {
            if (block.staticUse || block.layout != sh::BLOCKLAYOUT_PACKED)
            {
                if (++blockCount > maxUniformBlocks)
                {
                    infoLog << errorMessage << maxUniformBlocks << ")";
                    return false;
                }
            }
        }
        return true;
    }
    
    bool Program::validateVertexAndFragmentInterfaceBlocks(
        const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks,
        const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks,
        InfoLog &infoLog,
        bool webglCompatibility) const
    {
        // Check that interface blocks defined in the vertex and fragment shaders are identical
        typedef std::map<std::string, const sh::InterfaceBlock *> UniformBlockMap;
        UniformBlockMap linkedUniformBlocks;
    
        for (const sh::InterfaceBlock &vertexInterfaceBlock : vertexInterfaceBlocks)
        {
            linkedUniformBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock;
        }
    
        for (const sh::InterfaceBlock &fragmentInterfaceBlock : fragmentInterfaceBlocks)
        {
            auto entry = linkedUniformBlocks.find(fragmentInterfaceBlock.name);
            if (entry != linkedUniformBlocks.end())
            {
                const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second;
                if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock,
                                                webglCompatibility))
                {
                    return false;
                }
            }
        }
        return true;
    }
    
    bool Program::linkUniformBlocks(const Context *context, InfoLog &infoLog)
    {
        const auto &caps = context->getCaps();
    
        if (mState.mAttachedComputeShader)
        {
            Shader &computeShader              = *mState.mAttachedComputeShader;
            const auto &computeInterfaceBlocks = computeShader.getInterfaceBlocks(context);
    
            if (!validateUniformBlocksCount(
                    caps.maxComputeUniformBlocks, computeInterfaceBlocks,
                    "Compute shader uniform block count exceeds GL_MAX_COMPUTE_UNIFORM_BLOCKS (",
                    infoLog))
            {
                return false;
            }
            return true;
        }
    
        Shader &vertexShader   = *mState.mAttachedVertexShader;
        Shader &fragmentShader = *mState.mAttachedFragmentShader;
    
        const auto &vertexInterfaceBlocks   = vertexShader.getInterfaceBlocks(context);
        const auto &fragmentInterfaceBlocks = fragmentShader.getInterfaceBlocks(context);
    
        if (!validateUniformBlocksCount(
                caps.maxVertexUniformBlocks, vertexInterfaceBlocks,
                "Vertex shader uniform block count exceeds GL_MAX_VERTEX_UNIFORM_BLOCKS (", infoLog))
        {
            return false;
        }
        if (!validateUniformBlocksCount(
                caps.maxFragmentUniformBlocks, fragmentInterfaceBlocks,
                "Fragment shader uniform block count exceeds GL_MAX_FRAGMENT_UNIFORM_BLOCKS (",
                infoLog))
        {
    
            return false;
        }
    
        bool webglCompatibility = context->getExtensions().webglCompatibility;
        if (!validateVertexAndFragmentInterfaceBlocks(vertexInterfaceBlocks, fragmentInterfaceBlocks,
                                                      infoLog, webglCompatibility))
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::areMatchingInterfaceBlocks(InfoLog &infoLog,
                                             const sh::InterfaceBlock &vertexInterfaceBlock,
                                             const sh::InterfaceBlock &fragmentInterfaceBlock,
                                             bool webglCompatibility) const
    {
        const char* blockName = vertexInterfaceBlock.name.c_str();
        // validate blocks for the same member types
        if (vertexInterfaceBlock.fields.size() != fragmentInterfaceBlock.fields.size())
        {
            infoLog << "Types for interface block '" << blockName
                    << "' differ between vertex and fragment shaders";
            return false;
        }
        if (vertexInterfaceBlock.arraySize != fragmentInterfaceBlock.arraySize)
        {
            infoLog << "Array sizes differ for interface block '" << blockName
                    << "' between vertex and fragment shaders";
            return false;
        }
        if (vertexInterfaceBlock.layout != fragmentInterfaceBlock.layout ||
            vertexInterfaceBlock.isRowMajorLayout != fragmentInterfaceBlock.isRowMajorLayout ||
            vertexInterfaceBlock.binding != fragmentInterfaceBlock.binding)
        {
            infoLog << "Layout qualifiers differ for interface block '" << blockName
                    << "' between vertex and fragment shaders";
            return false;
        }
        const unsigned int numBlockMembers =
            static_cast<unsigned int>(vertexInterfaceBlock.fields.size());
        for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
        {
            const sh::InterfaceBlockField &vertexMember = vertexInterfaceBlock.fields[blockMemberIndex];
            const sh::InterfaceBlockField &fragmentMember = fragmentInterfaceBlock.fields[blockMemberIndex];
            if (vertexMember.name != fragmentMember.name)
            {
                infoLog << "Name mismatch for field " << blockMemberIndex
                        << " of interface block '" << blockName
                        << "': (in vertex: '" << vertexMember.name
                        << "', in fragment: '" << fragmentMember.name << "')";
                return false;
            }
            std::string memberName = "interface block '" + vertexInterfaceBlock.name + "' member '" + vertexMember.name + "'";
            if (!linkValidateInterfaceBlockFields(infoLog, memberName, vertexMember, fragmentMember,
                                                  webglCompatibility))
            {
                return false;
            }
        }
        return true;
    }
    
    bool Program::linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable,
                                                  const sh::ShaderVariable &fragmentVariable, bool validatePrecision)
    {
        if (vertexVariable.type != fragmentVariable.type)
        {
            infoLog << "Types for " << variableName << " differ between vertex and fragment shaders";
            return false;
        }
        if (vertexVariable.arraySize != fragmentVariable.arraySize)
        {
            infoLog << "Array sizes for " << variableName << " differ between vertex and fragment shaders";
            return false;
        }
        if (validatePrecision && vertexVariable.precision != fragmentVariable.precision)
        {
            infoLog << "Precisions for " << variableName << " differ between vertex and fragment shaders";
            return false;
        }
        if (vertexVariable.structName != fragmentVariable.structName)
        {
            infoLog << "Structure names for " << variableName
                    << " differ between vertex and fragment shaders";
            return false;
        }
    
        if (vertexVariable.fields.size() != fragmentVariable.fields.size())
        {
            infoLog << "Structure lengths for " << variableName << " differ between vertex and fragment shaders";
            return false;
        }
        const unsigned int numMembers = static_cast<unsigned int>(vertexVariable.fields.size());
        for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++)
        {
            const sh::ShaderVariable &vertexMember = vertexVariable.fields[memberIndex];
            const sh::ShaderVariable &fragmentMember = fragmentVariable.fields[memberIndex];
    
            if (vertexMember.name != fragmentMember.name)
            {
                infoLog << "Name mismatch for field '" << memberIndex
                        << "' of " << variableName
                        << ": (in vertex: '" << vertexMember.name
                        << "', in fragment: '" << fragmentMember.name << "')";
                return false;
            }
    
            const std::string memberName = variableName.substr(0, variableName.length() - 1) + "." +
                                           vertexMember.name + "'";
    
            if (!linkValidateVariablesBase(infoLog, vertexMember.name, vertexMember, fragmentMember, validatePrecision))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool Program::linkValidateVaryings(InfoLog &infoLog,
                                       const std::string &varyingName,
                                       const sh::Varying &vertexVarying,
                                       const sh::Varying &fragmentVarying,
                                       int shaderVersion)
    {
        if (!linkValidateVariablesBase(infoLog, varyingName, vertexVarying, fragmentVarying, false))
        {
            return false;
        }
    
        if (!sh::InterpolationTypesMatch(vertexVarying.interpolation, fragmentVarying.interpolation))
        {
            infoLog << "Interpolation types for " << varyingName
                    << " differ between vertex and fragment shaders.";
            return false;
        }
    
        if (shaderVersion == 100 && vertexVarying.isInvariant != fragmentVarying.isInvariant)
        {
            infoLog << "Invariance for " << varyingName
                    << " differs between vertex and fragment shaders.";
            return false;
        }
    
        return true;
    }
    
    bool Program::linkValidateBuiltInVaryings(const Context *context, InfoLog &infoLog) const
    {
        Shader *vertexShader         = mState.mAttachedVertexShader;
        Shader *fragmentShader       = mState.mAttachedFragmentShader;
        const auto &vertexVaryings   = vertexShader->getVaryings(context);
        const auto &fragmentVaryings = fragmentShader->getVaryings(context);
        int shaderVersion            = vertexShader->getShaderVersion(context);
    
        if (shaderVersion != 100)
        {
            // Only ESSL 1.0 has restrictions on matching input and output invariance
            return true;
        }
    
        bool glPositionIsInvariant   = false;
        bool glPointSizeIsInvariant  = false;
        bool glFragCoordIsInvariant  = false;
        bool glPointCoordIsInvariant = false;
    
        for (const sh::Varying &varying : vertexVaryings)
        {
            if (!varying.isBuiltIn())
            {
                continue;
            }
            if (varying.name.compare("gl_Position") == 0)
            {
                glPositionIsInvariant = varying.isInvariant;
            }
            else if (varying.name.compare("gl_PointSize") == 0)
            {
                glPointSizeIsInvariant = varying.isInvariant;
            }
        }
    
        for (const sh::Varying &varying : fragmentVaryings)
        {
            if (!varying.isBuiltIn())
            {
                continue;
            }
            if (varying.name.compare("gl_FragCoord") == 0)
            {
                glFragCoordIsInvariant = varying.isInvariant;
            }
            else if (varying.name.compare("gl_PointCoord") == 0)
            {
                glPointCoordIsInvariant = varying.isInvariant;
            }
        }
    
        // There is some ambiguity in ESSL 1.00.17 paragraph 4.6.4 interpretation,
        // for example, https://cvs.khronos.org/bugzilla/show_bug.cgi?id=13842.
        // Not requiring invariance to match is supported by:
        // dEQP, WebGL CTS, Nexus 5X GLES
        if (glFragCoordIsInvariant && !glPositionIsInvariant)
        {
            infoLog << "gl_FragCoord can only be declared invariant if and only if gl_Position is "
                       "declared invariant.";
            return false;
        }
        if (glPointCoordIsInvariant && !glPointSizeIsInvariant)
        {
            infoLog << "gl_PointCoord can only be declared invariant if and only if gl_PointSize is "
                       "declared invariant.";
            return false;
        }
    
        return true;
    }
    
    bool Program::linkValidateTransformFeedback(const gl::Context *context,
                                                InfoLog &infoLog,
                                                const Program::MergedVaryings &varyings,
                                                const Caps &caps) const
    {
        size_t totalComponents = 0;
    
        std::set<std::string> uniqueNames;
    
        for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
        {
            bool found = false;
            size_t subscript     = GL_INVALID_INDEX;
            std::string baseName = ParseResourceName(tfVaryingName, &subscript);
    
            for (const auto &ref : varyings)
            {
                const sh::Varying *varying = ref.second.get();
    
                if (baseName == varying->name)
                {
                    if (uniqueNames.count(tfVaryingName) > 0)
                    {
                        infoLog << "Two transform feedback varyings specify the same output variable ("
                                << tfVaryingName << ").";
                        return false;
                    }
                    if (context->getClientVersion() >= Version(3, 1))
                    {
                        if (IncludeSameArrayElement(uniqueNames, tfVaryingName))
                        {
                            infoLog
                                << "Two transform feedback varyings include the same array element ("
                                << tfVaryingName << ").";
                            return false;
                        }
                    }
                    else if (varying->isArray())
                    {
                        infoLog << "Capture of arrays is undefined and not supported.";
                        return false;
                    }
    
                    uniqueNames.insert(tfVaryingName);
    
                    // TODO(jmadill): Investigate implementation limits on D3D11
                    size_t elementCount =
                        ((varying->isArray() && subscript == GL_INVALID_INDEX) ? varying->elementCount()
                                                                               : 1);
                    size_t componentCount = VariableComponentCount(varying->type) * elementCount;
                    if (mState.mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS &&
                        componentCount > caps.maxTransformFeedbackSeparateComponents)
                    {
                        infoLog << "Transform feedback varying's " << varying->name << " components ("
                                << componentCount << ") exceed the maximum separate components ("
                                << caps.maxTransformFeedbackSeparateComponents << ").";
                        return false;
                    }
    
                    totalComponents += componentCount;
                    found = true;
                    break;
                }
            }
            if (context->getClientVersion() < Version(3, 1) &&
                tfVaryingName.find('[') != std::string::npos)
            {
                infoLog << "Capture of array elements is undefined and not supported.";
                return false;
            }
            // All transform feedback varyings are expected to exist since packVaryings checks for them.
            ASSERT(found);
        }
    
        if (mState.mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS &&
            totalComponents > caps.maxTransformFeedbackInterleavedComponents)
        {
            infoLog << "Transform feedback varying total components (" << totalComponents
                    << ") exceed the maximum interleaved components ("
                    << caps.maxTransformFeedbackInterleavedComponents << ").";
            return false;
        }
    
        return true;
    }
    
    void Program::gatherTransformFeedbackVaryings(const Program::MergedVaryings &varyings)
    {
        // Gather the linked varyings that are used for transform feedback, they should all exist.
        mState.mLinkedTransformFeedbackVaryings.clear();
        for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
        {
            size_t subscript     = GL_INVALID_INDEX;
            std::string baseName = ParseResourceName(tfVaryingName, &subscript);
            for (const auto &ref : varyings)
            {
                const sh::Varying *varying = ref.second.get();
                if (baseName == varying->name)
                {
                    mState.mLinkedTransformFeedbackVaryings.emplace_back(
                        *varying, static_cast<GLuint>(subscript));
                    break;
                }
            }
        }
    }
    
    Program::MergedVaryings Program::getMergedVaryings(const Context *context) const
    {
        MergedVaryings merged;
    
        for (const sh::Varying &varying : mState.mAttachedVertexShader->getVaryings(context))
        {
            merged[varying.name].vertex = &varying;
        }
    
        for (const sh::Varying &varying : mState.mAttachedFragmentShader->getVaryings(context))
        {
            merged[varying.name].fragment = &varying;
        }
    
        return merged;
    }
    
    std::vector<PackedVarying> Program::getPackedVaryings(
        const Program::MergedVaryings &mergedVaryings) const
    {
        const std::vector<std::string> &tfVaryings = mState.getTransformFeedbackVaryingNames();
        std::vector<PackedVarying> packedVaryings;
        std::set<std::string> uniqueFullNames;
    
        for (const auto &ref : mergedVaryings)
        {
            const sh::Varying *input  = ref.second.vertex;
            const sh::Varying *output = ref.second.fragment;
    
            // Only pack varyings that have a matched input or output, plus special builtins.
            if ((input && output) || (output && output->isBuiltIn()))
            {
                // Will get the vertex shader interpolation by default.
                auto interpolation = ref.second.get()->interpolation;
    
                // Interpolation qualifiers must match.
                if (output->isStruct())
                {
                    ASSERT(!output->isArray());
                    for (const auto &field : output->fields)
                    {
                        ASSERT(!field.isStruct() && !field.isArray());
                        packedVaryings.push_back(PackedVarying(field, interpolation, output->name));
                    }
                }
                else
                {
                    packedVaryings.push_back(PackedVarying(*output, interpolation));
                }
                continue;
            }
    
            // Keep Transform FB varyings in the merged list always.
            if (!input)
            {
                continue;
            }
    
            for (const std::string &tfVarying : tfVaryings)
            {
                size_t subscript     = GL_INVALID_INDEX;
                std::string baseName = ParseResourceName(tfVarying, &subscript);
                if (uniqueFullNames.count(tfVarying) > 0)
                {
                    continue;
                }
                if (baseName == input->name)
                {
                    // Transform feedback for varying structs is underspecified.
                    // See Khronos bug 9856.
                    // TODO(jmadill): Figure out how to be spec-compliant here.
                    if (!input->isStruct())
                    {
                        packedVaryings.push_back(PackedVarying(*input, input->interpolation));
                        packedVaryings.back().vertexOnly = true;
                        packedVaryings.back().arrayIndex = static_cast<GLuint>(subscript);
                        uniqueFullNames.insert(tfVarying);
                    }
                    if (subscript == GL_INVALID_INDEX)
                    {
                        break;
                    }
                }
            }
        }
    
        std::sort(packedVaryings.begin(), packedVaryings.end(), ComparePackedVarying);
    
        return packedVaryings;
    }
    
    void Program::linkOutputVariables(const Context *context)
    {
        Shader *fragmentShader = mState.mAttachedFragmentShader;
        ASSERT(fragmentShader != nullptr);
    
        ASSERT(mState.mOutputVariableTypes.empty());
        ASSERT(mState.mActiveOutputVariables.none());
    
        // Gather output variable types
        for (const auto &outputVariable : fragmentShader->getActiveOutputVariables(context))
        {
            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));
            for (unsigned int elementIndex = 0; elementIndex < outputVariable.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);
            }
        }
    
        // Skip this step for GLES2 shaders.
        if (fragmentShader->getShaderVersion(context) == 100)
            return;
    
        mState.mOutputVariables = fragmentShader->getActiveOutputVariables(context);
        // TODO(jmadill): any caps validation here?
    
        for (unsigned int outputVariableIndex = 0; outputVariableIndex < mState.mOutputVariables.size();
             outputVariableIndex++)
        {
            const sh::OutputVariable &outputVariable = mState.mOutputVariables[outputVariableIndex];
    
            // Don't store outputs for gl_FragDepth, gl_FragColor, etc.
            if (outputVariable.isBuiltIn())
                continue;
    
            // Since multiple output locations must be specified, use 0 for non-specified locations.
            int baseLocation = (outputVariable.location == -1 ? 0 : outputVariable.location);
    
            for (unsigned int elementIndex = 0; elementIndex < outputVariable.elementCount();
                 elementIndex++)
            {
                const int location = baseLocation + elementIndex;
                ASSERT(mState.mOutputLocations.count(location) == 0);
                unsigned int element = outputVariable.isArray() ? elementIndex : GL_INVALID_INDEX;
                mState.mOutputLocations[location] =
                    VariableLocation(outputVariable.name, element, outputVariableIndex);
            }
        }
    }
    
    void Program::setUniformValuesFromBindingQualifiers()
    {
        for (unsigned int samplerIndex : mState.mSamplerUniformRange)
        {
            const auto &samplerUniform = mState.mUniforms[samplerIndex];
            if (samplerUniform.binding != -1)
            {
                GLint location = mState.getUniformLocation(samplerUniform.name);
                ASSERT(location != -1);
                std::vector<GLint> boundTextureUnits;
                for (unsigned int elementIndex = 0; elementIndex < samplerUniform.elementCount();
                     ++elementIndex)
                {
                    boundTextureUnits.push_back(samplerUniform.binding + elementIndex);
                }
                setUniform1iv(location, static_cast<GLsizei>(boundTextureUnits.size()),
                              boundTextureUnits.data());
            }
        }
    }
    
    void Program::gatherInterfaceBlockInfo(const Context *context)
    {
        ASSERT(mState.mUniformBlocks.empty());
    
        if (mState.mAttachedComputeShader)
        {
            Shader *computeShader = mState.getAttachedComputeShader();
    
            for (const sh::InterfaceBlock &computeBlock : computeShader->getInterfaceBlocks(context))
            {
    
                // Only 'packed' blocks are allowed to be considered inactive.
                if (!computeBlock.staticUse && computeBlock.layout == sh::BLOCKLAYOUT_PACKED)
                    continue;
    
                for (UniformBlock &block : mState.mUniformBlocks)
                {
                    if (block.name == computeBlock.name)
                    {
                        block.computeStaticUse = computeBlock.staticUse;
                    }
                }
    
                defineUniformBlock(computeBlock, GL_COMPUTE_SHADER);
            }
            return;
        }
    
        std::set<std::string> visitedList;
    
        Shader *vertexShader = mState.getAttachedVertexShader();
    
        for (const sh::InterfaceBlock &vertexBlock : vertexShader->getInterfaceBlocks(context))
        {
            // Only 'packed' blocks are allowed to be considered inactive.
            if (!vertexBlock.staticUse && vertexBlock.layout == sh::BLOCKLAYOUT_PACKED)
                continue;
    
            if (visitedList.count(vertexBlock.name) > 0)
                continue;
    
            defineUniformBlock(vertexBlock, GL_VERTEX_SHADER);
            visitedList.insert(vertexBlock.name);
        }
    
        Shader *fragmentShader = mState.getAttachedFragmentShader();
    
        for (const sh::InterfaceBlock &fragmentBlock : fragmentShader->getInterfaceBlocks(context))
        {
            // Only 'packed' blocks are allowed to be considered inactive.
            if (!fragmentBlock.staticUse && fragmentBlock.layout == sh::BLOCKLAYOUT_PACKED)
                continue;
    
            if (visitedList.count(fragmentBlock.name) > 0)
            {
                for (UniformBlock &block : mState.mUniformBlocks)
                {
                    if (block.name == fragmentBlock.name)
                    {
                        block.fragmentStaticUse = fragmentBlock.staticUse;
                    }
                }
    
                continue;
            }
    
            defineUniformBlock(fragmentBlock, GL_FRAGMENT_SHADER);
            visitedList.insert(fragmentBlock.name);
        }
        // Set initial bindings from shader.
        for (unsigned int blockIndex = 0; blockIndex < mState.mUniformBlocks.size(); blockIndex++)
        {
            UniformBlock &uniformBlock = mState.mUniformBlocks[blockIndex];
            bindUniformBlock(blockIndex, uniformBlock.binding);
        }
    }
    
    template <typename VarT>
    void Program::defineUniformBlockMembers(const std::vector<VarT> &fields,
                                            const std::string &prefix,
                                            int blockIndex)
    {
        for (const VarT &field : fields)
        {
            const std::string &fullName = (prefix.empty() ? field.name : prefix + "." + field.name);
    
            if (field.isStruct())
            {
                for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
                {
                    const std::string uniformElementName =
                        fullName + (field.isArray() ? ArrayString(arrayElement) : "");
                    defineUniformBlockMembers(field.fields, uniformElementName, blockIndex);
                }
            }
            else
            {
                // If getBlockMemberInfo returns false, the uniform is optimized out.
                sh::BlockMemberInfo memberInfo;
                if (!mProgram->getUniformBlockMemberInfo(fullName, &memberInfo))
                {
                    continue;
                }
    
                LinkedUniform newUniform(field.type, field.precision, fullName, field.arraySize, -1, -1,
                                         blockIndex, memberInfo);
    
                // Since block uniforms have no location, we don't need to store them in the uniform
                // locations list.
                mState.mUniforms.push_back(newUniform);
            }
        }
    }
    
    void Program::defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenum shaderType)
    {
        int blockIndex   = static_cast<int>(mState.mUniformBlocks.size());
        size_t blockSize = 0;
    
        // Track the first and last uniform index to determine the range of active uniforms in the
        // block.
        size_t firstBlockUniformIndex = mState.mUniforms.size();
        defineUniformBlockMembers(interfaceBlock.fields, interfaceBlock.fieldPrefix(), blockIndex);
        size_t lastBlockUniformIndex = mState.mUniforms.size();
    
        std::vector<unsigned int> blockUniformIndexes;
        for (size_t blockUniformIndex = firstBlockUniformIndex;
             blockUniformIndex < lastBlockUniformIndex; ++blockUniformIndex)
        {
            blockUniformIndexes.push_back(static_cast<unsigned int>(blockUniformIndex));
        }
        // ESSL 3.10 section 4.4.4 page 58:
        // Any uniform or shader storage block declared without a binding qualifier is initially
        // assigned to block binding point zero.
        int blockBinding = (interfaceBlock.binding == -1 ? 0 : interfaceBlock.binding);
        if (interfaceBlock.arraySize > 0)
        {
            for (unsigned int arrayElement = 0; arrayElement < interfaceBlock.arraySize; ++arrayElement)
            {
                // Don't define this block at all if it's not active in the implementation.
                if (!mProgram->getUniformBlockSize(interfaceBlock.name + ArrayString(arrayElement),
                                                   &blockSize))
                {
                    continue;
                }
                UniformBlock block(interfaceBlock.name, true, arrayElement,
                                   blockBinding + arrayElement);
                block.memberUniformIndexes = blockUniformIndexes;
    
                switch (shaderType)
                {
                    case GL_VERTEX_SHADER:
                    {
                        block.vertexStaticUse = interfaceBlock.staticUse;
                        break;
                    }
                    case GL_FRAGMENT_SHADER:
                    {
                        block.fragmentStaticUse = interfaceBlock.staticUse;
                        break;
                    }
                    case GL_COMPUTE_SHADER:
                    {
                        block.computeStaticUse = interfaceBlock.staticUse;
                        break;
                    }
                    default:
                        UNREACHABLE();
                }
    
                // Since all block elements in an array share the same active uniforms, they will all be
                // active once any uniform member is used. So, since interfaceBlock.name[0] was active,
                // here we will add every block element in the array.
                block.dataSize = static_cast<unsigned int>(blockSize);
                mState.mUniformBlocks.push_back(block);
            }
        }
        else
        {
            if (!mProgram->getUniformBlockSize(interfaceBlock.name, &blockSize))
            {
                return;
            }
            UniformBlock block(interfaceBlock.name, false, 0, blockBinding);
            block.memberUniformIndexes = blockUniformIndexes;
    
            switch (shaderType)
            {
                case GL_VERTEX_SHADER:
                {
                    block.vertexStaticUse = interfaceBlock.staticUse;
                    break;
                }
                case GL_FRAGMENT_SHADER:
                {
                    block.fragmentStaticUse = interfaceBlock.staticUse;
                    break;
                }
                case GL_COMPUTE_SHADER:
                {
                    block.computeStaticUse = interfaceBlock.staticUse;
                    break;
                }
                default:
                    UNREACHABLE();
            }
    
            block.dataSize = static_cast<unsigned int>(blockSize);
            mState.mUniformBlocks.push_back(block);
        }
    }
    
    template <>
    void Program::updateSamplerUniform(const VariableLocation &locationInfo,
                                       const uint8_t *destPointer,
                                       GLsizei clampedCount,
                                       const GLint *v)
    {
        // Invalidate the validation cache only if we modify the sampler data.
        if (mState.isSamplerUniformIndex(locationInfo.index) &&
            memcmp(destPointer, v, sizeof(GLint) * clampedCount) != 0)
        {
            GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationInfo.index);
            std::vector<GLuint> *boundTextureUnits =
                &mState.mSamplerBindings[samplerIndex].boundTextureUnits;
    
            std::copy(v, v + clampedCount, boundTextureUnits->begin() + locationInfo.element);
            mCachedValidateSamplersResult.reset();
        }
    }
    
    template <typename T>
    void Program::updateSamplerUniform(const VariableLocation &locationInfo,
                                       const uint8_t *destPointer,
                                       GLsizei clampedCount,
                                       const T *v)
    {
    }
    
    template <typename T>
    GLsizei Program::setUniformInternal(GLint location, GLsizei countIn, int vectorSize, const T *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        LinkedUniform *linkedUniform         = &mState.mUniforms[locationInfo.index];
        uint8_t *destPointer                 = linkedUniform->getDataPtrToElement(locationInfo.element);
    
        // 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->elementCount() - locationInfo.element;
        GLsizei maxElementCount =
            static_cast<GLsizei>(remainingElements * linkedUniform->getElementComponents());
    
        GLsizei count        = countIn;
        GLsizei clampedCount = count * vectorSize;
        if (clampedCount > maxElementCount)
        {
            clampedCount = maxElementCount;
            count        = maxElementCount / vectorSize;
        }
    
        if (VariableComponentType(linkedUniform->type) == GL_BOOL)
        {
            // Do a cast conversion for boolean types. From the spec:
            // "The uniform is set to FALSE if the input value is 0 or 0.0f, and set to TRUE otherwise."
            GLint *destAsInt = reinterpret_cast<GLint *>(destPointer);
            for (GLsizei component = 0; component < clampedCount; ++component)
            {
                destAsInt[component] = (v[component] != static_cast<T>(0) ? GL_TRUE : GL_FALSE);
            }
        }
        else
        {
            updateSamplerUniform(locationInfo, destPointer, clampedCount, v);
            memcpy(destPointer, v, sizeof(T) * clampedCount);
        }
    
        return count;
    }
    
    template <size_t cols, size_t rows, typename T>
    GLsizei Program::setMatrixUniformInternal(GLint location,
                                              GLsizei count,
                                              GLboolean transpose,
                                              const T *v)
    {
        if (!transpose)
        {
            return setUniformInternal(location, count, cols * rows, v);
        }
    
        // Perform a transposing copy.
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        LinkedUniform *linkedUniform         = &mState.mUniforms[locationInfo.index];
        T *destPtr = reinterpret_cast<T *>(linkedUniform->getDataPtrToElement(locationInfo.element));
    
        // 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->elementCount() - locationInfo.element;
        GLsizei clampedCount           = std::min(count, static_cast<GLsizei>(remainingElements));
    
        for (GLsizei element = 0; element < clampedCount; ++element)
        {
            size_t elementOffset = element * rows * cols;
    
            for (size_t row = 0; row < rows; ++row)
            {
                for (size_t col = 0; col < cols; ++col)
                {
                    destPtr[col * rows + row + elementOffset] = v[row * cols + col + elementOffset];
                }
            }
        }
    
        return clampedCount;
    }
    
    template <typename DestT>
    void Program::getUniformInternal(GLint location, DestT *dataOut) const
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        const LinkedUniform &uniform         = mState.mUniforms[locationInfo.index];
    
        const uint8_t *srcPointer = uniform.getDataPtrToElement(locationInfo.element);
    
        GLenum componentType = VariableComponentType(uniform.type);
        if (componentType == GLTypeToGLenum<DestT>::value)
        {
            memcpy(dataOut, srcPointer, uniform.getElementSize());
            return;
        }
    
        int components = VariableComponentCount(uniform.type);
    
        switch (componentType)
        {
            case GL_INT:
                UniformStateQueryCastLoop<GLint>(dataOut, srcPointer, components);
                break;
            case GL_UNSIGNED_INT:
                UniformStateQueryCastLoop<GLuint>(dataOut, srcPointer, components);
                break;
            case GL_BOOL:
                UniformStateQueryCastLoop<GLboolean>(dataOut, srcPointer, components);
                break;
            case GL_FLOAT:
                UniformStateQueryCastLoop<GLfloat>(dataOut, srcPointer, components);
                break;
            default:
                UNREACHABLE();
        }
    }
    
    bool Program::samplesFromTexture(const gl::State &state, GLuint textureID) const
    {
        // Must be called after samplers are validated.
        ASSERT(mCachedValidateSamplersResult.valid() && mCachedValidateSamplersResult.value());
    
        for (const auto &binding : mState.mSamplerBindings)
        {
            GLenum textureType = binding.textureType;
            for (const auto &unit : binding.boundTextureUnits)
            {
                GLenum programTextureID = state.getSamplerTextureId(unit, textureType);
                if (programTextureID == textureID)
                {
                    // TODO(jmadill): Check for appropriate overlap.
                    return true;
                }
            }
        }
    
        return false;
    }
    
    }  // namespace gl