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

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  • Author : Jamie Madill
    Date : 2017-09-20 15:44:27
    Hash : fb997ec1
    Message : Removed "name" and "used" from variable location. The used flag was redundant with the index (which used MAXUINT). The name was redundant with the stored uniform. Removing these gives a very minor performance speed up when iterating and retrieving uniform locations. BUG=angleproject:1390 Change-Id: Ieeccdff7c131e1359e754e246d3648b73aad5baf Reviewed-on: https://chromium-review.googlesource.com/659224 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@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/histogram_macros.h"
    #include "libANGLE/queryconversions.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    #include "libANGLE/renderer/ProgramImpl.h"
    #include "platform/Platform.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;
    }
    
    bool validateInterfaceBlocksCount(GLuint maxInterfaceBlocks,
                                      const std::vector<sh::InterfaceBlock> &interfaceBlocks,
                                      const std::string &errorMessage,
                                      InfoLog &infoLog)
    {
        GLuint blockCount = 0;
        for (const sh::InterfaceBlock &block : interfaceBlocks)
        {
            if (block.staticUse || block.layout != sh::BLOCKLAYOUT_PACKED)
            {
                blockCount += (block.arraySize ? block.arraySize : 1);
                if (blockCount > maxInterfaceBlocks)
                {
                    infoLog << errorMessage << maxInterfaceBlocks << ")";
                    return false;
                }
            }
        }
        return true;
    }
    
    }  // anonymous namespace
    
    const char *const g_fakepath = "C:\\fakepath";
    
    InfoLog::InfoLog()
    {
    }
    
    InfoLog::~InfoLog()
    {
    }
    
    size_t InfoLog::getLength() const
    {
        if (!mLazyStream)
        {
            return 0;
        }
    
        const std::string &logString = mLazyStream->str();
        return logString.empty() ? 0 : logString.length() + 1;
    }
    
    void InfoLog::getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
    {
        size_t index = 0;
    
        if (bufSize > 0)
        {
            const std::string logString(str());
    
            if (!logString.empty())
            {
                index = std::min(static_cast<size_t>(bufSize) - 1, logString.length());
                memcpy(infoLog, logString.c_str(), index);
            }
    
            infoLog[index] = '\0';
        }
    
        if (length)
        {
            *length = static_cast<GLsizei>(index);
        }
    }
    
    // append a santized message to the program info log.
    // The D3D compiler includes a fake file path in some of the warning or error
    // messages, so lets remove all occurrences of this fake file path from the log.
    void InfoLog::appendSanitized(const char *message)
    {
        ensureInitialized();
    
        std::string msg(message);
    
        size_t found;
        do
        {
            found = msg.find(g_fakepath);
            if (found != std::string::npos)
            {
                msg.erase(found, strlen(g_fakepath));
            }
        }
        while (found != std::string::npos);
    
        *mLazyStream << message << std::endl;
    }
    
    void InfoLog::reset()
    {
    }
    
    VariableLocation::VariableLocation() : element(0), index(kUnused), ignored(false)
    {
    }
    
    VariableLocation::VariableLocation(unsigned int element, unsigned int index)
        : element(element), index(index), 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),
          mImageUniformRange(0, 0),
          mAtomicCounterUniformRange(0, 0),
          mBinaryRetrieveableHint(false),
          mNumViews(-1)
    {
        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();
    
        auto *platform   = ANGLEPlatformCurrent();
        double startTime = platform->currentTime(platform);
    
        unlink();
    
        ProgramHash programHash;
        auto *cache = context->getMemoryProgramCache();
        if (cache)
        {
            ANGLE_TRY_RESULT(cache->getProgram(context, this, &mState, &programHash), mLinked);
            ANGLE_HISTOGRAM_BOOLEAN("GPU.ANGLE.ProgramCache.LoadBinarySuccess", mLinked);
        }
    
        if (mLinked)
        {
            double delta = platform->currentTime(platform) - startTime;
            int us       = static_cast<int>(delta * 1000000.0);
            ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheHitTimeUS", us);
            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 (!linkInterfaceBlocks(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 (!linkInterfaceBlocks(context, mInfoLog))
            {
                return NoError();
            }
    
            if (!linkValidateGlobalNames(context, mInfoLog))
            {
                return NoError();
            }
    
            const auto &mergedVaryings = getMergedVaryings(context);
    
            mState.mNumViews = vertexShader->getNumViews(context);
    
            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();
            }
    
            if (!linkValidateTransformFeedback(context, mInfoLog, mergedVaryings, caps))
            {
                return NoError();
            }
    
            ANGLE_TRY_RESULT(mProgram->link(context, varyingPacking, mInfoLog), mLinked);
            if (!mLinked)
            {
                return NoError();
            }
    
            gatherTransformFeedbackVaryings(mergedVaryings);
        }
    
        gatherAtomicCounterBuffers();
        gatherInterfaceBlockInfo(context);
    
        setUniformValuesFromBindingQualifiers();
    
        // Mark implementation-specific unreferenced uniforms as ignored.
        mProgram->markUnusedUniformLocations(&mState.mUniformLocations, &mState.mSamplerBindings);
    
        // Save to the program cache.
        if (cache && (mState.mLinkedTransformFeedbackVaryings.empty() ||
                      !context->getWorkarounds().disableProgramCachingForTransformFeedback))
        {
            cache->putProgram(programHash, context, this);
        }
    
        double delta = platform->currentTime(platform) - startTime;
        int us       = static_cast<int>(delta * 1000000.0);
        ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheMissTimeUS", us);
    
        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.mAtomicCounterBuffers.clear();
        mState.mOutputVariables.clear();
        mState.mOutputLocations.clear();
        mState.mOutputVariableTypes.clear();
        mState.mActiveOutputVariables.reset();
        mState.mComputeShaderLocalSize.fill(1);
        mState.mSamplerBindings.clear();
        mState.mImageBindings.clear();
        mState.mNumViews = -1;
    
        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);
        }
    }
    
    const sh::Attribute &Program::getInputResource(GLuint index) const
    {
        ASSERT(index < mState.mAttributes.size());
        return mState.mAttributes[index];
    }
    
    const sh::OutputVariable &Program::getOutputResource(GLuint index) const
    {
        ASSERT(index < mState.mOutputVariables.size());
        return mState.mOutputVariables[index];
    }
    
    GLint Program::getFragDataLocation(const std::string &name) const
    {
        std::string baseName(name);
        unsigned int arrayIndex = ParseAndStripArrayIndex(&baseName);
        for (auto outputPair : mState.mOutputLocations)
        {
            const VariableLocation &locationInfo     = outputPair.second;
            const sh::OutputVariable &outputVariable = mState.mOutputVariables[locationInfo.index];
            if (outputVariable.name == baseName &&
                (arrayIndex == GL_INVALID_INDEX || arrayIndex == locationInfo.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.bufferIndex;
          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)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
        mProgram->setUniform1fv(location, clampedCount, v);
    }
    
    void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
        mProgram->setUniform2fv(location, clampedCount, v);
    }
    
    void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
        mProgram->setUniform3fv(location, clampedCount, v);
    }
    
    void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
        mProgram->setUniform4fv(location, clampedCount, v);
    }
    
    Program::SetUniformResult Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
    
        mProgram->setUniform1iv(location, clampedCount, v);
    
        if (mState.isSamplerUniformIndex(locationInfo.index))
        {
            updateSamplerUniform(locationInfo, clampedCount, v);
            return SetUniformResult::SamplerChanged;
        }
    
        return SetUniformResult::NoSamplerChange;
    }
    
    void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
        mProgram->setUniform2iv(location, clampedCount, v);
    }
    
    void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
        mProgram->setUniform3iv(location, clampedCount, v);
    }
    
    void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
        mProgram->setUniform4iv(location, clampedCount, v);
    }
    
    void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
        mProgram->setUniform1uiv(location, clampedCount, v);
    }
    
    void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
        mProgram->setUniform2uiv(location, clampedCount, v);
    }
    
    void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
        mProgram->setUniform3uiv(location, clampedCount, v);
    }
    
    void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
        GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
        mProgram->setUniform4uiv(location, clampedCount, v);
    }
    
    void Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
    {
        GLsizei clampedCount = clampMatrixUniformCount<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 = clampMatrixUniformCount<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 = clampMatrixUniformCount<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 = clampMatrixUniformCount<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 = clampMatrixUniformCount<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 = clampMatrixUniformCount<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 = clampMatrixUniformCount<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 = clampMatrixUniformCount<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 = clampMatrixUniformCount<4, 3>(location, count, transpose, v);
        mProgram->setUniformMatrix4x3fv(location, clampedCount, transpose, v);
    }
    
    void Program::getUniformfv(const Context *context, GLint location, GLfloat *v) const
    {
        const auto &uniformLocation = mState.getUniformLocations()[location];
        const auto &uniform         = mState.getUniforms()[uniformLocation.index];
    
        GLenum nativeType = gl::VariableComponentType(uniform.type);
        if (nativeType == GL_FLOAT)
        {
            mProgram->getUniformfv(context, location, v);
        }
        else
        {
            getUniformInternal(context, v, location, nativeType,
                               gl::VariableComponentCount(uniform.type));
        }
    }
    
    void Program::getUniformiv(const Context *context, GLint location, GLint *v) const
    {
        const auto &uniformLocation = mState.getUniformLocations()[location];
        const auto &uniform         = mState.getUniforms()[uniformLocation.index];
    
        GLenum nativeType = gl::VariableComponentType(uniform.type);
        if (nativeType == GL_INT || nativeType == GL_BOOL)
        {
            mProgram->getUniformiv(context, location, v);
        }
        else
        {
            getUniformInternal(context, v, location, nativeType,
                               gl::VariableComponentCount(uniform.type));
        }
    }
    
    void Program::getUniformuiv(const Context *context, GLint location, GLuint *v) const
    {
        const auto &uniformLocation = mState.getUniformLocations()[location];
        const auto &uniform         = mState.getUniforms()[uniformLocation.index];
    
        GLenum nativeType = gl::VariableComponentType(uniform.type);
        if (nativeType == GL_UNSIGNED_INT)
        {
            mProgram->getUniformuiv(context, location, v);
        }
        else
        {
            getUniformInternal(context, v, location, nativeType,
                               gl::VariableComponentCount(uniform.type));
        }
    }
    
    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)
        {
            if (samplerBinding.unreferenced)
                continue;
    
            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());
    }
    
    GLuint Program::getActiveShaderStorageBlockCount() const
    {
        return static_cast<GLuint>(mState.mShaderStorageBlocks.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 InterfaceBlock &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 InterfaceBlock &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 InterfaceBlock &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 InterfaceBlock &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);
    }
    
    GLuint Program::getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const
    {
        return mState.getShaderStorageBlockBinding(shaderStorageBlockIndex);
    }
    
    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();
    
        if (!linkAtomicCounterBuffers())
        {
            return false;
        }
    
        return true;
    }
    
    void Program::linkSamplerAndImageBindings()
    {
        unsigned int high = static_cast<unsigned int>(mState.mUniforms.size());
        unsigned int low  = high;
    
        for (auto counterIter = mState.mUniforms.rbegin();
             counterIter != mState.mUniforms.rend() && counterIter->isAtomicCounter(); ++counterIter)
        {
            --low;
        }
    
        mState.mAtomicCounterUniformRange = RangeUI(low, high);
    
        high = low;
    
        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, any uniform image variable (include all elements of
            // unbound image array) shoud be bound to unit zero.
            auto &imageUniform = mState.mUniforms[imageIndex];
            if (imageUniform.binding == -1)
            {
                mState.mImageBindings.emplace_back(ImageBinding(imageUniform.elementCount()));
            }
            else
            {
                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(), false));
        }
    }
    
    bool Program::linkAtomicCounterBuffers()
    {
        for (unsigned int index : mState.mAtomicCounterUniformRange)
        {
            auto &uniform = mState.mUniforms[index];
            bool found    = false;
            for (unsigned int bufferIndex = 0; bufferIndex < mState.mAtomicCounterBuffers.size();
                 ++bufferIndex)
            {
                auto &buffer = mState.mAtomicCounterBuffers[bufferIndex];
                if (buffer.binding == uniform.binding)
                {
                    buffer.memberIndexes.push_back(index);
                    uniform.bufferIndex = bufferIndex;
                    found               = true;
                    break;
                }
            }
            if (!found)
            {
                AtomicCounterBuffer atomicCounterBuffer;
                atomicCounterBuffer.binding = uniform.binding;
                atomicCounterBuffer.memberIndexes.push_back(index);
                mState.mAtomicCounterBuffers.push_back(atomicCounterBuffer);
                uniform.bufferIndex = static_cast<int>(mState.mAtomicCounterBuffers.size() - 1);
            }
        }
        // TODO(jie.a.chen@intel.com): Count each atomic counter buffer to validate against
        // gl_Max[Vertex|Fragment|Compute|Combined]AtomicCounterBuffers.
    
        return true;
    }
    
    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::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 *> InterfaceBlockMap;
        InterfaceBlockMap linkedInterfaceBlocks;
    
        for (const sh::InterfaceBlock &vertexInterfaceBlock : vertexInterfaceBlocks)
        {
            linkedInterfaceBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock;
        }
    
        for (const sh::InterfaceBlock &fragmentInterfaceBlock : fragmentInterfaceBlocks)
        {
            auto entry = linkedInterfaceBlocks.find(fragmentInterfaceBlock.name);
            if (entry != linkedInterfaceBlocks.end())
            {
                const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second;
                if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock,
                                                webglCompatibility))
                {
                    return false;
                }
            }
            // TODO(jiajia.qin@intel.com): Add
            // MAX_COMBINED_UNIFORM_BLOCKS/MAX_COMBINED_SHADER_STORAGE_BLOCKS validation.
        }
        return true;
    }
    
    bool Program::linkInterfaceBlocks(const Context *context, InfoLog &infoLog)
    {
        const auto &caps = context->getCaps();
    
        if (mState.mAttachedComputeShader)
        {
            Shader &computeShader              = *mState.mAttachedComputeShader;
            const auto &computeUniformBlocks   = computeShader.getUniformBlocks(context);
    
            if (!validateInterfaceBlocksCount(
                    caps.maxComputeUniformBlocks, computeUniformBlocks,
                    "Compute shader uniform block count exceeds GL_MAX_COMPUTE_UNIFORM_BLOCKS (",
                    infoLog))
            {
                return false;
            }
    
            const auto &computeShaderStorageBlocks = computeShader.getShaderStorageBlocks(context);
            if (!validateInterfaceBlocksCount(caps.maxComputeShaderStorageBlocks,
                                              computeShaderStorageBlocks,
                                              "Compute shader shader storage block count exceeds "
                                              "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS (",
                                              infoLog))
            {
                return false;
            }
            return true;
        }
    
        Shader &vertexShader   = *mState.mAttachedVertexShader;
        Shader &fragmentShader = *mState.mAttachedFragmentShader;
    
        const auto &vertexUniformBlocks   = vertexShader.getUniformBlocks(context);
        const auto &fragmentUniformBlocks = fragmentShader.getUniformBlocks(context);
    
        if (!validateInterfaceBlocksCount(
                caps.maxVertexUniformBlocks, vertexUniformBlocks,
                "Vertex shader uniform block count exceeds GL_MAX_VERTEX_UNIFORM_BLOCKS (", infoLog))
        {
            return false;
        }
        if (!validateInterfaceBlocksCount(
                caps.maxFragmentUniformBlocks, fragmentUniformBlocks,
                "Fragment shader uniform block count exceeds GL_MAX_FRAGMENT_UNIFORM_BLOCKS (",
                infoLog))
        {
    
            return false;
        }
    
        bool webglCompatibility = context->getExtensions().webglCompatibility;
        if (!validateVertexAndFragmentInterfaceBlocks(vertexUniformBlocks, fragmentUniformBlocks,
                                                      infoLog, webglCompatibility))
        {
            return false;
        }
    
        if (context->getClientVersion() >= Version(3, 1))
        {
            const auto &vertexShaderStorageBlocks   = vertexShader.getShaderStorageBlocks(context);
            const auto &fragmentShaderStorageBlocks = fragmentShader.getShaderStorageBlocks(context);
    
            if (!validateInterfaceBlocksCount(caps.maxVertexShaderStorageBlocks,
                                              vertexShaderStorageBlocks,
                                              "Vertex shader shader storage block count exceeds "
                                              "GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS (",
                                              infoLog))
            {
                return false;
            }
            if (!validateInterfaceBlocksCount(caps.maxFragmentShaderStorageBlocks,
                                              fragmentShaderStorageBlocks,
                                              "Fragment shader shader storage block count exceeds "
                                              "GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS (",
                                              infoLog))
            {
    
                return false;
            }
    
            if (!validateVertexAndFragmentInterfaceBlocks(vertexShaderStorageBlocks,
                                                          fragmentShaderStorageBlocks, 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 packUserVaryings 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;
    }
    
    bool Program::linkValidateGlobalNames(const Context *context, InfoLog &infoLog) const
    {
        const std::vector<sh::Uniform> &vertexUniforms =
            mState.mAttachedVertexShader->getUniforms(context);
        const std::vector<sh::Uniform> &fragmentUniforms =
            mState.mAttachedFragmentShader->getUniforms(context);
        const std::vector<sh::Attribute> &attributes =
            mState.mAttachedVertexShader->getActiveAttributes(context);
        for (const auto &attrib : attributes)
        {
            for (const auto &uniform : vertexUniforms)
            {
                if (uniform.name == attrib.name)
                {
                    infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name;
                    return false;
                }
            }
            for (const auto &uniform : fragmentUniforms)
            {
                if (uniform.name == attrib.name)
                {
                    infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name;
                    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;
    
                // Note that we lose the vertex shader static use information here. The data for the
                // variable is taken from the fragment shader.
                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(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::gatherAtomicCounterBuffers()
    {
        // TODO(jie.a.chen@intel.com): Get the actual OFFSET and ARRAY_STRIDE from the backend for each
        // counter.
        // TODO(jie.a.chen@intel.com): Get the actual BUFFER_DATA_SIZE from backend for each buffer.
    }
    
    void Program::gatherComputeBlockInfo(const std::vector<sh::InterfaceBlock> &computeBlocks)
    {
        for (const sh::InterfaceBlock &computeBlock : computeBlocks)
        {
    
            // Only 'packed' blocks are allowed to be considered inactive.
            if (!computeBlock.staticUse && computeBlock.layout == sh::BLOCKLAYOUT_PACKED)
                continue;
    
            defineInterfaceBlock(computeBlock, GL_COMPUTE_SHADER);
        }
    }
    
    void Program::gatherVertexAndFragmentBlockInfo(
        const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks,
        const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks)
    {
        std::set<std::string> visitedList;
    
        for (const sh::InterfaceBlock &vertexBlock : vertexInterfaceBlocks)
        {
            // Only 'packed' blocks are allowed to be considered inactive.
            if (!vertexBlock.staticUse && vertexBlock.layout == sh::BLOCKLAYOUT_PACKED)
                continue;
    
            defineInterfaceBlock(vertexBlock, GL_VERTEX_SHADER);
            visitedList.insert(vertexBlock.name);
        }
    
        for (const sh::InterfaceBlock &fragmentBlock : fragmentInterfaceBlocks)
        {
            // Only 'packed' blocks are allowed to be considered inactive.
            if (!fragmentBlock.staticUse && fragmentBlock.layout == sh::BLOCKLAYOUT_PACKED)
                continue;
    
            if (visitedList.count(fragmentBlock.name) > 0)
            {
                if (fragmentBlock.blockType == sh::BlockType::BLOCK_UNIFORM)
                {
                    for (InterfaceBlock &block : mState.mUniformBlocks)
                    {
                        if (block.name == fragmentBlock.name)
                        {
                            block.fragmentStaticUse = fragmentBlock.staticUse;
                        }
                    }
                }
                else
                {
                    ASSERT(fragmentBlock.blockType == sh::BlockType::BLOCK_BUFFER);
                    for (InterfaceBlock &block : mState.mShaderStorageBlocks)
                    {
                        if (block.name == fragmentBlock.name)
                        {
                            block.fragmentStaticUse = fragmentBlock.staticUse;
                        }
                    }
                }
    
                continue;
            }
    
            defineInterfaceBlock(fragmentBlock, GL_FRAGMENT_SHADER);
            visitedList.insert(fragmentBlock.name);
        }
    }
    
    void Program::gatherInterfaceBlockInfo(const Context *context)
    {
        ASSERT(mState.mUniformBlocks.empty());
        ASSERT(mState.mShaderStorageBlocks.empty());
    
        if (mState.mAttachedComputeShader)
        {
            Shader *computeShader = mState.getAttachedComputeShader();
    
            gatherComputeBlockInfo(computeShader->getUniformBlocks(context));
            gatherComputeBlockInfo(computeShader->getShaderStorageBlocks(context));
            return;
        }
    
        Shader *vertexShader   = mState.getAttachedVertexShader();
        Shader *fragmentShader = mState.getAttachedFragmentShader();
    
        gatherVertexAndFragmentBlockInfo(vertexShader->getUniformBlocks(context),
                                         fragmentShader->getUniformBlocks(context));
        if (context->getClientVersion() >= Version(3, 1))
        {
            gatherVertexAndFragmentBlockInfo(vertexShader->getShaderStorageBlocks(context),
                                             fragmentShader->getShaderStorageBlocks(context));
        }
    
        // Set initial bindings from shader.
        for (unsigned int blockIndex = 0; blockIndex < mState.mUniformBlocks.size(); blockIndex++)
        {
            InterfaceBlock &uniformBlock = mState.mUniformBlocks[blockIndex];
            bindUniformBlock(blockIndex, uniformBlock.binding);
        }
    }
    
    template <typename VarT>
    void Program::defineUniformBlockMembers(const std::vector<VarT> &fields,
                                            const std::string &prefix,
                                            const std::string &mappedPrefix,
                                            int blockIndex)
    {
        for (const VarT &field : fields)
        {
            const std::string &fullName = (prefix.empty() ? field.name : prefix + "." + field.name);
    
            const std::string &fullMappedName =
                (mappedPrefix.empty() ? field.mappedName : mappedPrefix + "." + field.mappedName);
    
            if (field.isStruct())
            {
                for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
                {
                    const std::string uniformElementName =
                        fullName + (field.isArray() ? ArrayString(arrayElement) : "");
                    const std::string uniformElementMappedName =
                        fullMappedName + (field.isArray() ? ArrayString(arrayElement) : "");
                    defineUniformBlockMembers(field.fields, uniformElementName,
                                              uniformElementMappedName, blockIndex);
                }
            }
            else
            {
                // If getBlockMemberInfo returns false, the uniform is optimized out.
                sh::BlockMemberInfo memberInfo;
                if (!mProgram->getUniformBlockMemberInfo(fullName, fullMappedName, &memberInfo))
                {
                    continue;
                }
    
                LinkedUniform newUniform(field.type, field.precision, fullName, field.arraySize, -1, -1,
                                         -1, blockIndex, memberInfo);
                newUniform.mappedName = fullMappedName;
    
                // 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::defineInterfaceBlock(const sh::InterfaceBlock &interfaceBlock, GLenum shaderType)
    {
        size_t blockSize = 0;
        std::vector<unsigned int> blockIndexes;
    
        if (interfaceBlock.blockType == sh::BlockType::BLOCK_UNIFORM)
        {
            int blockIndex = static_cast<int>(mState.mUniformBlocks.size());
            // 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(),
                                      interfaceBlock.fieldMappedPrefix(), blockIndex);
            size_t lastBlockUniformIndex = mState.mUniforms.size();
    
            for (size_t blockUniformIndex = firstBlockUniformIndex;
                 blockUniformIndex < lastBlockUniformIndex; ++blockUniformIndex)
            {
                blockIndexes.push_back(static_cast<unsigned int>(blockUniformIndex));
            }
        }
        else
        {
            // TODO(jiajia.qin@intel.com) : Add buffer variables support and calculate the block index.
            ASSERT(interfaceBlock.blockType == sh::BlockType::BLOCK_BUFFER);
        }
        // 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)
            {
                // TODO(jiajia.qin@intel.com) : use GetProgramResourceiv to calculate BUFFER_DATA_SIZE
                // of UniformBlock and ShaderStorageBlock.
                if (interfaceBlock.blockType == sh::BlockType::BLOCK_UNIFORM)
                {
                    // Don't define this block at all if it's not active in the implementation.
                    if (!mProgram->getUniformBlockSize(
                            interfaceBlock.name + ArrayString(arrayElement),
                            interfaceBlock.mappedName + ArrayString(arrayElement), &blockSize))
                    {
                        continue;
                    }
                }
    
                InterfaceBlock block(interfaceBlock.name, interfaceBlock.mappedName, true, arrayElement,
                                     blockBinding + arrayElement);
                block.memberIndexes = blockIndexes;
    
                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 interface blocks, they
                // will all be active once any block 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);
                if (interfaceBlock.blockType == sh::BlockType::BLOCK_UNIFORM)
                {
                    mState.mUniformBlocks.push_back(block);
                }
                else
                {
                    ASSERT(interfaceBlock.blockType == sh::BlockType::BLOCK_BUFFER);
                    mState.mShaderStorageBlocks.push_back(block);
                }
            }
        }
        else
        {
            // TODO(jiajia.qin@intel.com) : use GetProgramResourceiv to calculate BUFFER_DATA_SIZE
            // of UniformBlock and ShaderStorageBlock.
            if (interfaceBlock.blockType == sh::BlockType::BLOCK_UNIFORM)
            {
                if (!mProgram->getUniformBlockSize(interfaceBlock.name, interfaceBlock.mappedName,
                                                   &blockSize))
                {
                    return;
                }
            }
    
            InterfaceBlock block(interfaceBlock.name, interfaceBlock.mappedName, false, 0,
                                 blockBinding);
            block.memberIndexes = blockIndexes;
    
            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);
            if (interfaceBlock.blockType == sh::BlockType::BLOCK_UNIFORM)
            {
                mState.mUniformBlocks.push_back(block);
            }
            else
            {
                ASSERT(interfaceBlock.blockType == sh::BlockType::BLOCK_BUFFER);
                mState.mShaderStorageBlocks.push_back(block);
            }
        }
    }
    
    void Program::updateSamplerUniform(const VariableLocation &locationInfo,
                                       GLsizei clampedCount,
                                       const GLint *v)
    {
        ASSERT(mState.isSamplerUniformIndex(locationInfo.index));
        GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationInfo.index);
        std::vector<GLuint> *boundTextureUnits =
            &mState.mSamplerBindings[samplerIndex].boundTextureUnits;
    
        std::copy(v, v + clampedCount, boundTextureUnits->begin() + locationInfo.element);
    
        // Invalidate the validation cache.
        mCachedValidateSamplersResult.reset();
    }
    
    template <typename T>
    GLsizei Program::clampUniformCount(const VariableLocation &locationInfo,
                                       GLsizei count,
                                       int vectorSize,
                                       const T *v)
    {
        if (count == 1)
            return 1;
    
        const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];
    
        // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
        // element index used, as reported by GetActiveUniform, will be ignored by the GL."
        unsigned int remainingElements = linkedUniform.elementCount() - locationInfo.element;
        GLsizei maxElementCount =
            static_cast<GLsizei>(remainingElements * linkedUniform.getElementComponents());
    
        if (count * vectorSize > maxElementCount)
        {
            return maxElementCount / vectorSize;
        }
    
        return count;
    }
    
    template <size_t cols, size_t rows, typename T>
    GLsizei Program::clampMatrixUniformCount(GLint location,
                                             GLsizei count,
                                             GLboolean transpose,
                                             const T *v)
    {
        const VariableLocation &locationInfo = mState.mUniformLocations[location];
    
        if (!transpose)
        {
            return clampUniformCount(locationInfo, count, cols * rows, v);
        }
    
        const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];
    
        // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
        // element index used, as reported by GetActiveUniform, will be ignored by the GL."
        unsigned int remainingElements = linkedUniform.elementCount() - locationInfo.element;
        return std::min(count, static_cast<GLsizei>(remainingElements));
    }
    
    // Driver differences mean that doing the uniform value cast ourselves gives consistent results.
    // EG: on NVIDIA drivers, it was observed that getUniformi for MAX_INT+1 returned MIN_INT.
    template <typename DestT>
    void Program::getUniformInternal(const Context *context,
                                     DestT *dataOut,
                                     GLint location,
                                     GLenum nativeType,
                                     int components) const
    {
        switch (nativeType)
        {
            case GL_BOOL:
            {
                GLint tempValue[16] = {0};
                mProgram->getUniformiv(context, location, tempValue);
                UniformStateQueryCastLoop<GLboolean>(
                    dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
                break;
            }
            case GL_INT:
            {
                GLint tempValue[16] = {0};
                mProgram->getUniformiv(context, location, tempValue);
                UniformStateQueryCastLoop<GLint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
                                                 components);
                break;
            }
            case GL_UNSIGNED_INT:
            {
                GLuint tempValue[16] = {0};
                mProgram->getUniformuiv(context, location, tempValue);
                UniformStateQueryCastLoop<GLuint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
                                                  components);
                break;
            }
            case GL_FLOAT:
            {
                GLfloat tempValue[16] = {0};
                mProgram->getUniformfv(context, location, tempValue);
                UniformStateQueryCastLoop<GLfloat>(
                    dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
                break;
            }
            default:
                UNREACHABLE();
                break;
        }
    }
    
    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