Hash :
e332e621
        
        Author :
  
        
        Date :
2019-02-14T12:53:04
        
      
D3D: Asynchronously load program binaries. Unpack as much of the binary steam as possible before passing the final loading of the shader programs off to a worker thread. Reporting as many possible link errors before becoming asynchronous means that linking should only fail due to unexpected system issues at that point. This also allows other backends to asynchronously load program binaries. BUG=angleproject:2857 Change-Id: I587917a3e54522114dabd41d1b14fc491c8fd18a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1473451 Commit-Queue: Jamie Madill <jmadill@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030
//
// 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.h: Defines the gl::Program class. Implements GL program objects
// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
#ifndef LIBANGLE_PROGRAM_H_
#define LIBANGLE_PROGRAM_H_
#include <GLES2/gl2.h>
#include <GLSLANG/ShaderVars.h>
#include <array>
#include <map>
#include <set>
#include <sstream>
#include <string>
#include <vector>
#include "common/Optional.h"
#include "common/angleutils.h"
#include "common/mathutil.h"
#include "common/utilities.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/RefCountObject.h"
#include "libANGLE/Uniform.h"
#include "libANGLE/angletypes.h"
namespace rx
{
class GLImplFactory;
class ProgramImpl;
struct TranslatedAttribute;
}  // namespace rx
namespace gl
{
class Buffer;
class BinaryInputStream;
struct Caps;
class Context;
struct Extensions;
class Framebuffer;
class InfoLog;
class Shader;
class ShaderProgramManager;
class State;
struct UnusedUniform;
struct Version;
extern const char *const g_fakepath;
enum class LinkMismatchError
{
    // Shared
    NO_MISMATCH,
    TYPE_MISMATCH,
    ARRAY_SIZE_MISMATCH,
    PRECISION_MISMATCH,
    STRUCT_NAME_MISMATCH,
    FIELD_NUMBER_MISMATCH,
    FIELD_NAME_MISMATCH,
    // Varying specific
    INTERPOLATION_TYPE_MISMATCH,
    INVARIANCE_MISMATCH,
    // Uniform specific
    BINDING_MISMATCH,
    LOCATION_MISMATCH,
    OFFSET_MISMATCH,
    // Interface block specific
    LAYOUT_QUALIFIER_MISMATCH,
    MATRIX_PACKING_MISMATCH
};
class InfoLog : angle::NonCopyable
{
  public:
    InfoLog();
    ~InfoLog();
    size_t getLength() const;
    void getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
    void appendSanitized(const char *message);
    void reset();
    // This helper class ensures we append a newline after writing a line.
    class StreamHelper : angle::NonCopyable
    {
      public:
        StreamHelper(StreamHelper &&rhs) : mStream(rhs.mStream) { rhs.mStream = nullptr; }
        StreamHelper &operator=(StreamHelper &&rhs)
        {
            std::swap(mStream, rhs.mStream);
            return *this;
        }
        ~StreamHelper()
        {
            // Write newline when destroyed on the stack
            if (mStream)
            {
                (*mStream) << std::endl;
            }
        }
        template <typename T>
        StreamHelper &operator<<(const T &value)
        {
            (*mStream) << value;
            return *this;
        }
      private:
        friend class InfoLog;
        StreamHelper(std::stringstream *stream) : mStream(stream) { ASSERT(stream); }
        std::stringstream *mStream;
    };
    template <typename T>
    StreamHelper operator<<(const T &value)
    {
        ensureInitialized();
        StreamHelper helper(mLazyStream.get());
        helper << value;
        return helper;
    }
    std::string str() const { return mLazyStream ? mLazyStream->str() : ""; }
    bool empty() const;
  private:
    void ensureInitialized()
    {
        if (!mLazyStream)
        {
            mLazyStream.reset(new std::stringstream());
        }
    }
    std::unique_ptr<std::stringstream> mLazyStream;
};
void LogLinkMismatch(InfoLog &infoLog,
                     const std::string &variableName,
                     const char *variableType,
                     LinkMismatchError linkError,
                     const std::string &mismatchedStructOrBlockFieldName,
                     ShaderType shaderType1,
                     ShaderType shaderType2);
bool IsActiveInterfaceBlock(const sh::InterfaceBlock &interfaceBlock);
// Struct used for correlating uniforms/elements of uniform arrays to handles
struct VariableLocation
{
    static constexpr unsigned int kUnused = GL_INVALID_INDEX;
    VariableLocation();
    VariableLocation(unsigned int arrayIndex, unsigned int index);
    // If used is false, it means this location is only used to fill an empty space in an array,
    // and there is no corresponding uniform variable for this location. It can also mean the
    // uniform was optimized out by the implementation.
    bool used() const { return (index != kUnused); }
    void markUnused() { index = kUnused; }
    void markIgnored() { ignored = true; }
    // "arrayIndex" stores the index of the innermost GLSL array. It's zero for non-arrays.
    unsigned int arrayIndex;
    // "index" is an index of the variable. The variable contains the indices for other than the
    // innermost GLSL arrays.
    unsigned int index;
    // If this location was bound to an unreferenced uniform.  Setting data on this uniform is a
    // no-op.
    bool ignored;
};
// Information about a variable binding.
// Currently used by CHROMIUM_path_rendering
struct BindingInfo
{
    // The type of binding, for example GL_FLOAT_VEC3.
    // This can be GL_NONE if the variable is optimized away.
    GLenum type;
    // This is the name of the variable in
    // the translated shader program. Note that
    // this can be empty in the case where the
    // variable has been optimized away.
    std::string name;
    // True if the binding is valid, otherwise false.
    bool valid;
};
// This small structure encapsulates binding sampler uniforms to active GL textures.
struct SamplerBinding
{
    SamplerBinding(TextureType textureTypeIn,
                   SamplerFormat formatIn,
                   size_t elementCount,
                   bool unreferenced);
    SamplerBinding(const SamplerBinding &other);
    ~SamplerBinding();
    // Necessary for retrieving active textures from the GL state.
    TextureType textureType;
    SamplerFormat format;
    // List of all textures bound to this sampler, of type textureType.
    std::vector<GLuint> boundTextureUnits;
    // A note if this sampler is an unreferenced uniform.
    bool unreferenced;
};
// A varying with tranform feedback enabled. If it's an array, either the whole array or one of its
// elements specified by 'arrayIndex' can set to be enabled.
struct TransformFeedbackVarying : public sh::Varying
{
    TransformFeedbackVarying(const sh::Varying &varyingIn, GLuint index)
        : sh::Varying(varyingIn), arrayIndex(index)
    {
        ASSERT(!isArrayOfArrays());
    }
    TransformFeedbackVarying(const sh::ShaderVariable &field, const sh::Varying &parent)
        : arrayIndex(GL_INVALID_INDEX)
    {
        sh::ShaderVariable *thisVar = this;
        *thisVar                    = field;
        interpolation               = parent.interpolation;
        isInvariant                 = parent.isInvariant;
        name                        = parent.name + "." + name;
    }
    std::string nameWithArrayIndex() const
    {
        std::stringstream fullNameStr;
        fullNameStr << name;
        if (arrayIndex != GL_INVALID_INDEX)
        {
            fullNameStr << "[" << arrayIndex << "]";
        }
        return fullNameStr.str();
    }
    GLsizei size() const
    {
        return (isArray() && arrayIndex == GL_INVALID_INDEX ? getOutermostArraySize() : 1);
    }
    GLuint arrayIndex;
};
struct ImageBinding
{
    ImageBinding(size_t count);
    ImageBinding(GLuint imageUnit, size_t count, bool unreferenced);
    ImageBinding(const ImageBinding &other);
    ~ImageBinding();
    std::vector<GLuint> boundImageUnits;
    // A note if this image unit is an unreferenced uniform.
    bool unreferenced;
};
class ProgramState final : angle::NonCopyable
{
  public:
    ProgramState();
    ~ProgramState();
    const std::string &getLabel();
    Shader *getAttachedShader(ShaderType shaderType) const;
    const gl::ShaderMap<Shader *> &getAttachedShaders() const { return mAttachedShaders; }
    const std::vector<std::string> &getTransformFeedbackVaryingNames() const
    {
        return mTransformFeedbackVaryingNames;
    }
    GLint getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
    GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const
    {
        ASSERT(uniformBlockIndex < mUniformBlocks.size());
        return mUniformBlocks[uniformBlockIndex].binding;
    }
    GLuint getShaderStorageBlockBinding(GLuint blockIndex) const
    {
        ASSERT(blockIndex < mShaderStorageBlocks.size());
        return mShaderStorageBlocks[blockIndex].binding;
    }
    const UniformBlockBindingMask &getActiveUniformBlockBindingsMask() const
    {
        return mActiveUniformBlockBindings;
    }
    const std::vector<sh::Attribute> &getAttributes() const { return mAttributes; }
    const AttributesMask &getActiveAttribLocationsMask() const
    {
        return mActiveAttribLocationsMask;
    }
    unsigned int getMaxActiveAttribLocation() const { return mMaxActiveAttribLocation; }
    DrawBufferMask getActiveOutputVariables() const { return mActiveOutputVariables; }
    const std::vector<sh::OutputVariable> &getOutputVariables() const { return mOutputVariables; }
    const std::vector<VariableLocation> &getOutputLocations() const { return mOutputLocations; }
    const std::vector<VariableLocation> &getSecondaryOutputLocations() const
    {
        return mSecondaryOutputLocations;
    }
    const std::vector<LinkedUniform> &getUniforms() const { return mUniforms; }
    const std::vector<VariableLocation> &getUniformLocations() const { return mUniformLocations; }
    const std::vector<InterfaceBlock> &getUniformBlocks() const { return mUniformBlocks; }
    const std::vector<InterfaceBlock> &getShaderStorageBlocks() const
    {
        return mShaderStorageBlocks;
    }
    const std::vector<BufferVariable> &getBufferVariables() const { return mBufferVariables; }
    const std::vector<SamplerBinding> &getSamplerBindings() const { return mSamplerBindings; }
    const std::vector<ImageBinding> &getImageBindings() const { return mImageBindings; }
    const sh::WorkGroupSize &getComputeShaderLocalSize() const { return mComputeShaderLocalSize; }
    const RangeUI &getSamplerUniformRange() const { return mSamplerUniformRange; }
    const RangeUI &getImageUniformRange() const { return mImageUniformRange; }
    const RangeUI &getAtomicCounterUniformRange() const { return mAtomicCounterUniformRange; }
    const std::vector<TransformFeedbackVarying> &getLinkedTransformFeedbackVaryings() const
    {
        return mLinkedTransformFeedbackVaryings;
    }
    const std::vector<AtomicCounterBuffer> &getAtomicCounterBuffers() const
    {
        return mAtomicCounterBuffers;
    }
    GLuint getUniformIndexFromName(const std::string &name) const;
    GLuint getUniformIndexFromLocation(GLint location) const;
    Optional<GLuint> getSamplerIndex(GLint location) const;
    bool isSamplerUniformIndex(GLuint index) const;
    GLuint getSamplerIndexFromUniformIndex(GLuint uniformIndex) const;
    bool isImageUniformIndex(GLuint index) const;
    GLuint getImageIndexFromUniformIndex(GLuint uniformIndex) const;
    GLuint getAttributeLocation(const std::string &name) const;
    GLuint getBufferVariableIndexFromName(const std::string &name) const;
    int getNumViews() const { return mNumViews; }
    bool usesMultiview() const { return mNumViews != -1; }
    const ShaderBitSet &getLinkedShaderStages() const { return mLinkedShaderStages; }
    bool hasAttachedShader() const;
    const ActiveTextureMask &getActiveSamplersMask() const { return mActiveSamplersMask; }
    SamplerFormat getSamplerFormatForTextureUnitIndex(size_t textureUnitIndex) const
    {
        return mActiveSamplerFormats[textureUnitIndex];
    }
  private:
    friend class MemoryProgramCache;
    friend class Program;
    void updateTransformFeedbackStrides();
    void updateActiveSamplers();
    void updateActiveImages();
    // Scans the sampler bindings for type conflicts with sampler 'textureUnitIndex'.
    void setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex);
    std::string mLabel;
    sh::WorkGroupSize mComputeShaderLocalSize;
    ShaderMap<Shader *> mAttachedShaders;
    std::vector<std::string> mTransformFeedbackVaryingNames;
    std::vector<TransformFeedbackVarying> mLinkedTransformFeedbackVaryings;
    GLenum mTransformFeedbackBufferMode;
    // For faster iteration on the blocks currently being bound.
    UniformBlockBindingMask mActiveUniformBlockBindings;
    std::vector<sh::Attribute> mAttributes;
    angle::BitSet<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
    unsigned int mMaxActiveAttribLocation;
    ComponentTypeMask mAttributesTypeMask;
    // mAttributesMask is identical to mActiveAttribLocationsMask with built-in attributes removed.
    AttributesMask mAttributesMask;
    // Uniforms are sorted in order:
    //  1. Non-opaque uniforms
    //  2. Sampler uniforms
    //  3. Image uniforms
    //  4. Atomic counter uniforms
    //  5. Uniform block uniforms
    // This makes opaque uniform validation easier, since we don't need a separate list.
    // For generating the entries and naming them we follow the spec: GLES 3.1 November 2016 section
    // 7.3.1.1 Naming Active Resources. There's a separate entry for each struct member and each
    // inner array of an array of arrays. Names and mapped names of uniforms that are arrays include
    // [0] in the end. This makes implementation of queries simpler.
    std::vector<LinkedUniform> mUniforms;
    std::vector<VariableLocation> mUniformLocations;
    std::vector<InterfaceBlock> mUniformBlocks;
    std::vector<BufferVariable> mBufferVariables;
    std::vector<InterfaceBlock> mShaderStorageBlocks;
    std::vector<AtomicCounterBuffer> mAtomicCounterBuffers;
    RangeUI mSamplerUniformRange;
    RangeUI mImageUniformRange;
    RangeUI mAtomicCounterUniformRange;
    // An array of the samplers that are used by the program
    std::vector<SamplerBinding> mSamplerBindings;
    // An array of the images that are used by the program
    std::vector<ImageBinding> mImageBindings;
    // Names and mapped names of output variables that are arrays include [0] in the end, similarly
    // to uniforms.
    std::vector<sh::OutputVariable> mOutputVariables;
    std::vector<VariableLocation> mOutputLocations;
    // EXT_blend_func_extended secondary outputs (ones with index 1) in ESSL 3.00 shaders.
    std::vector<VariableLocation> mSecondaryOutputLocations;
    DrawBufferMask mActiveOutputVariables;
    // Fragment output variable base types: FLOAT, INT, or UINT.  Ordered by location.
    std::vector<GLenum> mOutputVariableTypes;
    ComponentTypeMask mDrawBufferTypeMask;
    bool mBinaryRetrieveableHint;
    bool mSeparable;
    ShaderBitSet mLinkedShaderStages;
    // ANGLE_multiview.
    int mNumViews;
    // GL_EXT_geometry_shader.
    PrimitiveMode mGeometryShaderInputPrimitiveType;
    PrimitiveMode mGeometryShaderOutputPrimitiveType;
    int mGeometryShaderInvocations;
    int mGeometryShaderMaxVertices;
    // GL_ANGLE_multi_draw
    int mDrawIDLocation;
    // The size of the data written to each transform feedback buffer per vertex.
    std::vector<GLsizei> mTransformFeedbackStrides;
    // Cached mask of active samplers and sampler types.
    ActiveTextureMask mActiveSamplersMask;
    ActiveTextureArray<uint32_t> mActiveSamplerRefCounts;
    ActiveTextureArray<TextureType> mActiveSamplerTypes;
    ActiveTextureArray<SamplerFormat> mActiveSamplerFormats;
    // Cached mask of active images.
    ActiveTextureMask mActiveImagesMask;
};
class ProgramBindings final : angle::NonCopyable
{
  public:
    ProgramBindings();
    ~ProgramBindings();
    void bindLocation(GLuint index, const std::string &name);
    int getBinding(const std::string &name) const;
    using const_iterator = std::unordered_map<std::string, GLuint>::const_iterator;
    const_iterator begin() const;
    const_iterator end() const;
  private:
    std::unordered_map<std::string, GLuint> mBindings;
};
struct ProgramVaryingRef
{
    const sh::Varying *get() const { return vertex ? vertex : fragment; }
    const sh::Varying *vertex   = nullptr;
    const sh::Varying *fragment = nullptr;
};
using ProgramMergedVaryings = std::map<std::string, ProgramVaryingRef>;
class Program final : angle::NonCopyable, public LabeledObject
{
  public:
    Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle);
    void onDestroy(const Context *context);
    GLuint id() const;
    void setLabel(const Context *context, const std::string &label) override;
    const std::string &getLabel() const override;
    ANGLE_INLINE rx::ProgramImpl *getImplementation() const
    {
        ASSERT(mLinkResolved);
        return mProgram;
    }
    void attachShader(Shader *shader);
    void detachShader(const Context *context, Shader *shader);
    int getAttachedShadersCount() const;
    const Shader *getAttachedShader(ShaderType shaderType) const;
    void bindAttributeLocation(GLuint index, const char *name);
    void bindUniformLocation(GLuint index, const char *name);
    // CHROMIUM_path_rendering
    BindingInfo getFragmentInputBindingInfo(GLint index) const;
    void bindFragmentInputLocation(GLint index, const char *name);
    void pathFragmentInputGen(GLint index, GLenum genMode, GLint components, const GLfloat *coeffs);
    // EXT_blend_func_extended
    void bindFragmentOutputLocation(GLuint index, const char *name);
    void bindFragmentOutputIndex(GLuint index, const char *name);
    // KHR_parallel_shader_compile
    // Try to link the program asynchrously. As a result, background threads may be launched to
    // execute the linking tasks concurrently.
    angle::Result link(const Context *context);
    // Peek whether there is any running linking tasks.
    bool isLinking() const;
    bool isLinked() const
    {
        ASSERT(mLinkResolved);
        return mLinked;
    }
    bool hasLinkedShaderStage(ShaderType shaderType) const
    {
        ASSERT(shaderType != ShaderType::InvalidEnum);
        return mState.mLinkedShaderStages[shaderType];
    }
    angle::Result loadBinary(const Context *context,
                             GLenum binaryFormat,
                             const void *binary,
                             GLsizei length);
    angle::Result saveBinary(Context *context,
                             GLenum *binaryFormat,
                             void *binary,
                             GLsizei bufSize,
                             GLsizei *length) const;
    GLint getBinaryLength(Context *context) const;
    void setBinaryRetrievableHint(bool retrievable);
    bool getBinaryRetrievableHint() const;
    void setSeparable(bool separable);
    bool isSeparable() const;
    int getInfoLogLength() const;
    void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
    void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const;
    GLuint getAttributeLocation(const std::string &name) const;
    bool isAttribLocationActive(size_t attribLocation) const;
    void getActiveAttribute(GLuint index,
                            GLsizei bufsize,
                            GLsizei *length,
                            GLint *size,
                            GLenum *type,
                            GLchar *name) const;
    GLint getActiveAttributeCount() const;
    GLint getActiveAttributeMaxLength() const;
    const std::vector<sh::Attribute> &getAttributes() const;
    GLint getFragDataLocation(const std::string &name) const;
    size_t getOutputResourceCount() const;
    const std::vector<GLenum> &getOutputVariableTypes() const;
    DrawBufferMask getActiveOutputVariables() const
    {
        ASSERT(mLinkResolved);
        return mState.mActiveOutputVariables;
    }
    // EXT_blend_func_extended
    GLint getFragDataIndex(const std::string &name) const;
    void getActiveUniform(GLuint index,
                          GLsizei bufsize,
                          GLsizei *length,
                          GLint *size,
                          GLenum *type,
                          GLchar *name) const;
    GLint getActiveUniformCount() const;
    size_t getActiveBufferVariableCount() const;
    GLint getActiveUniformMaxLength() const;
    bool isValidUniformLocation(GLint location) const;
    const LinkedUniform &getUniformByLocation(GLint location) const;
    const VariableLocation &getUniformLocation(GLint location) const;
    const std::vector<VariableLocation> &getUniformLocations() const
    {
        ASSERT(mLinkResolved);
        return mState.mUniformLocations;
    }
    const LinkedUniform &getUniformByIndex(GLuint index) const
    {
        ASSERT(mLinkResolved);
        ASSERT(index < static_cast<size_t>(mState.mUniforms.size()));
        return mState.mUniforms[index];
    }
    const BufferVariable &getBufferVariableByIndex(GLuint index) const;
    enum SetUniformResult
    {
        SamplerChanged,
        NoSamplerChange,
    };
    GLint getUniformLocation(const std::string &name) const;
    GLuint getUniformIndex(const std::string &name) const;
    void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
    void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
    void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
    void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
    void setUniform1iv(Context *context, GLint location, GLsizei count, const GLint *v);
    void setUniform2iv(GLint location, GLsizei count, const GLint *v);
    void setUniform3iv(GLint location, GLsizei count, const GLint *v);
    void setUniform4iv(GLint location, GLsizei count, const GLint *v);
    void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
    void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
    void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
    void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
    void setUniformMatrix2fv(GLint location,
                             GLsizei count,
                             GLboolean transpose,
                             const GLfloat *value);
    void setUniformMatrix3fv(GLint location,
                             GLsizei count,
                             GLboolean transpose,
                             const GLfloat *value);
    void setUniformMatrix4fv(GLint location,
                             GLsizei count,
                             GLboolean transpose,
                             const GLfloat *value);
    void setUniformMatrix2x3fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value);
    void setUniformMatrix3x2fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value);
    void setUniformMatrix2x4fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value);
    void setUniformMatrix4x2fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value);
    void setUniformMatrix3x4fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value);
    void setUniformMatrix4x3fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value);
    void getUniformfv(const Context *context, GLint location, GLfloat *params) const;
    void getUniformiv(const Context *context, GLint location, GLint *params) const;
    void getUniformuiv(const Context *context, GLint location, GLuint *params) const;
    void getActiveUniformBlockName(const GLuint blockIndex,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLchar *blockName) const;
    void getActiveShaderStorageBlockName(const GLuint blockIndex,
                                         GLsizei bufSize,
                                         GLsizei *length,
                                         GLchar *blockName) const;
    ANGLE_INLINE GLuint getActiveUniformBlockCount() const
    {
        ASSERT(mLinkResolved);
        return static_cast<GLuint>(mState.mUniformBlocks.size());
    }
    ANGLE_INLINE GLuint getActiveAtomicCounterBufferCount() const
    {
        ASSERT(mLinkResolved);
        return static_cast<GLuint>(mState.mAtomicCounterBuffers.size());
    }
    ANGLE_INLINE GLuint getActiveShaderStorageBlockCount() const
    {
        ASSERT(mLinkResolved);
        return static_cast<GLuint>(mState.mShaderStorageBlocks.size());
    }
    GLint getActiveUniformBlockMaxNameLength() const;
    GLint getActiveShaderStorageBlockMaxNameLength() const;
    GLuint getUniformBlockIndex(const std::string &name) const;
    GLuint getShaderStorageBlockIndex(const std::string &name) const;
    void bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding);
    GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const;
    GLuint getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const;
    const InterfaceBlock &getUniformBlockByIndex(GLuint index) const;
    const InterfaceBlock &getShaderStorageBlockByIndex(GLuint index) const;
    void setTransformFeedbackVaryings(GLsizei count,
                                      const GLchar *const *varyings,
                                      GLenum bufferMode);
    void getTransformFeedbackVarying(GLuint index,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLsizei *size,
                                     GLenum *type,
                                     GLchar *name) const;
    GLsizei getTransformFeedbackVaryingCount() const;
    GLsizei getTransformFeedbackVaryingMaxLength() const;
    GLenum getTransformFeedbackBufferMode() const;
    GLuint getTransformFeedbackVaryingResourceIndex(const GLchar *name) const;
    const TransformFeedbackVarying &getTransformFeedbackVaryingResource(GLuint index) const;
    bool hasDrawIDUniform() const;
    void setDrawIDUniform(GLint drawid);
    ANGLE_INLINE void addRef()
    {
        ASSERT(mLinkResolved);
        mRefCount++;
    }
    ANGLE_INLINE void release(const Context *context)
    {
        ASSERT(mLinkResolved);
        mRefCount--;
        if (mRefCount == 0 && mDeleteStatus)
        {
            deleteSelf(context);
        }
    }
    unsigned int getRefCount() const;
    bool isInUse() const { return getRefCount() != 0; }
    void flagForDeletion();
    bool isFlaggedForDeletion() const;
    void validate(const Caps &caps);
    bool 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();
        }
        return validateSamplersImpl(infoLog, caps);
    }
    bool isValidated() const;
    bool samplesFromTexture(const State &state, GLuint textureID) const;
    const AttributesMask &getActiveAttribLocationsMask() const
    {
        ASSERT(mLinkResolved);
        return mState.mActiveAttribLocationsMask;
    }
    const std::vector<SamplerBinding> &getSamplerBindings() const;
    const std::vector<ImageBinding> &getImageBindings() const
    {
        ASSERT(mLinkResolved);
        return mState.mImageBindings;
    }
    const sh::WorkGroupSize &getComputeShaderLocalSize() const;
    PrimitiveMode getGeometryShaderInputPrimitiveType() const;
    PrimitiveMode getGeometryShaderOutputPrimitiveType() const;
    GLint getGeometryShaderInvocations() const;
    GLint getGeometryShaderMaxVertices() const;
    const ProgramState &getState() const
    {
        ASSERT(mLinkResolved);
        return mState;
    }
    static LinkMismatchError LinkValidateVariablesBase(
        const sh::ShaderVariable &variable1,
        const sh::ShaderVariable &variable2,
        bool validatePrecision,
        bool validateArraySize,
        std::string *mismatchedStructOrBlockMemberName);
    GLuint getInputResourceIndex(const GLchar *name) const;
    GLuint getOutputResourceIndex(const GLchar *name) const;
    void getInputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
    void getOutputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
    void getUniformResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
    void getBufferVariableResourceName(GLuint index,
                                       GLsizei bufSize,
                                       GLsizei *length,
                                       GLchar *name) const;
    const sh::Attribute &getInputResource(GLuint index) const;
    const sh::OutputVariable &getOutputResource(GLuint index) const;
    const ProgramBindings &getAttributeBindings() const;
    const ProgramBindings &getUniformLocationBindings() const;
    const ProgramBindings &getFragmentInputBindings() const;
    int getNumViews() const
    {
        ASSERT(mLinkResolved);
        return mState.getNumViews();
    }
    bool usesMultiview() const { return mState.usesMultiview(); }
    ComponentTypeMask getDrawBufferTypeMask() const;
    ComponentTypeMask getAttributesTypeMask() const;
    AttributesMask getAttributesMask() const;
    const std::vector<GLsizei> &getTransformFeedbackStrides() const;
    const ActiveTextureMask &getActiveSamplersMask() const { return mState.mActiveSamplersMask; }
    const ActiveTextureMask &getActiveImagesMask() const { return mState.mActiveImagesMask; }
    const ActiveTextureArray<TextureType> &getActiveSamplerTypes() const
    {
        return mState.mActiveSamplerTypes;
    }
    // Program dirty bits.
    enum DirtyBitType
    {
        DIRTY_BIT_UNIFORM_BLOCK_BINDING_0,
        DIRTY_BIT_UNIFORM_BLOCK_BINDING_MAX =
            DIRTY_BIT_UNIFORM_BLOCK_BINDING_0 + IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS,
        DIRTY_BIT_COUNT = DIRTY_BIT_UNIFORM_BLOCK_BINDING_MAX,
    };
    using DirtyBits = angle::BitSet<DIRTY_BIT_COUNT>;
    angle::Result syncState(const Context *context);
    // Try to resolve linking. Inlined to make sure its overhead is as low as possible.
    void resolveLink(const Context *context)
    {
        if (!mLinkResolved)
        {
            resolveLinkImpl(context);
        }
    }
    ANGLE_INLINE bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
    // Writes a program's binary to the output memory buffer.
    void serialize(const Context *context, angle::MemoryBuffer *binaryOut) const;
  private:
    struct LinkingState;
    ~Program() override;
    // Loads program state according to the specified binary blob.
    angle::Result deserialize(const Context *context, BinaryInputStream &stream, InfoLog &infoLog);
    void unlink();
    void deleteSelf(const Context *context);
    bool linkValidateShaders(InfoLog &infoLog);
    bool linkAttributes(const Caps &caps, InfoLog &infoLog);
    bool linkInterfaceBlocks(const Caps &caps,
                             const Version &version,
                             bool webglCompatibility,
                             InfoLog &infoLog,
                             GLuint *combinedShaderStorageBlocksCount);
    bool linkVaryings(InfoLog &infoLog) const;
    bool linkUniforms(const Caps &caps,
                      InfoLog &infoLog,
                      const ProgramBindings &uniformLocationBindings,
                      GLuint *combinedImageUniformsCount,
                      std::vector<UnusedUniform> *unusedUniforms);
    void linkSamplerAndImageBindings(GLuint *combinedImageUniformsCount);
    bool linkAtomicCounterBuffers();
    void updateLinkedShaderStages();
    static LinkMismatchError LinkValidateVaryings(const sh::Varying &outputVarying,
                                                  const sh::Varying &inputVarying,
                                                  int shaderVersion,
                                                  bool validateGeometryShaderInputVarying,
                                                  std::string *mismatchedStructFieldName);
    bool linkValidateShaderInterfaceMatching(Shader *generatingShader,
                                             Shader *consumingShader,
                                             InfoLog &infoLog) const;
    // Check for aliased path rendering input bindings (if any).
    // If more than one binding refer statically to the same location the link must fail.
    bool linkValidateFragmentInputBindings(InfoLog &infoLog) const;
    bool linkValidateBuiltInVaryings(InfoLog &infoLog) const;
    bool linkValidateTransformFeedback(const Version &version,
                                       InfoLog &infoLog,
                                       const ProgramMergedVaryings &linkedVaryings,
                                       const Caps &caps) const;
    bool linkValidateGlobalNames(InfoLog &infoLog) const;
    void gatherTransformFeedbackVaryings(const ProgramMergedVaryings &varyings);
    ProgramMergedVaryings getMergedVaryings() const;
    int getOutputLocationForLink(const sh::OutputVariable &outputVariable) const;
    bool isOutputSecondaryForLink(const sh::OutputVariable &outputVariable) const;
    bool linkOutputVariables(const Caps &caps,
                             const Extensions &extensions,
                             const Version &version,
                             GLuint combinedImageUniformsCount,
                             GLuint combinedShaderStorageBlocksCount);
    void setUniformValuesFromBindingQualifiers();
    void initInterfaceBlockBindings();
    // Both these function update the cached uniform values and return a modified "count"
    // so that the uniform update doesn't overflow the uniform.
    template <typename T>
    GLsizei clampUniformCount(const VariableLocation &locationInfo,
                              GLsizei count,
                              int vectorSize,
                              const T *v);
    template <size_t cols, size_t rows, typename T>
    GLsizei clampMatrixUniformCount(GLint location, GLsizei count, GLboolean transpose, const T *v);
    void updateSamplerUniform(Context *context,
                              const VariableLocation &locationInfo,
                              GLsizei clampedCount,
                              const GLint *v);
    template <typename DestT>
    void getUniformInternal(const Context *context,
                            DestT *dataOut,
                            GLint location,
                            GLenum nativeType,
                            int components) const;
    template <typename T>
    void getResourceName(GLuint index,
                         const std::vector<T> &resources,
                         GLsizei bufSize,
                         GLsizei *length,
                         GLchar *name) const;
    template <typename T>
    GLint getActiveInterfaceBlockMaxNameLength(const std::vector<T> &resources) const;
    GLuint getSamplerUniformBinding(const VariableLocation &uniformLocation) const;
    bool validateSamplersImpl(InfoLog *infoLog, const Caps &caps);
    // Block until linking is finished and resolve it.
    void resolveLinkImpl(const gl::Context *context);
    void postResolveLink(const gl::Context *context);
    ProgramState mState;
    rx::ProgramImpl *mProgram;
    bool mValidated;
    ProgramBindings mAttributeBindings;
    // Note that this has nothing to do with binding layout qualifiers that can be set for some
    // uniforms in GLES3.1+. It is used to pre-set the location of uniforms.
    ProgramBindings mUniformLocationBindings;
    // CHROMIUM_path_rendering
    ProgramBindings mFragmentInputBindings;
    // EXT_blend_func_extended
    ProgramBindings mFragmentOutputLocations;
    ProgramBindings mFragmentOutputIndexes;
    bool mLinked;
    bool mLinkResolved;
    std::unique_ptr<LinkingState> mLinkingState;
    bool mDeleteStatus;  // Flag to indicate that the program can be deleted when no longer in use
    unsigned int mRefCount;
    ShaderProgramManager *mResourceManager;
    const GLuint mHandle;
    InfoLog mInfoLog;
    // Cache for sampler validation
    Optional<bool> mCachedValidateSamplersResult;
    DirtyBits mDirtyBits;
};
}  // namespace gl
#endif  // LIBANGLE_PROGRAM_H_