| // |
| // Copyright 2017 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. |
| // |
| |
| // ProgramLinkedResources.cpp: implements link-time checks for default block uniforms, and generates |
| // uniform locations. Populates data structures related to uniforms so that they can be stored in |
| // program state. |
| |
| #include "libANGLE/ProgramLinkedResources.h" |
| |
| #include "common/string_utils.h" |
| #include "common/utilities.h" |
| #include "libANGLE/Caps.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/Shader.h" |
| #include "libANGLE/features.h" |
| |
| namespace gl |
| { |
| namespace |
| { |
| LinkedUniform *FindUniform(std::vector<LinkedUniform> &list, const std::string &name) |
| { |
| for (LinkedUniform &uniform : list) |
| { |
| if (uniform.name == name) |
| return &uniform; |
| } |
| |
| return nullptr; |
| } |
| |
| template <typename VarT> |
| void SetActive(std::vector<VarT> *list, const std::string &name, ShaderType shaderType, bool active) |
| { |
| for (auto &variable : *list) |
| { |
| if (variable.name == name) |
| { |
| variable.setActive(shaderType, active); |
| return; |
| } |
| } |
| } |
| |
| // GLSL ES Spec 3.00.3, section 4.3.5. |
| LinkMismatchError LinkValidateUniforms(const sh::ShaderVariable &uniform1, |
| const sh::ShaderVariable &uniform2, |
| std::string *mismatchedStructFieldName) |
| { |
| #if ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION == ANGLE_ENABLED |
| const bool validatePrecisionFeature = true; |
| #else |
| const bool validatePrecisionFeature = false; |
| #endif |
| |
| // Validate precision match of uniforms iff they are statically used |
| bool validatePrecision = uniform1.staticUse && uniform2.staticUse && validatePrecisionFeature; |
| LinkMismatchError linkError = LinkValidateProgramVariables( |
| uniform1, uniform2, validatePrecision, false, false, mismatchedStructFieldName); |
| if (linkError != LinkMismatchError::NO_MISMATCH) |
| { |
| return linkError; |
| } |
| |
| // GLSL ES Spec 3.10.4, section 4.4.5. |
| if (uniform1.binding != -1 && uniform2.binding != -1 && uniform1.binding != uniform2.binding) |
| { |
| return LinkMismatchError::BINDING_MISMATCH; |
| } |
| |
| // GLSL ES Spec 3.10.4, section 9.2.1. |
| if (uniform1.location != -1 && uniform2.location != -1 && |
| uniform1.location != uniform2.location) |
| { |
| return LinkMismatchError::LOCATION_MISMATCH; |
| } |
| if (uniform1.offset != uniform2.offset) |
| { |
| return LinkMismatchError::OFFSET_MISMATCH; |
| } |
| |
| return LinkMismatchError::NO_MISMATCH; |
| } |
| |
| using ShaderUniform = std::pair<ShaderType, const sh::ShaderVariable *>; |
| |
| bool ValidateGraphicsUniformsPerShader(Shader *shaderToLink, |
| bool extendLinkedUniforms, |
| std::map<std::string, ShaderUniform> *linkedUniforms, |
| InfoLog &infoLog) |
| { |
| ASSERT(shaderToLink && linkedUniforms); |
| |
| for (const sh::ShaderVariable &uniform : shaderToLink->getUniforms()) |
| { |
| const auto &entry = linkedUniforms->find(uniform.name); |
| if (entry != linkedUniforms->end()) |
| { |
| const sh::ShaderVariable &linkedUniform = *(entry->second.second); |
| std::string mismatchedStructFieldName; |
| LinkMismatchError linkError = |
| LinkValidateUniforms(uniform, linkedUniform, &mismatchedStructFieldName); |
| if (linkError != LinkMismatchError::NO_MISMATCH) |
| { |
| LogLinkMismatch(infoLog, uniform.name, "uniform", linkError, |
| mismatchedStructFieldName, entry->second.first, |
| shaderToLink->getType()); |
| return false; |
| } |
| } |
| else if (extendLinkedUniforms) |
| { |
| (*linkedUniforms)[uniform.name] = std::make_pair(shaderToLink->getType(), &uniform); |
| } |
| } |
| |
| return true; |
| } |
| |
| GLuint GetMaximumShaderUniformVectors(ShaderType shaderType, const Caps &caps) |
| { |
| switch (shaderType) |
| { |
| case ShaderType::Vertex: |
| return static_cast<GLuint>(caps.maxVertexUniformVectors); |
| case ShaderType::Fragment: |
| return static_cast<GLuint>(caps.maxFragmentUniformVectors); |
| |
| case ShaderType::Compute: |
| case ShaderType::Geometry: |
| case ShaderType::TessControl: |
| case ShaderType::TessEvaluation: |
| return static_cast<GLuint>(caps.maxShaderUniformComponents[shaderType]) / 4; |
| |
| default: |
| UNREACHABLE(); |
| return 0u; |
| } |
| } |
| |
| enum class UniformType : uint8_t |
| { |
| Variable = 0, |
| Sampler = 1, |
| Image = 2, |
| AtomicCounter = 3, |
| |
| InvalidEnum = 4, |
| EnumCount = 4, |
| }; |
| |
| const char *GetUniformResourceNameString(UniformType uniformType) |
| { |
| switch (uniformType) |
| { |
| case UniformType::Variable: |
| return "uniform"; |
| case UniformType::Sampler: |
| return "texture image unit"; |
| case UniformType::Image: |
| return "image uniform"; |
| case UniformType::AtomicCounter: |
| return "atomic counter"; |
| default: |
| UNREACHABLE(); |
| return ""; |
| } |
| } |
| |
| std::string GetUniformResourceLimitName(ShaderType shaderType, UniformType uniformType) |
| { |
| // Special case: MAX_TEXTURE_IMAGE_UNITS (no "MAX_FRAGMENT_TEXTURE_IMAGE_UNITS") |
| if (shaderType == ShaderType::Fragment && uniformType == UniformType::Sampler) |
| { |
| return "MAX_TEXTURE_IMAGE_UNITS"; |
| } |
| |
| std::ostringstream ostream; |
| ostream << "MAX_" << GetShaderTypeString(shaderType) << "_"; |
| |
| switch (uniformType) |
| { |
| case UniformType::Variable: |
| // For vertex and fragment shaders, ES 2.0 only defines MAX_VERTEX_UNIFORM_VECTORS and |
| // MAX_FRAGMENT_UNIFORM_VECTORS ([OpenGL ES 2.0] Table 6.20). |
| if (shaderType == ShaderType::Vertex || shaderType == ShaderType::Fragment) |
| { |
| ostream << "UNIFORM_VECTORS"; |
| break; |
| } |
| // For compute and geometry shaders, there are no definitions on |
| // "MAX_COMPUTE_UNIFORM_VECTORS" or "MAX_GEOMETRY_UNIFORM_VECTORS_EXT" |
| // ([OpenGL ES 3.1] Table 20.45, [EXT_geometry_shader] Table 20.43gs). |
| else |
| { |
| ostream << "UNIFORM_COMPONENTS"; |
| } |
| break; |
| case UniformType::Sampler: |
| ostream << "TEXTURE_IMAGE_UNITS"; |
| break; |
| case UniformType::Image: |
| ostream << "IMAGE_UNIFORMS"; |
| break; |
| case UniformType::AtomicCounter: |
| ostream << "ATOMIC_COUNTERS"; |
| break; |
| default: |
| UNREACHABLE(); |
| return ""; |
| } |
| |
| if (shaderType == ShaderType::Geometry) |
| { |
| ostream << "_EXT"; |
| } |
| |
| return ostream.str(); |
| } |
| |
| void LogUniformsExceedLimit(ShaderType shaderType, |
| UniformType uniformType, |
| GLuint limit, |
| InfoLog &infoLog) |
| { |
| infoLog << GetShaderTypeString(shaderType) << " shader " |
| << GetUniformResourceNameString(uniformType) << "s count exceeds " |
| << GetUniformResourceLimitName(shaderType, uniformType) << "(" << limit << ")"; |
| } |
| |
| // The purpose of this visitor is to capture the uniforms in a uniform block. Each new uniform is |
| // added to "uniformsOut". |
| class UniformBlockEncodingVisitor : public sh::VariableNameVisitor |
| { |
| public: |
| UniformBlockEncodingVisitor(const GetBlockMemberInfoFunc &getMemberInfo, |
| const std::string &namePrefix, |
| const std::string &mappedNamePrefix, |
| std::vector<LinkedUniform> *uniformsOut, |
| ShaderType shaderType, |
| int blockIndex) |
| : sh::VariableNameVisitor(namePrefix, mappedNamePrefix), |
| mGetMemberInfo(getMemberInfo), |
| mUniformsOut(uniformsOut), |
| mShaderType(shaderType), |
| mBlockIndex(blockIndex) |
| {} |
| |
| void visitNamedVariable(const sh::ShaderVariable &variable, |
| bool isRowMajor, |
| const std::string &name, |
| const std::string &mappedName, |
| const std::vector<unsigned int> &arraySizes) override |
| { |
| // If getBlockMemberInfo returns false, the variable is optimized out. |
| sh::BlockMemberInfo variableInfo; |
| if (!mGetMemberInfo(name, mappedName, &variableInfo)) |
| return; |
| |
| std::string nameWithArrayIndex = name; |
| std::string mappedNameWithArrayIndex = mappedName; |
| |
| if (variable.isArray()) |
| { |
| nameWithArrayIndex += "[0]"; |
| mappedNameWithArrayIndex += "[0]"; |
| } |
| |
| if (mBlockIndex == -1) |
| { |
| SetActive(mUniformsOut, nameWithArrayIndex, mShaderType, variable.active); |
| return; |
| } |
| |
| LinkedUniform newUniform(variable.type, variable.precision, nameWithArrayIndex, |
| variable.arraySizes, -1, -1, -1, mBlockIndex, variableInfo); |
| newUniform.mappedName = mappedNameWithArrayIndex; |
| newUniform.setActive(mShaderType, variable.active); |
| |
| // Since block uniforms have no location, we don't need to store them in the uniform |
| // locations list. |
| mUniformsOut->push_back(newUniform); |
| } |
| |
| private: |
| const GetBlockMemberInfoFunc &mGetMemberInfo; |
| std::vector<LinkedUniform> *mUniformsOut; |
| const ShaderType mShaderType; |
| const int mBlockIndex; |
| }; |
| |
| // The purpose of this visitor is to capture the buffer variables in a shader storage block. Each |
| // new buffer variable is stored in "bufferVariablesOut". |
| class ShaderStorageBlockVisitor : public sh::BlockEncoderVisitor |
| { |
| public: |
| ShaderStorageBlockVisitor(const GetBlockMemberInfoFunc &getMemberInfo, |
| const std::string &namePrefix, |
| const std::string &mappedNamePrefix, |
| std::vector<BufferVariable> *bufferVariablesOut, |
| ShaderType shaderType, |
| int blockIndex) |
| : sh::BlockEncoderVisitor(namePrefix, mappedNamePrefix, &mStubEncoder), |
| mGetMemberInfo(getMemberInfo), |
| mBufferVariablesOut(bufferVariablesOut), |
| mShaderType(shaderType), |
| mBlockIndex(blockIndex) |
| {} |
| |
| void visitNamedVariable(const sh::ShaderVariable &variable, |
| bool isRowMajor, |
| const std::string &name, |
| const std::string &mappedName, |
| const std::vector<unsigned int> &arraySizes) override |
| { |
| if (mSkipEnabled) |
| return; |
| |
| // If getBlockMemberInfo returns false, the variable is optimized out. |
| sh::BlockMemberInfo variableInfo; |
| if (!mGetMemberInfo(name, mappedName, &variableInfo)) |
| return; |
| |
| std::string nameWithArrayIndex = name; |
| std::string mappedNameWithArrayIndex = mappedName; |
| |
| if (variable.isArray()) |
| { |
| nameWithArrayIndex += "[0]"; |
| mappedNameWithArrayIndex += "[0]"; |
| } |
| |
| if (mBlockIndex == -1) |
| { |
| SetActive(mBufferVariablesOut, nameWithArrayIndex, mShaderType, variable.active); |
| return; |
| } |
| |
| BufferVariable newBufferVariable(variable.type, variable.precision, nameWithArrayIndex, |
| variable.arraySizes, mBlockIndex, variableInfo); |
| newBufferVariable.mappedName = mappedNameWithArrayIndex; |
| newBufferVariable.setActive(mShaderType, variable.active); |
| |
| newBufferVariable.topLevelArraySize = mTopLevelArraySize; |
| |
| mBufferVariablesOut->push_back(newBufferVariable); |
| } |
| |
| private: |
| const GetBlockMemberInfoFunc &mGetMemberInfo; |
| std::vector<BufferVariable> *mBufferVariablesOut; |
| const ShaderType mShaderType; |
| const int mBlockIndex; |
| sh::StubBlockEncoder mStubEncoder; |
| }; |
| |
| struct ShaderUniformCount |
| { |
| unsigned int vectorCount = 0; |
| unsigned int samplerCount = 0; |
| unsigned int imageCount = 0; |
| unsigned int atomicCounterCount = 0; |
| unsigned int fragmentInOutCount = 0; |
| }; |
| |
| ShaderUniformCount &operator+=(ShaderUniformCount &lhs, const ShaderUniformCount &rhs) |
| { |
| lhs.vectorCount += rhs.vectorCount; |
| lhs.samplerCount += rhs.samplerCount; |
| lhs.imageCount += rhs.imageCount; |
| lhs.atomicCounterCount += rhs.atomicCounterCount; |
| lhs.fragmentInOutCount += rhs.fragmentInOutCount; |
| return lhs; |
| } |
| |
| // The purpose of this visitor is to flatten struct and array uniforms into a list of singleton |
| // uniforms. They are stored in separate lists by uniform type so they can be sorted in order. |
| // Counts for each uniform category are stored and can be queried with "getCounts". |
| class FlattenUniformVisitor : public sh::VariableNameVisitor |
| { |
| public: |
| FlattenUniformVisitor(ShaderType shaderType, |
| const sh::ShaderVariable &uniform, |
| std::vector<LinkedUniform> *uniforms, |
| std::vector<LinkedUniform> *samplerUniforms, |
| std::vector<LinkedUniform> *imageUniforms, |
| std::vector<LinkedUniform> *atomicCounterUniforms, |
| std::vector<LinkedUniform> *inputAttachmentUniforms, |
| std::vector<UnusedUniform> *unusedUniforms) |
| : sh::VariableNameVisitor("", ""), |
| mShaderType(shaderType), |
| mMarkActive(uniform.active), |
| mMarkStaticUse(uniform.staticUse), |
| mBinding(uniform.binding), |
| mOffset(uniform.offset), |
| mLocation(uniform.location), |
| mUniforms(uniforms), |
| mSamplerUniforms(samplerUniforms), |
| mImageUniforms(imageUniforms), |
| mAtomicCounterUniforms(atomicCounterUniforms), |
| mInputAttachmentUniforms(inputAttachmentUniforms), |
| mUnusedUniforms(unusedUniforms) |
| {} |
| |
| void visitNamedOpaqueObject(const sh::ShaderVariable &variable, |
| const std::string &name, |
| const std::string &mappedName, |
| const std::vector<unsigned int> &arraySizes) override |
| { |
| visitNamedVariable(variable, false, name, mappedName, arraySizes); |
| } |
| |
| void visitNamedVariable(const sh::ShaderVariable &variable, |
| bool isRowMajor, |
| const std::string &name, |
| const std::string &mappedName, |
| const std::vector<unsigned int> &arraySizes) override |
| { |
| bool isSampler = IsSamplerType(variable.type); |
| bool isImage = IsImageType(variable.type); |
| bool isAtomicCounter = IsAtomicCounterType(variable.type); |
| bool isFragmentInOut = variable.isFragmentInOut; |
| std::vector<LinkedUniform> *uniformList = mUniforms; |
| if (isSampler) |
| { |
| uniformList = mSamplerUniforms; |
| } |
| else if (isImage) |
| { |
| uniformList = mImageUniforms; |
| } |
| else if (isAtomicCounter) |
| { |
| uniformList = mAtomicCounterUniforms; |
| } |
| else if (isFragmentInOut) |
| { |
| uniformList = mInputAttachmentUniforms; |
| } |
| |
| std::string fullNameWithArrayIndex(name); |
| std::string fullMappedNameWithArrayIndex(mappedName); |
| |
| if (variable.isArray()) |
| { |
| // We're following the GLES 3.1 November 2016 spec section 7.3.1.1 Naming Active |
| // Resources and including [0] at the end of array variable names. |
| fullNameWithArrayIndex += "[0]"; |
| fullMappedNameWithArrayIndex += "[0]"; |
| } |
| |
| LinkedUniform *existingUniform = FindUniform(*uniformList, fullNameWithArrayIndex); |
| if (existingUniform) |
| { |
| if (getBinding() != -1) |
| { |
| existingUniform->binding = getBinding(); |
| } |
| if (getOffset() != -1) |
| { |
| existingUniform->offset = getOffset(); |
| } |
| if (mLocation != -1) |
| { |
| existingUniform->location = mLocation; |
| } |
| if (mMarkActive) |
| { |
| existingUniform->active = true; |
| existingUniform->setActive(mShaderType, true); |
| } |
| if (mMarkStaticUse) |
| { |
| existingUniform->staticUse = true; |
| } |
| } |
| else |
| { |
| LinkedUniform linkedUniform(variable.type, variable.precision, fullNameWithArrayIndex, |
| variable.arraySizes, getBinding(), getOffset(), mLocation, |
| -1, sh::kDefaultBlockMemberInfo); |
| linkedUniform.mappedName = fullMappedNameWithArrayIndex; |
| linkedUniform.active = mMarkActive; |
| linkedUniform.staticUse = mMarkStaticUse; |
| linkedUniform.outerArraySizes = arraySizes; |
| linkedUniform.texelFetchStaticUse = variable.texelFetchStaticUse; |
| linkedUniform.imageUnitFormat = variable.imageUnitFormat; |
| linkedUniform.isFragmentInOut = variable.isFragmentInOut; |
| if (variable.hasParentArrayIndex()) |
| { |
| linkedUniform.setParentArrayIndex(variable.parentArrayIndex()); |
| } |
| if (mMarkActive) |
| { |
| linkedUniform.setActive(mShaderType, true); |
| } |
| else |
| { |
| mUnusedUniforms->emplace_back( |
| linkedUniform.name, linkedUniform.isSampler(), linkedUniform.isImage(), |
| linkedUniform.isAtomicCounter(), linkedUniform.isFragmentInOut); |
| } |
| |
| uniformList->push_back(linkedUniform); |
| } |
| |
| unsigned int elementCount = variable.getBasicTypeElementCount(); |
| |
| // Samplers and images aren't "real" uniforms, so they don't count towards register usage. |
| // Likewise, don't count "real" uniforms towards opaque count. |
| |
| if (!IsOpaqueType(variable.type) && !isFragmentInOut) |
| { |
| mUniformCount.vectorCount += VariableRegisterCount(variable.type) * elementCount; |
| } |
| |
| mUniformCount.samplerCount += (isSampler ? elementCount : 0); |
| mUniformCount.imageCount += (isImage ? elementCount : 0); |
| mUniformCount.atomicCounterCount += (isAtomicCounter ? elementCount : 0); |
| mUniformCount.fragmentInOutCount += (isFragmentInOut ? elementCount : 0); |
| |
| if (mLocation != -1) |
| { |
| mLocation += elementCount; |
| } |
| } |
| |
| void enterStructAccess(const sh::ShaderVariable &structVar, bool isRowMajor) override |
| { |
| mStructStackSize++; |
| sh::VariableNameVisitor::enterStructAccess(structVar, isRowMajor); |
| } |
| |
| void exitStructAccess(const sh::ShaderVariable &structVar, bool isRowMajor) override |
| { |
| mStructStackSize--; |
| sh::VariableNameVisitor::exitStructAccess(structVar, isRowMajor); |
| } |
| |
| ShaderUniformCount getCounts() const { return mUniformCount; } |
| |
| private: |
| int getBinding() const { return mStructStackSize == 0 ? mBinding : -1; } |
| int getOffset() const { return mStructStackSize == 0 ? mOffset : -1; } |
| |
| ShaderType mShaderType; |
| |
| // Active and StaticUse are given separately because they are tracked at struct granularity. |
| bool mMarkActive; |
| bool mMarkStaticUse; |
| int mBinding; |
| int mOffset; |
| int mLocation; |
| std::vector<LinkedUniform> *mUniforms; |
| std::vector<LinkedUniform> *mSamplerUniforms; |
| std::vector<LinkedUniform> *mImageUniforms; |
| std::vector<LinkedUniform> *mAtomicCounterUniforms; |
| std::vector<LinkedUniform> *mInputAttachmentUniforms; |
| std::vector<UnusedUniform> *mUnusedUniforms; |
| ShaderUniformCount mUniformCount; |
| unsigned int mStructStackSize = 0; |
| }; |
| |
| class InterfaceBlockInfo final : angle::NonCopyable |
| { |
| public: |
| InterfaceBlockInfo(CustomBlockLayoutEncoderFactory *customEncoderFactory) |
| : mCustomEncoderFactory(customEncoderFactory) |
| {} |
| |
| void getShaderBlockInfo(const std::vector<sh::InterfaceBlock> &interfaceBlocks); |
| |
| bool getBlockSize(const std::string &name, const std::string &mappedName, size_t *sizeOut); |
| bool getBlockMemberInfo(const std::string &name, |
| const std::string &mappedName, |
| sh::BlockMemberInfo *infoOut); |
| |
| private: |
| size_t getBlockInfo(const sh::InterfaceBlock &interfaceBlock); |
| |
| std::map<std::string, size_t> mBlockSizes; |
| sh::BlockLayoutMap mBlockLayout; |
| // Based on the interface block layout, the std140 or std430 encoders are used. On some |
| // platforms (currently only D3D), there could be another non-standard encoder used. |
| CustomBlockLayoutEncoderFactory *mCustomEncoderFactory; |
| }; |
| |
| void InterfaceBlockInfo::getShaderBlockInfo(const std::vector<sh::InterfaceBlock> &interfaceBlocks) |
| { |
| for (const sh::InterfaceBlock &interfaceBlock : interfaceBlocks) |
| { |
| if (!IsActiveInterfaceBlock(interfaceBlock)) |
| continue; |
| |
| if (mBlockSizes.count(interfaceBlock.name) > 0) |
| continue; |
| |
| size_t dataSize = getBlockInfo(interfaceBlock); |
| mBlockSizes[interfaceBlock.name] = dataSize; |
| } |
| } |
| |
| size_t InterfaceBlockInfo::getBlockInfo(const sh::InterfaceBlock &interfaceBlock) |
| { |
| ASSERT(IsActiveInterfaceBlock(interfaceBlock)); |
| |
| // define member uniforms |
| sh::Std140BlockEncoder std140Encoder; |
| sh::Std430BlockEncoder std430Encoder; |
| sh::BlockLayoutEncoder *customEncoder = nullptr; |
| sh::BlockLayoutEncoder *encoder = nullptr; |
| |
| if (interfaceBlock.layout == sh::BLOCKLAYOUT_STD140) |
| { |
| encoder = &std140Encoder; |
| } |
| else if (interfaceBlock.layout == sh::BLOCKLAYOUT_STD430) |
| { |
| encoder = &std430Encoder; |
| } |
| else if (mCustomEncoderFactory) |
| { |
| encoder = customEncoder = mCustomEncoderFactory->makeEncoder(); |
| } |
| else |
| { |
| UNREACHABLE(); |
| return 0; |
| } |
| |
| sh::GetInterfaceBlockInfo(interfaceBlock.fields, interfaceBlock.fieldPrefix(), encoder, |
| &mBlockLayout); |
| |
| size_t offset = encoder->getCurrentOffset(); |
| |
| SafeDelete(customEncoder); |
| |
| return offset; |
| } |
| |
| bool InterfaceBlockInfo::getBlockSize(const std::string &name, |
| const std::string &mappedName, |
| size_t *sizeOut) |
| { |
| size_t nameLengthWithoutArrayIndex; |
| ParseArrayIndex(name, &nameLengthWithoutArrayIndex); |
| std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex); |
| auto sizeIter = mBlockSizes.find(baseName); |
| if (sizeIter == mBlockSizes.end()) |
| { |
| *sizeOut = 0; |
| return false; |
| } |
| |
| *sizeOut = sizeIter->second; |
| return true; |
| } |
| |
| bool InterfaceBlockInfo::getBlockMemberInfo(const std::string &name, |
| const std::string &mappedName, |
| sh::BlockMemberInfo *infoOut) |
| { |
| auto infoIter = mBlockLayout.find(name); |
| if (infoIter == mBlockLayout.end()) |
| { |
| *infoOut = sh::kDefaultBlockMemberInfo; |
| return false; |
| } |
| |
| *infoOut = infoIter->second; |
| return true; |
| } |
| |
| void GetFilteredVaryings(const std::vector<sh::ShaderVariable> &varyings, |
| std::vector<const sh::ShaderVariable *> *filteredVaryingsOut) |
| { |
| for (const sh::ShaderVariable &varying : varyings) |
| { |
| // Built-in varyings obey special rules |
| if (varying.isBuiltIn()) |
| { |
| continue; |
| } |
| |
| filteredVaryingsOut->push_back(&varying); |
| } |
| } |
| |
| LinkMismatchError LinkValidateVaryings(const sh::ShaderVariable &outputVarying, |
| const sh::ShaderVariable &inputVarying, |
| int shaderVersion, |
| ShaderType frontShaderType, |
| ShaderType backShaderType, |
| bool isSeparable, |
| std::string *mismatchedStructFieldName) |
| { |
| // [ES 3.2 spec] 7.4.1 Shader Interface Matching: |
| // Tessellation control shader per-vertex output variables and blocks and tessellation control, |
| // tessellation evaluation, and geometry shader per-vertex input variables and blocks are |
| // required to be declared as arrays, with each element representing input or output values for |
| // a single vertex of a multi-vertex primitive. For the purposes of interface matching, such |
| // variables and blocks are treated as though they were not declared as arrays. |
| bool treatOutputAsNonArray = |
| (frontShaderType == ShaderType::TessControl && !outputVarying.isPatch); |
| bool treatInputAsNonArray = |
| ((backShaderType == ShaderType::TessControl || |
| backShaderType == ShaderType::TessEvaluation || backShaderType == ShaderType::Geometry) && |
| !inputVarying.isPatch); |
| |
| // Skip the validation on the array sizes between a vertex output varying and a geometry input |
| // varying as it has been done before. |
| bool validatePrecision = isSeparable && (shaderVersion > 100); |
| LinkMismatchError linkError = LinkValidateProgramVariables( |
| outputVarying, inputVarying, validatePrecision, treatOutputAsNonArray, treatInputAsNonArray, |
| mismatchedStructFieldName); |
| if (linkError != LinkMismatchError::NO_MISMATCH) |
| { |
| return linkError; |
| } |
| |
| // Explicit locations must match if the names match. |
| if (outputVarying.isSameNameAtLinkTime(inputVarying) && |
| outputVarying.location != inputVarying.location) |
| { |
| return LinkMismatchError::LOCATION_MISMATCH; |
| } |
| |
| if (!sh::InterpolationTypesMatch(outputVarying.interpolation, inputVarying.interpolation)) |
| { |
| return LinkMismatchError::INTERPOLATION_TYPE_MISMATCH; |
| } |
| |
| if (shaderVersion == 100 && outputVarying.isInvariant != inputVarying.isInvariant) |
| { |
| return LinkMismatchError::INVARIANCE_MISMATCH; |
| } |
| |
| return LinkMismatchError::NO_MISMATCH; |
| } |
| |
| bool DoShaderVariablesMatch(int frontShaderVersion, |
| ShaderType frontShaderType, |
| ShaderType backShaderType, |
| const sh::ShaderVariable &input, |
| const sh::ShaderVariable &output, |
| bool isSeparable, |
| gl::InfoLog &infoLog) |
| { |
| bool namesMatch = input.isSameNameAtLinkTime(output); |
| bool locationsMatch = input.location != -1 && input.location == output.location; |
| |
| // An output block is considered to match an input block in the subsequent |
| // shader if the two blocks have the same block name, and the members of the |
| // block match exactly in name, type, qualification, and declaration order. |
| // |
| // - For the purposes of shader interface matching, the gl_PointSize |
| // member of the intrinsically declared gl_PerVertex shader interface |
| // block is ignored. |
| // - Output blocks that do not match in name, but have a location and match |
| // in every other way listed above may be considered to match by some |
| // implementations, but not all - so this behaviour should not be relied |
| // upon. |
| |
| // An output variable is considered to match an input variable in the subsequent |
| // shader if: |
| // |
| // - the two variables match in name, type, and qualification; or |
| // - the two variables are declared with the same location qualifier and |
| // match in type and qualification. |
| |
| if (namesMatch || locationsMatch) |
| { |
| std::string mismatchedStructFieldName; |
| LinkMismatchError linkError = |
| LinkValidateVaryings(output, input, frontShaderVersion, frontShaderType, backShaderType, |
| isSeparable, &mismatchedStructFieldName); |
| if (linkError != LinkMismatchError::NO_MISMATCH) |
| { |
| LogLinkMismatch(infoLog, input.name, "varying", linkError, mismatchedStructFieldName, |
| frontShaderType, backShaderType); |
| return false; |
| } |
| |
| return true; |
| } |
| |
| return false; |
| } |
| } // anonymous namespace |
| |
| UniformLinker::UniformLinker(const ProgramState &state) : mState(state) {} |
| |
| UniformLinker::~UniformLinker() = default; |
| |
| void UniformLinker::getResults(std::vector<LinkedUniform> *uniforms, |
| std::vector<UnusedUniform> *unusedUniforms, |
| std::vector<VariableLocation> *uniformLocations) |
| { |
| uniforms->swap(mUniforms); |
| unusedUniforms->swap(mUnusedUniforms); |
| uniformLocations->swap(mUniformLocations); |
| } |
| |
| bool UniformLinker::link(const Caps &caps, |
| InfoLog &infoLog, |
| const ProgramAliasedBindings &uniformLocationBindings) |
| { |
| if (mState.getAttachedShader(ShaderType::Vertex) && |
| mState.getAttachedShader(ShaderType::Fragment)) |
| { |
| ASSERT(mState.getAttachedShader(ShaderType::Compute) == nullptr); |
| if (!validateGraphicsUniforms(infoLog)) |
| { |
| return false; |
| } |
| } |
| |
| // Flatten the uniforms list (nested fields) into a simple list (no nesting). |
| // Also check the maximum uniform vector and sampler counts. |
| if (!flattenUniformsAndCheckCaps(caps, infoLog)) |
| { |
| return false; |
| } |
| |
| if (!checkMaxCombinedAtomicCounters(caps, infoLog)) |
| { |
| return false; |
| } |
| |
| if (!indexUniforms(infoLog, uniformLocationBindings)) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool UniformLinker::validateGraphicsUniforms(InfoLog &infoLog) const |
| { |
| // Check that uniforms defined in the graphics shaders are identical |
| std::map<std::string, ShaderUniform> linkedUniforms; |
| |
| for (const ShaderType shaderType : kAllGraphicsShaderTypes) |
| { |
| Shader *currentShader = mState.getAttachedShader(shaderType); |
| if (currentShader) |
| { |
| if (shaderType == ShaderType::Vertex) |
| { |
| for (const sh::ShaderVariable &vertexUniform : currentShader->getUniforms()) |
| { |
| linkedUniforms[vertexUniform.name] = |
| std::make_pair(ShaderType::Vertex, &vertexUniform); |
| } |
| } |
| else |
| { |
| bool isLastShader = (shaderType == ShaderType::Fragment); |
| if (!ValidateGraphicsUniformsPerShader(currentShader, !isLastShader, |
| &linkedUniforms, infoLog)) |
| { |
| return false; |
| } |
| } |
| } |
| } |
| |
| return true; |
| } |
| |
| bool UniformLinker::indexUniforms(InfoLog &infoLog, |
| const ProgramAliasedBindings &uniformLocationBindings) |
| { |
| // Locations which have been allocated for an unused uniform. |
| std::set<GLuint> ignoredLocations; |
| |
| int maxUniformLocation = -1; |
| |
| // Gather uniform locations that have been set either using the bindUniformLocationCHROMIUM API |
| // or by using a location layout qualifier and check conflicts between them. |
| if (!gatherUniformLocationsAndCheckConflicts(infoLog, uniformLocationBindings, |
| &ignoredLocations, &maxUniformLocation)) |
| { |
| return false; |
| } |
| |
| // Conflicts have been checked, now we can prune non-statically used uniforms. Code further down |
| // the line relies on only having statically used uniforms in mUniforms. |
| pruneUnusedUniforms(); |
| |
| // Gather uniforms that have their location pre-set and uniforms that don't yet have a location. |
| std::vector<VariableLocation> unlocatedUniforms; |
| std::map<GLuint, VariableLocation> preLocatedUniforms; |
| |
| for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) |
| { |
| const LinkedUniform &uniform = mUniforms[uniformIndex]; |
| |
| if ((uniform.isBuiltIn() && !uniform.isEmulatedBuiltIn()) || |
| IsAtomicCounterType(uniform.type) || uniform.isFragmentInOut) |
| { |
| continue; |
| } |
| |
| int preSetLocation = uniformLocationBindings.getBinding(uniform); |
| int shaderLocation = uniform.location; |
| |
| if (shaderLocation != -1) |
| { |
| preSetLocation = shaderLocation; |
| } |
| |
| unsigned int elementCount = uniform.getBasicTypeElementCount(); |
| for (unsigned int arrayIndex = 0; arrayIndex < elementCount; arrayIndex++) |
| { |
| VariableLocation location(arrayIndex, static_cast<unsigned int>(uniformIndex)); |
| |
| if ((arrayIndex == 0 && preSetLocation != -1) || shaderLocation != -1) |
| { |
| int elementLocation = preSetLocation + arrayIndex; |
| preLocatedUniforms[elementLocation] = location; |
| } |
| else |
| { |
| unlocatedUniforms.push_back(location); |
| } |
| } |
| } |
| |
| // Make enough space for all uniforms, with pre-set locations or not. |
| mUniformLocations.resize( |
| std::max(unlocatedUniforms.size() + preLocatedUniforms.size() + ignoredLocations.size(), |
| static_cast<size_t>(maxUniformLocation + 1))); |
| |
| // Assign uniforms with pre-set locations |
| for (const auto &uniform : preLocatedUniforms) |
| { |
| mUniformLocations[uniform.first] = uniform.second; |
| } |
| |
| // Assign ignored uniforms |
| for (const auto &ignoredLocation : ignoredLocations) |
| { |
| mUniformLocations[ignoredLocation].markIgnored(); |
| } |
| |
| // Automatically assign locations for the rest of the uniforms |
| size_t nextUniformLocation = 0; |
| for (const auto &unlocatedUniform : unlocatedUniforms) |
| { |
| while (mUniformLocations[nextUniformLocation].used() || |
| mUniformLocations[nextUniformLocation].ignored) |
| { |
| nextUniformLocation++; |
| } |
| |
| ASSERT(nextUniformLocation < mUniformLocations.size()); |
| mUniformLocations[nextUniformLocation] = unlocatedUniform; |
| nextUniformLocation++; |
| } |
| |
| return true; |
| } |
| |
| bool UniformLinker::gatherUniformLocationsAndCheckConflicts( |
| InfoLog &infoLog, |
| const ProgramAliasedBindings &uniformLocationBindings, |
| std::set<GLuint> *ignoredLocations, |
| int *maxUniformLocation) |
| { |
| // All the locations where another uniform can't be located. |
| std::set<GLuint> reservedLocations; |
| |
| for (const LinkedUniform &uniform : mUniforms) |
| { |
| if ((uniform.isBuiltIn() && !uniform.isEmulatedBuiltIn()) || uniform.isFragmentInOut) |
| { |
| // The uniform of the fragment inout is not a normal uniform type. So, in the case of |
| // the fragment inout, this routine should be skipped. |
| continue; |
| } |
| |
| int apiBoundLocation = uniformLocationBindings.getBinding(uniform); |
| int shaderLocation = uniform.location; |
| |
| if (shaderLocation != -1) |
| { |
| unsigned int elementCount = uniform.getBasicTypeElementCount(); |
| |
| for (unsigned int arrayIndex = 0; arrayIndex < elementCount; arrayIndex++) |
| { |
| // GLSL ES 3.10 section 4.4.3 |
| int elementLocation = shaderLocation + arrayIndex; |
| *maxUniformLocation = std::max(*maxUniformLocation, elementLocation); |
| if (reservedLocations.find(elementLocation) != reservedLocations.end()) |
| { |
| infoLog << "Multiple uniforms bound to location " << elementLocation << "."; |
| return false; |
| } |
| reservedLocations.insert(elementLocation); |
| if (!uniform.active) |
| { |
| ignoredLocations->insert(elementLocation); |
| } |
| } |
| } |
| else if (apiBoundLocation != -1 && uniform.staticUse) |
| { |
| // Only the first location is reserved even if the uniform is an array. |
| *maxUniformLocation = std::max(*maxUniformLocation, apiBoundLocation); |
| if (reservedLocations.find(apiBoundLocation) != reservedLocations.end()) |
| { |
| infoLog << "Multiple uniforms bound to location " << apiBoundLocation << "."; |
| return false; |
| } |
| reservedLocations.insert(apiBoundLocation); |
| if (!uniform.active) |
| { |
| ignoredLocations->insert(apiBoundLocation); |
| } |
| } |
| } |
| |
| // Record the uniform locations that were bound using the API for uniforms that were not found |
| // from the shader. Other uniforms should not be assigned to those locations. |
| for (const auto &locationBinding : uniformLocationBindings) |
| { |
| GLuint location = locationBinding.second.location; |
| if (reservedLocations.find(location) == reservedLocations.end()) |
| { |
| ignoredLocations->insert(location); |
| *maxUniformLocation = std::max(*maxUniformLocation, static_cast<int>(location)); |
| } |
| } |
| |
| return true; |
| } |
| |
| void UniformLinker::pruneUnusedUniforms() |
| { |
| auto uniformIter = mUniforms.begin(); |
| while (uniformIter != mUniforms.end()) |
| { |
| if (uniformIter->active) |
| { |
| ++uniformIter; |
| } |
| else |
| { |
| mUnusedUniforms.emplace_back(uniformIter->name, uniformIter->isSampler(), |
| uniformIter->isImage(), uniformIter->isAtomicCounter(), |
| uniformIter->isFragmentInOut); |
| uniformIter = mUniforms.erase(uniformIter); |
| } |
| } |
| } |
| |
| bool UniformLinker::flattenUniformsAndCheckCapsForShader( |
| Shader *shader, |
| const Caps &caps, |
| std::vector<LinkedUniform> &samplerUniforms, |
| std::vector<LinkedUniform> &imageUniforms, |
| std::vector<LinkedUniform> &atomicCounterUniforms, |
| std::vector<LinkedUniform> &inputAttachmentUniforms, |
| std::vector<UnusedUniform> &unusedUniforms, |
| InfoLog &infoLog) |
| { |
| ShaderUniformCount shaderUniformCount; |
| for (const sh::ShaderVariable &uniform : shader->getUniforms()) |
| { |
| FlattenUniformVisitor flattener(shader->getType(), uniform, &mUniforms, &samplerUniforms, |
| &imageUniforms, &atomicCounterUniforms, |
| &inputAttachmentUniforms, &unusedUniforms); |
| sh::TraverseShaderVariable(uniform, false, &flattener); |
| |
| if (uniform.active) |
| { |
| shaderUniformCount += flattener.getCounts(); |
| } |
| else |
| { |
| unusedUniforms.emplace_back(uniform.name, IsSamplerType(uniform.type), |
| IsImageType(uniform.type), |
| IsAtomicCounterType(uniform.type), uniform.isFragmentInOut); |
| } |
| } |
| |
| ShaderType shaderType = shader->getType(); |
| |
| // TODO (jiawei.shao@intel.com): check whether we need finer-grained component counting |
| GLuint maxUniformVectorsCount = GetMaximumShaderUniformVectors(shaderType, caps); |
| if (shaderUniformCount.vectorCount > maxUniformVectorsCount) |
| { |
| GLuint maxUniforms = 0u; |
| |
| // See comments in GetUniformResourceLimitName() |
| if (shaderType == ShaderType::Vertex || shaderType == ShaderType::Fragment) |
| { |
| maxUniforms = maxUniformVectorsCount; |
| } |
| else |
| { |
| maxUniforms = maxUniformVectorsCount * 4; |
| } |
| |
| LogUniformsExceedLimit(shaderType, UniformType::Variable, maxUniforms, infoLog); |
| return false; |
| } |
| |
| if (shaderUniformCount.samplerCount > |
| static_cast<GLuint>(caps.maxShaderTextureImageUnits[shaderType])) |
| { |
| LogUniformsExceedLimit(shaderType, UniformType::Sampler, |
| caps.maxShaderTextureImageUnits[shaderType], infoLog); |
| return false; |
| } |
| |
| if (shaderUniformCount.imageCount > |
| static_cast<GLuint>(caps.maxShaderImageUniforms[shaderType])) |
| { |
| LogUniformsExceedLimit(shaderType, UniformType::Image, |
| caps.maxShaderImageUniforms[shaderType], infoLog); |
| return false; |
| } |
| |
| if (shaderUniformCount.atomicCounterCount > |
| static_cast<GLuint>(caps.maxShaderAtomicCounters[shaderType])) |
| { |
| LogUniformsExceedLimit(shaderType, UniformType::AtomicCounter, |
| caps.maxShaderAtomicCounters[shaderType], infoLog); |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool UniformLinker::flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog) |
| { |
| std::vector<LinkedUniform> samplerUniforms; |
| std::vector<LinkedUniform> imageUniforms; |
| std::vector<LinkedUniform> atomicCounterUniforms; |
| std::vector<LinkedUniform> inputAttachmentUniforms; |
| std::vector<UnusedUniform> unusedUniforms; |
| |
| for (const ShaderType shaderType : AllShaderTypes()) |
| { |
| Shader *shader = mState.getAttachedShader(shaderType); |
| if (!shader) |
| { |
| continue; |
| } |
| |
| if (!flattenUniformsAndCheckCapsForShader(shader, caps, samplerUniforms, imageUniforms, |
| atomicCounterUniforms, inputAttachmentUniforms, |
| unusedUniforms, infoLog)) |
| { |
| return false; |
| } |
| } |
| |
| mUniforms.insert(mUniforms.end(), samplerUniforms.begin(), samplerUniforms.end()); |
| mUniforms.insert(mUniforms.end(), imageUniforms.begin(), imageUniforms.end()); |
| mUniforms.insert(mUniforms.end(), atomicCounterUniforms.begin(), atomicCounterUniforms.end()); |
| mUniforms.insert(mUniforms.end(), inputAttachmentUniforms.begin(), |
| inputAttachmentUniforms.end()); |
| mUnusedUniforms.insert(mUnusedUniforms.end(), unusedUniforms.begin(), unusedUniforms.end()); |
| return true; |
| } |
| |
| bool UniformLinker::checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog) |
| { |
| unsigned int atomicCounterCount = 0; |
| for (const auto &uniform : mUniforms) |
| { |
| if (IsAtomicCounterType(uniform.type) && uniform.active) |
| { |
| atomicCounterCount += uniform.getBasicTypeElementCount(); |
| if (atomicCounterCount > static_cast<GLuint>(caps.maxCombinedAtomicCounters)) |
| { |
| infoLog << "atomic counter count exceeds MAX_COMBINED_ATOMIC_COUNTERS" |
| << caps.maxCombinedAtomicCounters << ")."; |
| return false; |
| } |
| } |
| } |
| return true; |
| } |
| |
| // InterfaceBlockLinker implementation. |
| InterfaceBlockLinker::InterfaceBlockLinker() = default; |
| |
| InterfaceBlockLinker::~InterfaceBlockLinker() = default; |
| |
| void InterfaceBlockLinker::init(std::vector<InterfaceBlock> *blocksOut, |
| std::vector<std::string> *unusedInterfaceBlocksOut) |
| { |
| mBlocksOut = blocksOut; |
| mUnusedInterfaceBlocksOut = unusedInterfaceBlocksOut; |
| } |
| |
| void InterfaceBlockLinker::addShaderBlocks(ShaderType shaderType, |
| const std::vector<sh::InterfaceBlock> *blocks) |
| { |
| mShaderBlocks[shaderType] = blocks; |
| } |
| |
| void InterfaceBlockLinker::linkBlocks(const GetBlockSizeFunc &getBlockSize, |
| const GetBlockMemberInfoFunc &getMemberInfo) const |
| { |
| ASSERT(mBlocksOut->empty()); |
| |
| std::set<std::string> visitedList; |
| |
| for (const ShaderType shaderType : AllShaderTypes()) |
| { |
| if (!mShaderBlocks[shaderType]) |
| { |
| continue; |
| } |
| |
| for (const sh::InterfaceBlock &block : *mShaderBlocks[shaderType]) |
| { |
| if (!IsActiveInterfaceBlock(block)) |
| { |
| mUnusedInterfaceBlocksOut->push_back(block.name); |
| continue; |
| } |
| |
| if (visitedList.count(block.name) == 0) |
| { |
| defineInterfaceBlock(getBlockSize, getMemberInfo, block, shaderType); |
| visitedList.insert(block.name); |
| continue; |
| } |
| |
| if (!block.active) |
| { |
| mUnusedInterfaceBlocksOut->push_back(block.name); |
| continue; |
| } |
| |
| for (InterfaceBlock &priorBlock : *mBlocksOut) |
| { |
| if (block.name == priorBlock.name) |
| { |
| priorBlock.setActive(shaderType, true); |
| |
| std::unique_ptr<sh::ShaderVariableVisitor> visitor( |
| getVisitor(getMemberInfo, block.fieldPrefix(), block.fieldMappedPrefix(), |
| shaderType, -1)); |
| |
| sh::TraverseShaderVariables(block.fields, false, visitor.get()); |
| } |
| } |
| } |
| } |
| } |
| |
| void InterfaceBlockLinker::defineInterfaceBlock(const GetBlockSizeFunc &getBlockSize, |
| const GetBlockMemberInfoFunc &getMemberInfo, |
| const sh::InterfaceBlock &interfaceBlock, |
| ShaderType shaderType) const |
| { |
| size_t blockSize = 0; |
| std::vector<unsigned int> blockIndexes; |
| |
| int blockIndex = static_cast<int>(mBlocksOut->size()); |
| // Track the first and last block member index to determine the range of active block members in |
| // the block. |
| size_t firstBlockMemberIndex = getCurrentBlockMemberIndex(); |
| |
| std::unique_ptr<sh::ShaderVariableVisitor> visitor( |
| getVisitor(getMemberInfo, interfaceBlock.fieldPrefix(), interfaceBlock.fieldMappedPrefix(), |
| shaderType, blockIndex)); |
| sh::TraverseShaderVariables(interfaceBlock.fields, false, visitor.get()); |
| |
| size_t lastBlockMemberIndex = getCurrentBlockMemberIndex(); |
| |
| for (size_t blockMemberIndex = firstBlockMemberIndex; blockMemberIndex < lastBlockMemberIndex; |
| ++blockMemberIndex) |
| { |
| blockIndexes.push_back(static_cast<unsigned int>(blockMemberIndex)); |
| } |
| |
| unsigned int firstFieldArraySize = interfaceBlock.fields[0].getArraySizeProduct(); |
| |
| for (unsigned int arrayElement = 0; arrayElement < interfaceBlock.elementCount(); |
| ++arrayElement) |
| { |
| std::string blockArrayName = interfaceBlock.name; |
| std::string blockMappedArrayName = interfaceBlock.mappedName; |
| if (interfaceBlock.isArray()) |
| { |
| blockArrayName += ArrayString(arrayElement); |
| blockMappedArrayName += ArrayString(arrayElement); |
| } |
| |
| // Don't define this block at all if it's not active in the implementation. |
| if (!getBlockSize(blockArrayName, blockMappedArrayName, &blockSize)) |
| { |
| continue; |
| } |
| |
| // 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 + arrayElement); |
| InterfaceBlock block(interfaceBlock.name, interfaceBlock.mappedName, |
| interfaceBlock.isArray(), arrayElement, firstFieldArraySize, |
| blockBinding); |
| block.memberIndexes = blockIndexes; |
| block.setActive(shaderType, interfaceBlock.active); |
| |
| // 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); |
| mBlocksOut->push_back(block); |
| } |
| } |
| |
| // UniformBlockLinker implementation. |
| UniformBlockLinker::UniformBlockLinker() = default; |
| |
| UniformBlockLinker::~UniformBlockLinker() {} |
| |
| void UniformBlockLinker::init(std::vector<InterfaceBlock> *blocksOut, |
| std::vector<LinkedUniform> *uniformsOut, |
| std::vector<std::string> *unusedInterfaceBlocksOut) |
| { |
| InterfaceBlockLinker::init(blocksOut, unusedInterfaceBlocksOut); |
| mUniformsOut = uniformsOut; |
| } |
| |
| size_t UniformBlockLinker::getCurrentBlockMemberIndex() const |
| { |
| return mUniformsOut->size(); |
| } |
| |
| sh::ShaderVariableVisitor *UniformBlockLinker::getVisitor( |
| const GetBlockMemberInfoFunc &getMemberInfo, |
| const std::string &namePrefix, |
| const std::string &mappedNamePrefix, |
| ShaderType shaderType, |
| int blockIndex) const |
| { |
| return new UniformBlockEncodingVisitor(getMemberInfo, namePrefix, mappedNamePrefix, |
| mUniformsOut, shaderType, blockIndex); |
| } |
| |
| // ShaderStorageBlockLinker implementation. |
| ShaderStorageBlockLinker::ShaderStorageBlockLinker() = default; |
| |
| ShaderStorageBlockLinker::~ShaderStorageBlockLinker() = default; |
| |
| void ShaderStorageBlockLinker::init(std::vector<InterfaceBlock> *blocksOut, |
| std::vector<BufferVariable> *bufferVariablesOut, |
| std::vector<std::string> *unusedInterfaceBlocksOut) |
| { |
| InterfaceBlockLinker::init(blocksOut, unusedInterfaceBlocksOut); |
| mBufferVariablesOut = bufferVariablesOut; |
| } |
| |
| size_t ShaderStorageBlockLinker::getCurrentBlockMemberIndex() const |
| { |
| return mBufferVariablesOut->size(); |
| } |
| |
| sh::ShaderVariableVisitor *ShaderStorageBlockLinker::getVisitor( |
| const GetBlockMemberInfoFunc &getMemberInfo, |
| const std::string &namePrefix, |
| const std::string &mappedNamePrefix, |
| ShaderType shaderType, |
| int blockIndex) const |
| { |
| return new ShaderStorageBlockVisitor(getMemberInfo, namePrefix, mappedNamePrefix, |
| mBufferVariablesOut, shaderType, blockIndex); |
| } |
| |
| // AtomicCounterBufferLinker implementation. |
| AtomicCounterBufferLinker::AtomicCounterBufferLinker() = default; |
| |
| AtomicCounterBufferLinker::~AtomicCounterBufferLinker() = default; |
| |
| void AtomicCounterBufferLinker::init(std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut) |
| { |
| mAtomicCounterBuffersOut = atomicCounterBuffersOut; |
| } |
| |
| void AtomicCounterBufferLinker::link(const std::map<int, unsigned int> &sizeMap) const |
| { |
| for (auto &atomicCounterBuffer : *mAtomicCounterBuffersOut) |
| { |
| auto bufferSize = sizeMap.find(atomicCounterBuffer.binding); |
| ASSERT(bufferSize != sizeMap.end()); |
| atomicCounterBuffer.dataSize = bufferSize->second; |
| } |
| } |
| |
| ProgramLinkedResources::ProgramLinkedResources() = default; |
| |
| ProgramLinkedResources::~ProgramLinkedResources() = default; |
| |
| LinkingVariables::LinkingVariables(const ProgramState &state) |
| { |
| for (ShaderType shaderType : kAllGraphicsShaderTypes) |
| { |
| Shader *shader = state.getAttachedShader(shaderType); |
| if (shader) |
| { |
| outputVaryings[shaderType] = shader->getOutputVaryings(); |
| inputVaryings[shaderType] = shader->getInputVaryings(); |
| uniforms[shaderType] = shader->getUniforms(); |
| uniformBlocks[shaderType] = shader->getUniformBlocks(); |
| isShaderStageUsedBitset.set(shaderType); |
| } |
| } |
| } |
| |
| LinkingVariables::LinkingVariables(const ProgramPipelineState &state) |
| { |
| for (ShaderType shaderType : state.getExecutable().getLinkedShaderStages()) |
| { |
| const Program *program = state.getShaderProgram(shaderType); |
| ASSERT(program); |
| outputVaryings[shaderType] = program->getExecutable().getLinkedOutputVaryings(shaderType); |
| inputVaryings[shaderType] = program->getExecutable().getLinkedInputVaryings(shaderType); |
| uniforms[shaderType] = program->getState().getExecutable().getLinkedUniforms(shaderType); |
| uniformBlocks[shaderType] = |
| program->getState().getExecutable().getLinkedUniformBlocks(shaderType); |
| isShaderStageUsedBitset.set(shaderType); |
| } |
| } |
| |
| LinkingVariables::~LinkingVariables() = default; |
| |
| void ProgramLinkedResources::init(std::vector<InterfaceBlock> *uniformBlocksOut, |
| std::vector<LinkedUniform> *uniformsOut, |
| std::vector<InterfaceBlock> *shaderStorageBlocksOut, |
| std::vector<BufferVariable> *bufferVariablesOut, |
| std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut) |
| { |
| uniformBlockLinker.init(uniformBlocksOut, uniformsOut, &unusedInterfaceBlocks); |
| shaderStorageBlockLinker.init(shaderStorageBlocksOut, bufferVariablesOut, |
| &unusedInterfaceBlocks); |
| atomicCounterBufferLinker.init(atomicCounterBuffersOut); |
| } |
| |
| void ProgramLinkedResourcesLinker::linkResources(const ProgramState &programState, |
| const ProgramLinkedResources &resources) const |
| { |
| // Gather uniform interface block info. |
| InterfaceBlockInfo uniformBlockInfo(mCustomEncoderFactory); |
| for (const ShaderType shaderType : AllShaderTypes()) |
| { |
| Shader *shader = programState.getAttachedShader(shaderType); |
| if (shader) |
| { |
| uniformBlockInfo.getShaderBlockInfo(shader->getUniformBlocks()); |
| } |
| } |
| |
| auto getUniformBlockSize = [&uniformBlockInfo](const std::string &name, |
| const std::string &mappedName, size_t *sizeOut) { |
| return uniformBlockInfo.getBlockSize(name, mappedName, sizeOut); |
| }; |
| |
| auto getUniformBlockMemberInfo = [&uniformBlockInfo](const std::string &name, |
| const std::string &mappedName, |
| sh::BlockMemberInfo *infoOut) { |
| return uniformBlockInfo.getBlockMemberInfo(name, mappedName, infoOut); |
| }; |
| |
| // Link uniform interface blocks. |
| resources.uniformBlockLinker.linkBlocks(getUniformBlockSize, getUniformBlockMemberInfo); |
| |
| // Gather storage buffer interface block info. |
| InterfaceBlockInfo shaderStorageBlockInfo(mCustomEncoderFactory); |
| for (const ShaderType shaderType : AllShaderTypes()) |
| { |
| Shader *shader = programState.getAttachedShader(shaderType); |
| if (shader) |
| { |
| shaderStorageBlockInfo.getShaderBlockInfo(shader->getShaderStorageBlocks()); |
| } |
| } |
| auto getShaderStorageBlockSize = [&shaderStorageBlockInfo](const std::string &name, |
| const std::string &mappedName, |
| size_t *sizeOut) { |
| return shaderStorageBlockInfo.getBlockSize(name, mappedName, sizeOut); |
| }; |
| |
| auto getShaderStorageBlockMemberInfo = [&shaderStorageBlockInfo](const std::string &name, |
| const std::string &mappedName, |
| sh::BlockMemberInfo *infoOut) { |
| return shaderStorageBlockInfo.getBlockMemberInfo(name, mappedName, infoOut); |
| }; |
| |
| // Link storage buffer interface blocks. |
| resources.shaderStorageBlockLinker.linkBlocks(getShaderStorageBlockSize, |
| getShaderStorageBlockMemberInfo); |
| |
| // Gather and link atomic counter buffer interface blocks. |
| std::map<int, unsigned int> sizeMap; |
| getAtomicCounterBufferSizeMap(programState, sizeMap); |
| resources.atomicCounterBufferLinker.link(sizeMap); |
| } |
| |
| void ProgramLinkedResourcesLinker::getAtomicCounterBufferSizeMap( |
| const ProgramState &programState, |
| std::map<int, unsigned int> &sizeMapOut) const |
| { |
| for (unsigned int index : programState.getAtomicCounterUniformRange()) |
| { |
| const LinkedUniform &glUniform = programState.getUniforms()[index]; |
| |
| auto &bufferDataSize = sizeMapOut[glUniform.binding]; |
| |
| // Calculate the size of the buffer by finding the end of the last uniform with the same |
| // binding. The end of the uniform is calculated by finding the initial offset of the |
| // uniform and adding size of the uniform. For arrays, the size is the number of elements |
| // times the element size (should always by 4 for atomic_units). |
| unsigned dataOffset = |
| glUniform.offset + static_cast<unsigned int>(glUniform.getBasicTypeElementCount() * |
| glUniform.getElementSize()); |
| if (dataOffset > bufferDataSize) |
| { |
| bufferDataSize = dataOffset; |
| } |
| } |
| } |
| |
| bool LinkValidateProgramGlobalNames(InfoLog &infoLog, |
| const ProgramExecutable &executable, |
| const LinkingVariables &linkingVariables) |
| { |
| angle::HashMap<std::string, const sh::ShaderVariable *> uniformMap; |
| using BlockAndFieldPair = std::pair<const sh::InterfaceBlock *, const sh::ShaderVariable *>; |
| angle::HashMap<std::string, std::vector<BlockAndFieldPair>> uniformBlockFieldMap; |
| |
| for (ShaderType shaderType : kAllGraphicsShaderTypes) |
| { |
| if (!linkingVariables.isShaderStageUsedBitset[shaderType]) |
| { |
| continue; |
| } |
| |
| // Build a map of Uniforms |
| const std::vector<sh::ShaderVariable> &uniforms = linkingVariables.uniforms[shaderType]; |
| for (const auto &uniform : uniforms) |
| { |
| uniformMap[uniform.name] = &uniform; |
| } |
| |
| // Build a map of Uniform Blocks |
| // This will also detect any field name conflicts between Uniform Blocks without instance |
| // names |
| const std::vector<sh::InterfaceBlock> &uniformBlocks = |
| linkingVariables.uniformBlocks[shaderType]; |
| |
| for (const auto &uniformBlock : uniformBlocks) |
| { |
| // Only uniform blocks without an instance name can create a conflict with their field |
| // names |
| if (!uniformBlock.instanceName.empty()) |
| { |
| continue; |
| } |
| |
| for (const auto &field : uniformBlock.fields) |
| { |
| if (!uniformBlockFieldMap.count(field.name)) |
| { |
| // First time we've seen this uniform block field name, so add the |
| // (Uniform Block, Field) pair immediately since there can't be a conflict yet |
| BlockAndFieldPair blockAndFieldPair(&uniformBlock, &field); |
| std::vector<BlockAndFieldPair> newUniformBlockList; |
| newUniformBlockList.push_back(blockAndFieldPair); |
| uniformBlockFieldMap[field.name] = newUniformBlockList; |
| continue; |
| } |
| |
| // We've seen this name before. |
| // We need to check each of the uniform blocks that contain a field with this name |
| // to see if there's a conflict or not. |
| std::vector<BlockAndFieldPair> prevBlockFieldPairs = |
| uniformBlockFieldMap[field.name]; |
| for (const auto &prevBlockFieldPair : prevBlockFieldPairs) |
| { |
| const sh::InterfaceBlock *prevUniformBlock = prevBlockFieldPair.first; |
| const sh::ShaderVariable *prevUniformBlockField = prevBlockFieldPair.second; |
| |
| if (uniformBlock.isSameInterfaceBlockAtLinkTime(*prevUniformBlock)) |
| { |
| // The same uniform block should, by definition, contain the same field name |
| continue; |
| } |
| |
| // The uniform blocks don't match, so check if the necessary field properties |
| // also match |
| if ((field.name == prevUniformBlockField->name) && |
| (field.type == prevUniformBlockField->type) && |
| (field.precision == prevUniformBlockField->precision)) |
| { |
| infoLog << "Name conflicts between uniform block field names: " |
| << field.name; |
| return false; |
| } |
| } |
| |
| // No conflict, so record this pair |
| BlockAndFieldPair blockAndFieldPair(&uniformBlock, &field); |
| uniformBlockFieldMap[field.name].push_back(blockAndFieldPair); |
| } |
| } |
| } |
| |
| // Validate no uniform names conflict with attribute names |
| if (linkingVariables.isShaderStageUsedBitset[ShaderType::Vertex]) |
| { |
| // ESSL 3.00.6 section 4.3.5: |
| // If a uniform variable name is declared in one stage (e.g., a vertex shader) |
| // but not in another (e.g., a fragment shader), then that name is still |
| // available in the other stage for a different use. |
| std::unordered_set<std::string> uniforms; |
| for (const sh::ShaderVariable &uniform : linkingVariables.uniforms[ShaderType::Vertex]) |
| { |
| uniforms.insert(uniform.name); |
| } |
| for (const auto &attrib : executable.getProgramInputs()) |
| { |
| if (uniforms.count(attrib.name)) |
| { |
| infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name; |
| return false; |
| } |
| } |
| } |
| |
| // Validate no Uniform Block fields conflict with other Uniforms |
| for (const auto &uniformBlockField : uniformBlockFieldMap) |
| { |
| const std::string &fieldName = uniformBlockField.first; |
| if (uniformMap.count(fieldName)) |
| { |
| infoLog << "Name conflicts between a uniform and a uniform block field: " << fieldName; |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| // [OpenGL ES 3.2] Chapter 7.4.1 "Shader Interface Matching" |
| bool LinkValidateShaderInterfaceMatching(const std::vector<sh::ShaderVariable> &outputVaryings, |
| const std::vector<sh::ShaderVariable> &inputVaryings, |
| ShaderType frontShaderType, |
| ShaderType backShaderType, |
| int frontShaderVersion, |
| int backShaderVersion, |
| bool isSeparable, |
| gl::InfoLog &infoLog) |
| { |
| ASSERT(frontShaderVersion == backShaderVersion); |
| |
| std::vector<const sh::ShaderVariable *> filteredInputVaryings; |
| std::vector<const sh::ShaderVariable *> filteredOutputVaryings; |
| |
| GetFilteredVaryings(inputVaryings, &filteredInputVaryings); |
| GetFilteredVaryings(outputVaryings, &filteredOutputVaryings); |
| |
| // Separable programs require the number of inputs and outputs match |
| if (isSeparable && filteredInputVaryings.size() < filteredOutputVaryings.size()) |
| { |
| infoLog << GetShaderTypeString(backShaderType) |
| << " does not consume all varyings generated by " |
| << GetShaderTypeString(frontShaderType); |
| return false; |
| } |
| if (isSeparable && filteredInputVaryings.size() > filteredOutputVaryings.size()) |
| { |
| infoLog << GetShaderTypeString(frontShaderType) |
| << " does not generate all varyings consumed by " |
| << GetShaderTypeString(backShaderType); |
| return false; |
| } |
| |
| // All inputs must match all outputs |
| for (const sh::ShaderVariable *input : filteredInputVaryings) |
| { |
| bool match = false; |
| for (const sh::ShaderVariable *output : filteredOutputVaryings) |
| { |
| if (DoShaderVariablesMatch(frontShaderVersion, frontShaderType, backShaderType, *input, |
| *output, isSeparable, infoLog)) |
| { |
| match = true; |
| break; |
| } |
| } |
| |
| // We permit unmatched, unreferenced varyings. Note that this specifically depends on |
| // whether the input is statically used - a statically used input should fail this test even |
| // if it is not active. GLSL ES 3.00.6 section 4.3.10. |
| if (!match && input->staticUse) |
| { |
| const std::string &name = |
| input->isShaderIOBlock ? input->structOrBlockName : input->name; |
| infoLog << GetShaderTypeString(backShaderType) << " varying " << name |
| << " does not match any " << GetShaderTypeString(frontShaderType) << " varying"; |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| LinkMismatchError LinkValidateProgramVariables(const sh::ShaderVariable &variable1, |
| const sh::ShaderVariable &variable2, |
| bool validatePrecision, |
| bool treatVariable1AsNonArray, |
| bool treatVariable2AsNonArray, |
| std::string *mismatchedStructOrBlockMemberName) |
| { |
| if (variable1.type != variable2.type) |
| { |
| return LinkMismatchError::TYPE_MISMATCH; |
| } |
| |
| bool variable1IsArray = variable1.isArray(); |
| bool variable2IsArray = variable2.isArray(); |
| if (treatVariable1AsNonArray) |
| { |
| ASSERT(variable1IsArray); |
| variable1IsArray = false; |
| } |
| if (treatVariable2AsNonArray) |
| { |
| ASSERT(variable2IsArray); |
| variable2IsArray = false; |
| } |
| // TODO(anglebug.com/5557): Investigate interactions with arrays-of-arrays. |
| if (variable1IsArray != variable2IsArray) |
| { |
| return LinkMismatchError::ARRAYNESS_MISMATCH; |
| } |
| if (!treatVariable1AsNonArray && !treatVariable2AsNonArray && |
| variable1.arraySizes != variable2.arraySizes) |
| { |
| return LinkMismatchError::ARRAY_SIZE_MISMATCH; |
| } |
| if (validatePrecision && variable1.precision != variable2.precision) |
| { |
| return LinkMismatchError::PRECISION_MISMATCH; |
| } |
| if (!variable1.isShaderIOBlock && !variable2.isShaderIOBlock && |
| variable1.structOrBlockName != variable2.structOrBlockName) |
| { |
| return LinkMismatchError::STRUCT_NAME_MISMATCH; |
| } |
| if (variable1.imageUnitFormat != variable2.imageUnitFormat) |
| { |
| return LinkMismatchError::FORMAT_MISMATCH; |
| } |
| |
| if (variable1.fields.size() != variable2.fields.size()) |
| { |
| return LinkMismatchError::FIELD_NUMBER_MISMATCH; |
| } |
| const unsigned int numMembers = static_cast<unsigned int>(variable1.fields.size()); |
| for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++) |
| { |
| const sh::ShaderVariable &member1 = variable1.fields[memberIndex]; |
| const sh::ShaderVariable &member2 = variable2.fields[memberIndex]; |
| |
| if (member1.name != member2.name) |
| { |
| return LinkMismatchError::FIELD_NAME_MISMATCH; |
| } |
| |
| if (member1.interpolation != member2.interpolation) |
| { |
| return LinkMismatchError::INTERPOLATION_TYPE_MISMATCH; |
| } |
| |
| if (variable1.isShaderIOBlock && variable2.isShaderIOBlock) |
| { |
| if (member1.location != member2.location) |
| { |
| return LinkMismatchError::FIELD_LOCATION_MISMATCH; |
| } |
| |
| if (member1.structOrBlockName != member2.structOrBlockName) |
| { |
| return LinkMismatchError::FIELD_STRUCT_NAME_MISMATCH; |
| } |
| } |
| |
| LinkMismatchError linkErrorOnField = LinkValidateProgramVariables( |
| member1, member2, validatePrecision, false, false, mismatchedStructOrBlockMemberName); |
| if (linkErrorOnField != LinkMismatchError::NO_MISMATCH) |
| { |
| AddProgramVariableParentPrefix(member1.name, mismatchedStructOrBlockMemberName); |
| return linkErrorOnField; |
| } |
| } |
| |
| return LinkMismatchError::NO_MISMATCH; |
| } |
| |
| void AddProgramVariableParentPrefix(const std::string &parentName, std::string *mismatchedFieldName) |
| { |
| ASSERT(mismatchedFieldName); |
| if (mismatchedFieldName->empty()) |
| { |
| *mismatchedFieldName = parentName; |
| } |
| else |
| { |
| std::ostringstream stream; |
| stream << parentName << "." << *mismatchedFieldName; |
| *mismatchedFieldName = stream.str(); |
| } |
| } |
| |
| bool LinkValidateBuiltInVaryingsInvariant(const std::vector<sh::ShaderVariable> &vertexVaryings, |
| const std::vector<sh::ShaderVariable> &fragmentVaryings, |
| int vertexShaderVersion, |
| InfoLog &infoLog) |
| { |
| bool glPositionIsInvariant = false; |
| bool glPointSizeIsInvariant = false; |
| bool glFragCoordIsInvariant = false; |
| bool glPointCoordIsInvariant = false; |
| |
| for (const sh::ShaderVariable &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::ShaderVariable &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 LinkValidateBuiltInVaryings(const std::vector<sh::ShaderVariable> &outputVaryings, |
| const std::vector<sh::ShaderVariable> &inputVaryings, |
| ShaderType outputShaderType, |
| ShaderType inputShaderType, |
| int outputShaderVersion, |
| int inputShaderVersion, |
| InfoLog &infoLog) |
| { |
| ASSERT(outputShaderVersion == inputShaderVersion); |
| |
| // Only ESSL 1.0 has restrictions on matching input and output invariance |
| if (inputShaderVersion == 100 && outputShaderType == ShaderType::Vertex && |
| inputShaderType == ShaderType::Fragment) |
| { |
| return LinkValidateBuiltInVaryingsInvariant(outputVaryings, inputVaryings, |
| outputShaderVersion, infoLog); |
| } |
| |
| uint32_t sizeClipDistance = 0; |
| uint32_t sizeCullDistance = 0; |
| |
| for (const sh::ShaderVariable &varying : outputVaryings) |
| { |
| if (!varying.isBuiltIn()) |
| { |
| continue; |
| } |
| if (varying.name.compare("gl_ClipDistance") == 0) |
| { |
| sizeClipDistance = varying.getOutermostArraySize(); |
| } |
| else if (varying.name.compare("gl_CullDistance") == 0) |
| { |
| sizeCullDistance = varying.getOutermostArraySize(); |
| } |
| } |
| |
| for (const sh::ShaderVariable &varying : inputVaryings) |
| { |
| if (!varying.isBuiltIn()) |
| { |
| continue; |
| } |
| if (varying.name.compare("gl_ClipDistance") == 0) |
| { |
| if (sizeClipDistance != varying.getOutermostArraySize()) |
| { |
| infoLog << "If either shader redeclares the built-in arrays gl_ClipDistance[] the " |
| "array must have the same size in both shaders."; |
| return false; |
| } |
| } |
| else if (varying.name.compare("gl_CullDistance") == 0) |
| { |
| if (sizeCullDistance != varying.getOutermostArraySize()) |
| { |
| infoLog << "If either shader redeclares the built-in arrays gl_CullDistance[] the " |
| "array must have the same size in both shaders."; |
| return false; |
| } |
| } |
| } |
| return true; |
| } |
| } // namespace gl |