| // |
| // Copyright 2002 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Program.cpp: Implements the gl::Program class. Implements GL program objects |
| // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. |
| |
| #include "libANGLE/Program.h" |
| |
| #include <algorithm> |
| #include <utility> |
| |
| #include "common/angle_version_info.h" |
| #include "common/bitset_utils.h" |
| #include "common/debug.h" |
| #include "common/platform.h" |
| #include "common/string_utils.h" |
| #include "common/utilities.h" |
| #include "compiler/translator/blocklayout.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/ErrorStrings.h" |
| #include "libANGLE/MemoryProgramCache.h" |
| #include "libANGLE/ProgramLinkedResources.h" |
| #include "libANGLE/ResourceManager.h" |
| #include "libANGLE/Uniform.h" |
| #include "libANGLE/VaryingPacking.h" |
| #include "libANGLE/Version.h" |
| #include "libANGLE/capture/FrameCapture.h" |
| #include "libANGLE/features.h" |
| #include "libANGLE/histogram_macros.h" |
| #include "libANGLE/queryconversions.h" |
| #include "libANGLE/renderer/GLImplFactory.h" |
| #include "libANGLE/renderer/ProgramImpl.h" |
| #include "platform/FrontendFeatures_autogen.h" |
| #include "platform/PlatformMethods.h" |
| |
| namespace gl |
| { |
| |
| namespace |
| { |
| |
| // This simplified cast function doesn't need to worry about advanced concepts like |
| // depth range values, or casting to bool. |
| template <typename DestT, typename SrcT> |
| DestT UniformStateQueryCast(SrcT value); |
| |
| // From-Float-To-Integer Casts |
| template <> |
| GLint UniformStateQueryCast(GLfloat value) |
| { |
| return clampCast<GLint>(roundf(value)); |
| } |
| |
| template <> |
| GLuint UniformStateQueryCast(GLfloat value) |
| { |
| return clampCast<GLuint>(roundf(value)); |
| } |
| |
| // From-Integer-to-Integer Casts |
| template <> |
| GLint UniformStateQueryCast(GLuint value) |
| { |
| return clampCast<GLint>(value); |
| } |
| |
| template <> |
| GLuint UniformStateQueryCast(GLint value) |
| { |
| return clampCast<GLuint>(value); |
| } |
| |
| // From-Boolean-to-Anything Casts |
| template <> |
| GLfloat UniformStateQueryCast(GLboolean value) |
| { |
| return (ConvertToBool(value) ? 1.0f : 0.0f); |
| } |
| |
| template <> |
| GLint UniformStateQueryCast(GLboolean value) |
| { |
| return (ConvertToBool(value) ? 1 : 0); |
| } |
| |
| template <> |
| GLuint UniformStateQueryCast(GLboolean value) |
| { |
| return (ConvertToBool(value) ? 1u : 0u); |
| } |
| |
| // Default to static_cast |
| template <typename DestT, typename SrcT> |
| DestT UniformStateQueryCast(SrcT value) |
| { |
| return static_cast<DestT>(value); |
| } |
| |
| template <typename SrcT, typename DestT> |
| void UniformStateQueryCastLoop(DestT *dataOut, const uint8_t *srcPointer, int components) |
| { |
| for (int comp = 0; comp < components; ++comp) |
| { |
| // We only work with strides of 4 bytes for uniform components. (GLfloat/GLint) |
| // Don't use SrcT stride directly since GLboolean has a stride of 1 byte. |
| size_t offset = comp * 4; |
| const SrcT *typedSrcPointer = reinterpret_cast<const SrcT *>(&srcPointer[offset]); |
| dataOut[comp] = UniformStateQueryCast<DestT>(*typedSrcPointer); |
| } |
| } |
| |
| template <typename VarT> |
| GLuint GetResourceIndexFromName(const std::vector<VarT> &list, const std::string &name) |
| { |
| std::string nameAsArrayName = name + "[0]"; |
| for (size_t index = 0; index < list.size(); index++) |
| { |
| const VarT &resource = list[index]; |
| if (resource.name == name || (resource.isArray() && resource.name == nameAsArrayName)) |
| { |
| return static_cast<GLuint>(index); |
| } |
| } |
| |
| return GL_INVALID_INDEX; |
| } |
| |
| GLint GetVariableLocation(const std::vector<sh::ShaderVariable> &list, |
| const std::vector<VariableLocation> &locationList, |
| const std::string &name) |
| { |
| size_t nameLengthWithoutArrayIndex; |
| unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex); |
| |
| for (size_t location = 0u; location < locationList.size(); ++location) |
| { |
| const VariableLocation &variableLocation = locationList[location]; |
| if (!variableLocation.used()) |
| { |
| continue; |
| } |
| |
| const sh::ShaderVariable &variable = list[variableLocation.index]; |
| |
| // Array output variables may be bound out of order, so we need to ensure we only pick the |
| // first element if given the base name. |
| if ((variable.name == name) && (variableLocation.arrayIndex == 0)) |
| { |
| return static_cast<GLint>(location); |
| } |
| if (variable.isArray() && variableLocation.arrayIndex == arrayIndex && |
| angle::BeginsWith(variable.name, name, nameLengthWithoutArrayIndex)) |
| { |
| return static_cast<GLint>(location); |
| } |
| } |
| |
| return -1; |
| } |
| |
| GLint GetVariableLocation(const std::vector<LinkedUniform> &list, |
| const std::vector<VariableLocation> &locationList, |
| const std::string &name) |
| { |
| size_t nameLengthWithoutArrayIndex; |
| unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex); |
| |
| for (size_t location = 0u; location < locationList.size(); ++location) |
| { |
| const VariableLocation &variableLocation = locationList[location]; |
| if (!variableLocation.used()) |
| { |
| continue; |
| } |
| |
| const LinkedUniform &variable = list[variableLocation.index]; |
| |
| // Array output variables may be bound out of order, so we need to ensure we only pick the |
| // first element if given the base name. Uniforms don't allow this behavior and some code |
| // seemingly depends on the opposite behavior, so only enable it for output variables. |
| if (angle::BeginsWith(variable.name, name) && (variableLocation.arrayIndex == 0)) |
| { |
| if (name.length() == variable.name.length()) |
| { |
| ASSERT(name == variable.name); |
| // GLES 3.1 November 2016 page 87. |
| // The string exactly matches the name of the active variable. |
| return static_cast<GLint>(location); |
| } |
| if (name.length() + 3u == variable.name.length() && variable.isArray()) |
| { |
| ASSERT(name + "[0]" == variable.name); |
| // The string identifies the base name of an active array, where the string would |
| // exactly match the name of the variable if the suffix "[0]" were appended to the |
| // string. |
| return static_cast<GLint>(location); |
| } |
| } |
| if (variable.isArray() && variableLocation.arrayIndex == arrayIndex && |
| nameLengthWithoutArrayIndex + 3u == variable.name.length() && |
| angle::BeginsWith(variable.name, name, nameLengthWithoutArrayIndex)) |
| { |
| ASSERT(name.substr(0u, nameLengthWithoutArrayIndex) + "[0]" == variable.name); |
| // The string identifies an active element of the array, where the string ends with the |
| // concatenation of the "[" character, an integer (with no "+" sign, extra leading |
| // zeroes, or whitespace) identifying an array element, and the "]" character, the |
| // integer is less than the number of active elements of the array variable, and where |
| // the string would exactly match the enumerated name of the array if the decimal |
| // integer were replaced with zero. |
| return static_cast<GLint>(location); |
| } |
| } |
| |
| return -1; |
| } |
| |
| void CopyStringToBuffer(GLchar *buffer, |
| const std::string &string, |
| GLsizei bufSize, |
| GLsizei *lengthOut) |
| { |
| ASSERT(bufSize > 0); |
| size_t length = std::min<size_t>(bufSize - 1, string.length()); |
| memcpy(buffer, string.c_str(), length); |
| buffer[length] = '\0'; |
| |
| if (lengthOut) |
| { |
| *lengthOut = static_cast<GLsizei>(length); |
| } |
| } |
| |
| GLuint GetInterfaceBlockIndex(const std::vector<InterfaceBlock> &list, const std::string &name) |
| { |
| std::vector<unsigned int> subscripts; |
| std::string baseName = ParseResourceName(name, &subscripts); |
| |
| unsigned int numBlocks = static_cast<unsigned int>(list.size()); |
| for (unsigned int blockIndex = 0; blockIndex < numBlocks; blockIndex++) |
| { |
| const auto &block = list[blockIndex]; |
| if (block.name == baseName) |
| { |
| const bool arrayElementZero = |
| (subscripts.empty() && (!block.isArray || block.arrayElement == 0)); |
| const bool arrayElementMatches = |
| (subscripts.size() == 1 && subscripts[0] == block.arrayElement); |
| if (arrayElementMatches || arrayElementZero) |
| { |
| return blockIndex; |
| } |
| } |
| } |
| |
| return GL_INVALID_INDEX; |
| } |
| |
| void GetInterfaceBlockName(const UniformBlockIndex index, |
| const std::vector<InterfaceBlock> &list, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *name) |
| { |
| ASSERT(index.value < list.size()); |
| |
| const auto &block = list[index.value]; |
| |
| if (bufSize > 0) |
| { |
| std::string blockName = block.name; |
| |
| if (block.isArray) |
| { |
| blockName += ArrayString(block.arrayElement); |
| } |
| CopyStringToBuffer(name, blockName, bufSize, length); |
| } |
| } |
| |
| void InitUniformBlockLinker(const ProgramState &state, UniformBlockLinker *blockLinker) |
| { |
| for (ShaderType shaderType : AllShaderTypes()) |
| { |
| Shader *shader = state.getAttachedShader(shaderType); |
| if (shader) |
| { |
| blockLinker->addShaderBlocks(shaderType, &shader->getUniformBlocks()); |
| } |
| } |
| } |
| |
| void InitShaderStorageBlockLinker(const ProgramState &state, ShaderStorageBlockLinker *blockLinker) |
| { |
| for (ShaderType shaderType : AllShaderTypes()) |
| { |
| Shader *shader = state.getAttachedShader(shaderType); |
| if (shader != nullptr) |
| { |
| blockLinker->addShaderBlocks(shaderType, &shader->getShaderStorageBlocks()); |
| } |
| } |
| } |
| } // anonymous namespace |
| |
| const char *GetLinkMismatchErrorString(LinkMismatchError linkError) |
| { |
| switch (linkError) |
| { |
| case LinkMismatchError::TYPE_MISMATCH: |
| return "Type"; |
| case LinkMismatchError::ARRAYNESS_MISMATCH: |
| return "Array-ness"; |
| case LinkMismatchError::ARRAY_SIZE_MISMATCH: |
| return "Array size"; |
| case LinkMismatchError::PRECISION_MISMATCH: |
| return "Precision"; |
| case LinkMismatchError::STRUCT_NAME_MISMATCH: |
| return "Structure name"; |
| case LinkMismatchError::FIELD_NUMBER_MISMATCH: |
| return "Field number"; |
| case LinkMismatchError::FIELD_NAME_MISMATCH: |
| return "Field name"; |
| |
| case LinkMismatchError::INTERPOLATION_TYPE_MISMATCH: |
| return "Interpolation type"; |
| case LinkMismatchError::INVARIANCE_MISMATCH: |
| return "Invariance"; |
| |
| case LinkMismatchError::BINDING_MISMATCH: |
| return "Binding layout qualifier"; |
| case LinkMismatchError::LOCATION_MISMATCH: |
| return "Location layout qualifier"; |
| case LinkMismatchError::OFFSET_MISMATCH: |
| return "Offset layout qualifier"; |
| case LinkMismatchError::INSTANCE_NAME_MISMATCH: |
| return "Instance name qualifier"; |
| case LinkMismatchError::FORMAT_MISMATCH: |
| return "Format qualifier"; |
| |
| case LinkMismatchError::LAYOUT_QUALIFIER_MISMATCH: |
| return "Layout qualifier"; |
| case LinkMismatchError::MATRIX_PACKING_MISMATCH: |
| return "Matrix Packing"; |
| |
| case LinkMismatchError::FIELD_LOCATION_MISMATCH: |
| return "Field location"; |
| case LinkMismatchError::FIELD_STRUCT_NAME_MISMATCH: |
| return "Field structure name"; |
| default: |
| UNREACHABLE(); |
| return ""; |
| } |
| } |
| |
| void UpdateInterfaceVariable(std::vector<sh::ShaderVariable> *block, const sh::ShaderVariable &var) |
| { |
| if (!var.isStruct()) |
| { |
| block->emplace_back(var); |
| block->back().resetEffectiveLocation(); |
| } |
| |
| for (const sh::ShaderVariable &field : var.fields) |
| { |
| ASSERT(!var.name.empty() || var.isShaderIOBlock); |
| |
| // Shader I/O block naming is similar to UBOs and SSBOs: |
| // |
| // in Block |
| // { |
| // type field; // produces "field" |
| // }; |
| // |
| // in Block2 |
| // { |
| // type field; // produces "Block2.field" |
| // } block2; |
| // |
| const std::string &baseName = var.isShaderIOBlock ? var.structOrBlockName : var.name; |
| const std::string prefix = var.name.empty() ? "" : baseName + "."; |
| |
| if (!field.isStruct()) |
| { |
| sh::ShaderVariable fieldCopy = field; |
| fieldCopy.updateEffectiveLocation(var); |
| fieldCopy.name = prefix + field.name; |
| block->emplace_back(fieldCopy); |
| } |
| |
| for (const sh::ShaderVariable &nested : field.fields) |
| { |
| sh::ShaderVariable nestedCopy = nested; |
| nestedCopy.updateEffectiveLocation(field); |
| nestedCopy.name = prefix + field.name + "." + nested.name; |
| block->emplace_back(nestedCopy); |
| } |
| } |
| } |
| |
| void WriteShaderVariableBuffer(BinaryOutputStream *stream, const ShaderVariableBuffer &var) |
| { |
| stream->writeInt(var.binding); |
| stream->writeInt(var.dataSize); |
| |
| for (ShaderType shaderType : AllShaderTypes()) |
| { |
| stream->writeBool(var.isActive(shaderType)); |
| } |
| |
| stream->writeInt(var.memberIndexes.size()); |
| for (unsigned int memberCounterIndex : var.memberIndexes) |
| { |
| stream->writeInt(memberCounterIndex); |
| } |
| } |
| |
| void LoadShaderVariableBuffer(BinaryInputStream *stream, ShaderVariableBuffer *var) |
| { |
| var->binding = stream->readInt<int>(); |
| var->dataSize = stream->readInt<unsigned int>(); |
| |
| for (ShaderType shaderType : AllShaderTypes()) |
| { |
| var->setActive(shaderType, stream->readBool()); |
| } |
| |
| size_t numMembers = stream->readInt<size_t>(); |
| for (size_t blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++) |
| { |
| var->memberIndexes.push_back(stream->readInt<unsigned int>()); |
| } |
| } |
| |
| void WriteBufferVariable(BinaryOutputStream *stream, const BufferVariable &var) |
| { |
| WriteShaderVar(stream, var); |
| |
| stream->writeInt(var.bufferIndex); |
| WriteBlockMemberInfo(stream, var.blockInfo); |
| stream->writeInt(var.topLevelArraySize); |
| |
| for (ShaderType shaderType : AllShaderTypes()) |
| { |
| stream->writeBool(var.isActive(shaderType)); |
| } |
| } |
| |
| void LoadBufferVariable(BinaryInputStream *stream, BufferVariable *var) |
| { |
| LoadShaderVar(stream, var); |
| |
| var->bufferIndex = stream->readInt<int>(); |
| LoadBlockMemberInfo(stream, &var->blockInfo); |
| var->topLevelArraySize = stream->readInt<int>(); |
| |
| for (ShaderType shaderType : AllShaderTypes()) |
| { |
| var->setActive(shaderType, stream->readBool()); |
| } |
| } |
| |
| void WriteInterfaceBlock(BinaryOutputStream *stream, const InterfaceBlock &block) |
| { |
| stream->writeString(block.name); |
| stream->writeString(block.mappedName); |
| stream->writeBool(block.isArray); |
| stream->writeInt(block.arrayElement); |
| |
| WriteShaderVariableBuffer(stream, block); |
| } |
| |
| void LoadInterfaceBlock(BinaryInputStream *stream, InterfaceBlock *block) |
| { |
| block->name = stream->readString(); |
| block->mappedName = stream->readString(); |
| block->isArray = stream->readBool(); |
| block->arrayElement = stream->readInt<unsigned int>(); |
| |
| LoadShaderVariableBuffer(stream, block); |
| } |
| |
| void WriteShInterfaceBlock(BinaryOutputStream *stream, const sh::InterfaceBlock &block) |
| { |
| stream->writeString(block.name); |
| stream->writeString(block.mappedName); |
| stream->writeString(block.instanceName); |
| stream->writeInt(block.arraySize); |
| stream->writeEnum(block.layout); |
| stream->writeBool(block.isRowMajorLayout); |
| stream->writeInt(block.binding); |
| stream->writeBool(block.staticUse); |
| stream->writeBool(block.active); |
| stream->writeEnum(block.blockType); |
| |
| stream->writeInt<size_t>(block.fields.size()); |
| for (const sh::ShaderVariable &shaderVariable : block.fields) |
| { |
| WriteShaderVar(stream, shaderVariable); |
| } |
| } |
| |
| void LoadShInterfaceBlock(BinaryInputStream *stream, sh::InterfaceBlock *block) |
| { |
| block->name = stream->readString(); |
| block->mappedName = stream->readString(); |
| block->instanceName = stream->readString(); |
| block->arraySize = stream->readInt<unsigned int>(); |
| block->layout = stream->readEnum<sh::BlockLayoutType>(); |
| block->isRowMajorLayout = stream->readBool(); |
| block->binding = stream->readInt<int>(); |
| block->staticUse = stream->readBool(); |
| block->active = stream->readBool(); |
| block->blockType = stream->readEnum<sh::BlockType>(); |
| |
| block->fields.resize(stream->readInt<size_t>()); |
| for (sh::ShaderVariable &variable : block->fields) |
| { |
| LoadShaderVar(stream, &variable); |
| } |
| } |
| |
| // Saves the linking context for later use in resolveLink(). |
| struct Program::LinkingState |
| { |
| std::shared_ptr<ProgramExecutable> linkedExecutable; |
| ProgramLinkedResources resources; |
| egl::BlobCache::Key programHash; |
| std::unique_ptr<rx::LinkEvent> linkEvent; |
| bool linkingFromBinary; |
| }; |
| |
| const char *const g_fakepath = "C:\\fakepath"; |
| |
| // InfoLog implementation. |
| InfoLog::InfoLog() : mLazyStream(nullptr) {} |
| |
| InfoLog::~InfoLog() {} |
| |
| size_t InfoLog::getLength() const |
| { |
| if (!mLazyStream) |
| { |
| return 0; |
| } |
| |
| const std::string &logString = mLazyStream->str(); |
| return logString.empty() ? 0 : logString.length() + 1; |
| } |
| |
| void InfoLog::getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const |
| { |
| size_t index = 0; |
| |
| if (bufSize > 0) |
| { |
| const std::string logString(str()); |
| |
| if (!logString.empty()) |
| { |
| index = std::min(static_cast<size_t>(bufSize) - 1, logString.length()); |
| memcpy(infoLog, logString.c_str(), index); |
| } |
| |
| infoLog[index] = '\0'; |
| } |
| |
| if (length) |
| { |
| *length = static_cast<GLsizei>(index); |
| } |
| } |
| |
| // append a sanitized message to the program info log. |
| // The D3D compiler includes a fake file path in some of the warning or error |
| // messages, so lets remove all occurrences of this fake file path from the log. |
| void InfoLog::appendSanitized(const char *message) |
| { |
| ensureInitialized(); |
| |
| std::string msg(message); |
| |
| size_t found; |
| do |
| { |
| found = msg.find(g_fakepath); |
| if (found != std::string::npos) |
| { |
| msg.erase(found, strlen(g_fakepath)); |
| } |
| } while (found != std::string::npos); |
| |
| if (!msg.empty()) |
| { |
| *mLazyStream << message << std::endl; |
| } |
| } |
| |
| void InfoLog::reset() |
| { |
| if (mLazyStream) |
| { |
| mLazyStream.reset(nullptr); |
| } |
| } |
| |
| bool InfoLog::empty() const |
| { |
| if (!mLazyStream) |
| { |
| return true; |
| } |
| |
| return mLazyStream->rdbuf()->in_avail() == 0; |
| } |
| |
| void LogLinkMismatch(InfoLog &infoLog, |
| const std::string &variableName, |
| const char *variableType, |
| LinkMismatchError linkError, |
| const std::string &mismatchedStructOrBlockFieldName, |
| ShaderType shaderType1, |
| ShaderType shaderType2) |
| { |
| std::ostringstream stream; |
| stream << GetLinkMismatchErrorString(linkError) << "s of " << variableType << " '" |
| << variableName; |
| |
| if (!mismatchedStructOrBlockFieldName.empty()) |
| { |
| stream << "' member '" << variableName << "." << mismatchedStructOrBlockFieldName; |
| } |
| |
| stream << "' differ between " << GetShaderTypeString(shaderType1) << " and " |
| << GetShaderTypeString(shaderType2) << " shaders."; |
| |
| infoLog << stream.str(); |
| } |
| |
| bool IsActiveInterfaceBlock(const sh::InterfaceBlock &interfaceBlock) |
| { |
| // Only 'packed' blocks are allowed to be considered inactive. |
| return interfaceBlock.active || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED; |
| } |
| |
| void WriteBlockMemberInfo(BinaryOutputStream *stream, const sh::BlockMemberInfo &var) |
| { |
| stream->writeInt(var.arrayStride); |
| stream->writeBool(var.isRowMajorMatrix); |
| stream->writeInt(var.matrixStride); |
| stream->writeInt(var.offset); |
| stream->writeInt(var.topLevelArrayStride); |
| } |
| |
| void LoadBlockMemberInfo(BinaryInputStream *stream, sh::BlockMemberInfo *var) |
| { |
| var->arrayStride = stream->readInt<int>(); |
| var->isRowMajorMatrix = stream->readBool(); |
| var->matrixStride = stream->readInt<int>(); |
| var->offset = stream->readInt<int>(); |
| var->topLevelArrayStride = stream->readInt<int>(); |
| } |
| |
| void WriteShaderVar(BinaryOutputStream *stream, const sh::ShaderVariable &var) |
| { |
| stream->writeInt(var.type); |
| stream->writeInt(var.precision); |
| stream->writeString(var.name); |
| stream->writeString(var.mappedName); |
| stream->writeIntVector(var.arraySizes); |
| stream->writeBool(var.staticUse); |
| stream->writeBool(var.active); |
| stream->writeInt<size_t>(var.fields.size()); |
| for (const sh::ShaderVariable &shaderVariable : var.fields) |
| { |
| WriteShaderVar(stream, shaderVariable); |
| } |
| stream->writeString(var.structOrBlockName); |
| stream->writeString(var.mappedStructOrBlockName); |
| stream->writeBool(var.isRowMajorLayout); |
| stream->writeInt(var.location); |
| stream->writeBool(var.hasImplicitLocation); |
| stream->writeInt(var.binding); |
| stream->writeInt(var.imageUnitFormat); |
| stream->writeInt(var.offset); |
| stream->writeBool(var.readonly); |
| stream->writeBool(var.writeonly); |
| stream->writeBool(var.isFragmentInOut); |
| stream->writeInt(var.index); |
| stream->writeBool(var.yuv); |
| stream->writeEnum(var.interpolation); |
| stream->writeBool(var.isInvariant); |
| stream->writeBool(var.isShaderIOBlock); |
| stream->writeBool(var.isPatch); |
| stream->writeBool(var.texelFetchStaticUse); |
| stream->writeInt(var.getFlattenedOffsetInParentArrays()); |
| } |
| |
| void LoadShaderVar(gl::BinaryInputStream *stream, sh::ShaderVariable *var) |
| { |
| var->type = stream->readInt<GLenum>(); |
| var->precision = stream->readInt<GLenum>(); |
| stream->readString(&var->name); |
| stream->readString(&var->mappedName); |
| stream->readIntVector<unsigned int>(&var->arraySizes); |
| var->staticUse = stream->readBool(); |
| var->active = stream->readBool(); |
| size_t elementCount = stream->readInt<size_t>(); |
| var->fields.resize(elementCount); |
| for (sh::ShaderVariable &variable : var->fields) |
| { |
| LoadShaderVar(stream, &variable); |
| } |
| stream->readString(&var->structOrBlockName); |
| stream->readString(&var->mappedStructOrBlockName); |
| var->isRowMajorLayout = stream->readBool(); |
| var->location = stream->readInt<int>(); |
| var->hasImplicitLocation = stream->readBool(); |
| var->binding = stream->readInt<int>(); |
| var->imageUnitFormat = stream->readInt<GLenum>(); |
| var->offset = stream->readInt<int>(); |
| var->readonly = stream->readBool(); |
| var->writeonly = stream->readBool(); |
| var->isFragmentInOut = stream->readBool(); |
| var->index = stream->readInt<int>(); |
| var->yuv = stream->readBool(); |
| var->interpolation = stream->readEnum<sh::InterpolationType>(); |
| var->isInvariant = stream->readBool(); |
| var->isShaderIOBlock = stream->readBool(); |
| var->isPatch = stream->readBool(); |
| var->texelFetchStaticUse = stream->readBool(); |
| var->setParentArrayIndex(stream->readInt<int>()); |
| } |
| |
| // VariableLocation implementation. |
| VariableLocation::VariableLocation() : arrayIndex(0), index(kUnused), ignored(false) {} |
| |
| VariableLocation::VariableLocation(unsigned int arrayIndex, unsigned int index) |
| : arrayIndex(arrayIndex), index(index), ignored(false) |
| { |
| ASSERT(arrayIndex != GL_INVALID_INDEX); |
| } |
| |
| // SamplerBindings implementation. |
| SamplerBinding::SamplerBinding(TextureType textureTypeIn, |
| GLenum samplerTypeIn, |
| SamplerFormat formatIn, |
| size_t elementCount) |
| : textureType(textureTypeIn), |
| samplerType(samplerTypeIn), |
| format(formatIn), |
| boundTextureUnits(elementCount, 0) |
| {} |
| |
| SamplerBinding::SamplerBinding(const SamplerBinding &other) = default; |
| |
| SamplerBinding::~SamplerBinding() = default; |
| |
| // ProgramBindings implementation. |
| ProgramBindings::ProgramBindings() {} |
| |
| ProgramBindings::~ProgramBindings() {} |
| |
| void ProgramBindings::bindLocation(GLuint index, const std::string &name) |
| { |
| mBindings[name] = index; |
| } |
| |
| int ProgramBindings::getBindingByName(const std::string &name) const |
| { |
| auto iter = mBindings.find(name); |
| return (iter != mBindings.end()) ? iter->second : -1; |
| } |
| |
| int ProgramBindings::getBinding(const sh::ShaderVariable &variable) const |
| { |
| return getBindingByName(variable.name); |
| } |
| |
| ProgramBindings::const_iterator ProgramBindings::begin() const |
| { |
| return mBindings.begin(); |
| } |
| |
| ProgramBindings::const_iterator ProgramBindings::end() const |
| { |
| return mBindings.end(); |
| } |
| |
| std::map<std::string, GLuint> ProgramBindings::getStableIterationMap() const |
| { |
| return std::map<std::string, GLuint>(mBindings.begin(), mBindings.end()); |
| } |
| |
| // ProgramAliasedBindings implementation. |
| ProgramAliasedBindings::ProgramAliasedBindings() {} |
| |
| ProgramAliasedBindings::~ProgramAliasedBindings() {} |
| |
| void ProgramAliasedBindings::bindLocation(GLuint index, const std::string &name) |
| { |
| mBindings[name] = ProgramBinding(index); |
| |
| // EXT_blend_func_extended spec: "If it specifies the base name of an array, |
| // it identifies the resources associated with the first element of the array." |
| // |
| // Normalize array bindings so that "name" and "name[0]" map to the same entry. |
| // If this binding is of the form "name[0]", then mark the "name" binding as |
| // aliased but do not update it yet in case "name" is not actually an array. |
| size_t nameLengthWithoutArrayIndex; |
| unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex); |
| if (arrayIndex == 0) |
| { |
| std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex); |
| auto iter = mBindings.find(baseName); |
| if (iter != mBindings.end()) |
| { |
| iter->second.aliased = true; |
| } |
| } |
| } |
| |
| int ProgramAliasedBindings::getBindingByName(const std::string &name) const |
| { |
| auto iter = mBindings.find(name); |
| return (iter != mBindings.end()) ? iter->second.location : -1; |
| } |
| |
| int ProgramAliasedBindings::getBindingByLocation(GLuint location) const |
| { |
| for (const auto &iter : mBindings) |
| { |
| if (iter.second.location == location) |
| { |
| return iter.second.location; |
| } |
| } |
| return -1; |
| } |
| |
| int ProgramAliasedBindings::getBinding(const sh::ShaderVariable &variable) const |
| { |
| const std::string &name = variable.name; |
| |
| // Check with the normalized array name if applicable. |
| if (variable.isArray()) |
| { |
| size_t nameLengthWithoutArrayIndex; |
| unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex); |
| if (arrayIndex == 0) |
| { |
| std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex); |
| auto iter = mBindings.find(baseName); |
| // If "name" exists and is not aliased, that means it was modified more |
| // recently than its "name[0]" form and should be used instead of that. |
| if (iter != mBindings.end() && !iter->second.aliased) |
| { |
| return iter->second.location; |
| } |
| } |
| else if (arrayIndex == GL_INVALID_INDEX) |
| { |
| auto iter = mBindings.find(variable.name); |
| // If "name" exists and is not aliased, that means it was modified more |
| // recently than its "name[0]" form and should be used instead of that. |
| if (iter != mBindings.end() && !iter->second.aliased) |
| { |
| return iter->second.location; |
| } |
| // The base name was aliased, so use the name with the array notation. |
| return getBindingByName(name + "[0]"); |
| } |
| } |
| |
| return getBindingByName(name); |
| } |
| |
| ProgramAliasedBindings::const_iterator ProgramAliasedBindings::begin() const |
| { |
| return mBindings.begin(); |
| } |
| |
| ProgramAliasedBindings::const_iterator ProgramAliasedBindings::end() const |
| { |
| return mBindings.end(); |
| } |
| |
| std::map<std::string, ProgramBinding> ProgramAliasedBindings::getStableIterationMap() const |
| { |
| return std::map<std::string, ProgramBinding>(mBindings.begin(), mBindings.end()); |
| } |
| |
| // ImageBinding implementation. |
| ImageBinding::ImageBinding(size_t count, TextureType textureTypeIn) |
| : textureType(textureTypeIn), boundImageUnits(count, 0) |
| {} |
| ImageBinding::ImageBinding(GLuint imageUnit, size_t count, TextureType textureTypeIn) |
| : textureType(textureTypeIn) |
| { |
| for (size_t index = 0; index < count; ++index) |
| { |
| boundImageUnits.push_back(imageUnit + static_cast<GLuint>(index)); |
| } |
| } |
| |
| ImageBinding::ImageBinding(const ImageBinding &other) = default; |
| |
| ImageBinding::~ImageBinding() = default; |
| |
| // ProgramState implementation. |
| ProgramState::ProgramState() |
| : mLabel(), |
| mAttachedShaders{}, |
| mLocationsUsedForXfbExtension(0), |
| mBinaryRetrieveableHint(false), |
| mSeparable(false), |
| mNumViews(-1), |
| mDrawIDLocation(-1), |
| mBaseVertexLocation(-1), |
| mBaseInstanceLocation(-1), |
| mCachedBaseVertex(0), |
| mCachedBaseInstance(0), |
| mExecutable(new ProgramExecutable()) |
| { |
| mComputeShaderLocalSize.fill(1); |
| } |
| |
| ProgramState::~ProgramState() |
| { |
| ASSERT(!hasAttachedShader()); |
| } |
| |
| const std::string &ProgramState::getLabel() |
| { |
| return mLabel; |
| } |
| |
| Shader *ProgramState::getAttachedShader(ShaderType shaderType) const |
| { |
| ASSERT(shaderType != ShaderType::InvalidEnum); |
| return mAttachedShaders[shaderType]; |
| } |
| |
| GLuint ProgramState::getUniformIndexFromName(const std::string &name) const |
| { |
| return GetResourceIndexFromName(mExecutable->mUniforms, name); |
| } |
| |
| GLuint ProgramState::getBufferVariableIndexFromName(const std::string &name) const |
| { |
| return GetResourceIndexFromName(mBufferVariables, name); |
| } |
| |
| GLuint ProgramState::getUniformIndexFromLocation(UniformLocation location) const |
| { |
| ASSERT(location.value >= 0 && static_cast<size_t>(location.value) < mUniformLocations.size()); |
| return mUniformLocations[location.value].index; |
| } |
| |
| Optional<GLuint> ProgramState::getSamplerIndex(UniformLocation location) const |
| { |
| GLuint index = getUniformIndexFromLocation(location); |
| if (!isSamplerUniformIndex(index)) |
| { |
| return Optional<GLuint>::Invalid(); |
| } |
| |
| return getSamplerIndexFromUniformIndex(index); |
| } |
| |
| bool ProgramState::isSamplerUniformIndex(GLuint index) const |
| { |
| return mExecutable->mSamplerUniformRange.contains(index); |
| } |
| |
| GLuint ProgramState::getSamplerIndexFromUniformIndex(GLuint uniformIndex) const |
| { |
| ASSERT(isSamplerUniformIndex(uniformIndex)); |
| return uniformIndex - mExecutable->mSamplerUniformRange.low(); |
| } |
| |
| GLuint ProgramState::getUniformIndexFromSamplerIndex(GLuint samplerIndex) const |
| { |
| return mExecutable->getUniformIndexFromSamplerIndex(samplerIndex); |
| } |
| |
| bool ProgramState::isImageUniformIndex(GLuint index) const |
| { |
| return mExecutable->mImageUniformRange.contains(index); |
| } |
| |
| GLuint ProgramState::getImageIndexFromUniformIndex(GLuint uniformIndex) const |
| { |
| ASSERT(isImageUniformIndex(uniformIndex)); |
| return uniformIndex - mExecutable->mImageUniformRange.low(); |
| } |
| |
| GLuint ProgramState::getAttributeLocation(const std::string &name) const |
| { |
| for (const sh::ShaderVariable &attribute : mExecutable->mProgramInputs) |
| { |
| if (attribute.name == name) |
| { |
| return attribute.location; |
| } |
| } |
| |
| return static_cast<GLuint>(-1); |
| } |
| |
| bool ProgramState::hasAttachedShader() const |
| { |
| for (const Shader *shader : mAttachedShaders) |
| { |
| if (shader) |
| { |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| ShaderType ProgramState::getFirstAttachedShaderStageType() const |
| { |
| const ShaderBitSet linkedStages = mExecutable->getLinkedShaderStages(); |
| if (linkedStages.none()) |
| { |
| return ShaderType::InvalidEnum; |
| } |
| |
| return linkedStages.first(); |
| } |
| |
| ShaderType ProgramState::getLastAttachedShaderStageType() const |
| { |
| const ShaderBitSet linkedStages = mExecutable->getLinkedShaderStages(); |
| if (linkedStages.none()) |
| { |
| return ShaderType::InvalidEnum; |
| } |
| |
| return linkedStages.last(); |
| } |
| |
| ShaderType ProgramState::getAttachedTransformFeedbackStage() const |
| { |
| if (mAttachedShaders[ShaderType::Geometry]) |
| { |
| return ShaderType::Geometry; |
| } |
| if (mAttachedShaders[ShaderType::TessEvaluation]) |
| { |
| return ShaderType::TessEvaluation; |
| } |
| return ShaderType::Vertex; |
| } |
| |
| Program::Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, ShaderProgramID handle) |
| : mSerial(factory->generateSerial()), |
| mProgram(factory->createProgram(mState)), |
| mValidated(false), |
| mLinked(false), |
| mDeleteStatus(false), |
| mRefCount(0), |
| mResourceManager(manager), |
| mHandle(handle) |
| { |
| ASSERT(mProgram); |
| |
| unlink(); |
| } |
| |
| Program::~Program() |
| { |
| ASSERT(!mProgram); |
| } |
| |
| void Program::onDestroy(const Context *context) |
| { |
| resolveLink(context); |
| for (ShaderType shaderType : AllShaderTypes()) |
| { |
| if (mState.mAttachedShaders[shaderType]) |
| { |
| mState.mAttachedShaders[shaderType]->release(context); |
| mState.mAttachedShaders[shaderType] = nullptr; |
| } |
| } |
| |
| mProgram->destroy(context); |
| |
| ASSERT(!mState.hasAttachedShader()); |
| SafeDelete(mProgram); |
| |
| delete this; |
| } |
| ShaderProgramID Program::id() const |
| { |
| ASSERT(!mLinkingState); |
| return mHandle; |
| } |
| |
| void Program::setLabel(const Context *context, const std::string &label) |
| { |
| ASSERT(!mLinkingState); |
| mState.mLabel = label; |
| } |
| |
| const std::string &Program::getLabel() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mLabel; |
| } |
| |
| void Program::attachShader(Shader *shader) |
| { |
| ShaderType shaderType = shader->getType(); |
| ASSERT(shaderType != ShaderType::InvalidEnum); |
| |
| mState.mAttachedShaders[shaderType] = shader; |
| mState.mAttachedShaders[shaderType]->addRef(); |
| } |
| |
| void Program::detachShader(const Context *context, Shader *shader) |
| { |
| resolveLink(context); |
| ShaderType shaderType = shader->getType(); |
| ASSERT(shaderType != ShaderType::InvalidEnum); |
| |
| ASSERT(mState.mAttachedShaders[shaderType] == shader); |
| shader->release(context); |
| mState.mAttachedShaders[shaderType] = nullptr; |
| } |
| |
| int Program::getAttachedShadersCount() const |
| { |
| ASSERT(!mLinkingState); |
| int numAttachedShaders = 0; |
| for (const Shader *shader : mState.mAttachedShaders) |
| { |
| if (shader) |
| { |
| ++numAttachedShaders; |
| } |
| } |
| |
| return numAttachedShaders; |
| } |
| |
| Shader *Program::getAttachedShader(ShaderType shaderType) const |
| { |
| ASSERT(!mLinkingState); |
| return mState.getAttachedShader(shaderType); |
| } |
| |
| void Program::bindAttributeLocation(GLuint index, const char *name) |
| { |
| ASSERT(!mLinkingState); |
| mAttributeBindings.bindLocation(index, name); |
| } |
| |
| void Program::bindUniformLocation(UniformLocation location, const char *name) |
| { |
| ASSERT(!mLinkingState); |
| mState.mUniformLocationBindings.bindLocation(location.value, name); |
| } |
| |
| void Program::bindFragmentOutputLocation(GLuint index, const char *name) |
| { |
| mFragmentOutputLocations.bindLocation(index, name); |
| } |
| |
| void Program::bindFragmentOutputIndex(GLuint index, const char *name) |
| { |
| mFragmentOutputIndexes.bindLocation(index, name); |
| } |
| |
| angle::Result Program::link(const Context *context) |
| { |
| angle::Result result = linkImpl(context); |
| |
| // Avoid having two ProgramExecutables if the link failed and the Program had successfully |
| // linked previously. |
| if (mLinkingState && mLinkingState->linkedExecutable) |
| { |
| mState.mExecutable = mLinkingState->linkedExecutable; |
| } |
| |
| return result; |
| } |
| |
| // The attached shaders are checked for linking errors by matching up their variables. |
| // Uniform, input and output variables get collected. |
| // The code gets compiled into binaries. |
| angle::Result Program::linkImpl(const Context *context) |
| { |
| ASSERT(!mLinkingState); |
| // Don't make any local variables pointing to anything within the ProgramExecutable, since |
| // unlink() could make a new ProgramExecutable making any references/pointers invalid. |
| auto *platform = ANGLEPlatformCurrent(); |
| double startTime = platform->currentTime(platform); |
| |
| // Unlink the program, but do not clear the validation-related caching yet, since we can still |
| // use the previously linked program if linking the shaders fails. |
| mLinked = false; |
| |
| mState.mExecutable->resetInfoLog(); |
| |
| // Validate we have properly attached shaders before checking the cache. |
| if (!linkValidateShaders(mState.mExecutable->getInfoLog())) |
| { |
| return angle::Result::Continue; |
| } |
| |
| egl::BlobCache::Key programHash = {0}; |
| MemoryProgramCache *cache = context->getMemoryProgramCache(); |
| |
| // TODO: http://anglebug.com/4530: Enable program caching for separable programs |
| if (cache && !isSeparable()) |
| { |
| std::lock_guard<std::mutex> cacheLock(context->getProgramCacheMutex()); |
| angle::Result cacheResult = cache->getProgram(context, this, &programHash); |
| ANGLE_TRY(cacheResult); |
| |
| // Check explicitly for Continue, Incomplete means a cache miss |
| if (cacheResult == angle::Result::Continue) |
| { |
| // Succeeded in loading the binaries in the front-end, back end may still be loading |
| // asynchronously |
| double delta = platform->currentTime(platform) - startTime; |
| int us = static_cast<int>(delta * 1000000.0); |
| ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheHitTimeUS", us); |
| return angle::Result::Continue; |
| } |
| } |
| |
| // Cache load failed, fall through to normal linking. |
| unlink(); |
| InfoLog &infoLog = mState.mExecutable->getInfoLog(); |
| |
| // Re-link shaders after the unlink call. |
| bool result = linkValidateShaders(infoLog); |
| ASSERT(result); |
| |
| std::unique_ptr<LinkingState> linkingState(new LinkingState()); |
| ProgramMergedVaryings mergedVaryings; |
| LinkingVariables linkingVariables(mState); |
| ProgramLinkedResources &resources = linkingState->resources; |
| |
| resources.init(&mState.mExecutable->mUniformBlocks, &mState.mExecutable->mUniforms, |
| &mState.mExecutable->mShaderStorageBlocks, &mState.mBufferVariables, |
| &mState.mExecutable->mAtomicCounterBuffers); |
| |
| // TODO: Fix incomplete linking. http://anglebug.com/6358 |
| updateLinkedShaderStages(); |
| |
| InitUniformBlockLinker(mState, &resources.uniformBlockLinker); |
| InitShaderStorageBlockLinker(mState, &resources.shaderStorageBlockLinker); |
| |
| if (mState.mAttachedShaders[ShaderType::Compute]) |
| { |
| GLuint combinedImageUniforms = 0; |
| if (!linkUniforms(context, &resources.unusedUniforms, &combinedImageUniforms, infoLog)) |
| { |
| return angle::Result::Continue; |
| } |
| |
| GLuint combinedShaderStorageBlocks = 0u; |
| if (!LinkValidateProgramInterfaceBlocks(context, |
| mState.mExecutable->getLinkedShaderStages(), |
| resources, infoLog, &combinedShaderStorageBlocks)) |
| { |
| return angle::Result::Continue; |
| } |
| |
| // [OpenGL ES 3.1] Chapter 8.22 Page 203: |
| // A link error will be generated if the sum of the number of active image uniforms used in |
| // all shaders, the number of active shader storage blocks, and the number of active |
| // fragment shader outputs exceeds the implementation-dependent value of |
| // MAX_COMBINED_SHADER_OUTPUT_RESOURCES. |
| if (combinedImageUniforms + combinedShaderStorageBlocks > |
| static_cast<GLuint>(context->getCaps().maxCombinedShaderOutputResources)) |
| { |
| infoLog |
| << "The sum of the number of active image uniforms, active shader storage blocks " |
| "and active fragment shader outputs exceeds " |
| "MAX_COMBINED_SHADER_OUTPUT_RESOURCES (" |
| << context->getCaps().maxCombinedShaderOutputResources << ")"; |
| return angle::Result::Continue; |
| } |
| } |
| else |
| { |
| if (!linkAttributes(context, infoLog)) |
| { |
| return angle::Result::Continue; |
| } |
| |
| if (!linkVaryings(infoLog)) |
| { |
| return angle::Result::Continue; |
| } |
| |
| GLuint combinedImageUniforms = 0; |
| if (!linkUniforms(context, &resources.unusedUniforms, &combinedImageUniforms, infoLog)) |
| { |
| return angle::Result::Continue; |
| } |
| |
| GLuint combinedShaderStorageBlocks = 0u; |
| if (!LinkValidateProgramInterfaceBlocks(context, |
| mState.mExecutable->getLinkedShaderStages(), |
| resources, infoLog, &combinedShaderStorageBlocks)) |
| { |
| return angle::Result::Continue; |
| } |
| |
| if (!LinkValidateProgramGlobalNames(infoLog, getExecutable(), linkingVariables)) |
| { |
| return angle::Result::Continue; |
| } |
| |
| gl::Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex]; |
| if (vertexShader) |
| { |
| mState.mNumViews = vertexShader->getNumViews(); |
| mState.mSpecConstUsageBits |= vertexShader->getSpecConstUsageBits(); |
| } |
| |
| gl::Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment]; |
| if (fragmentShader) |
| { |
| if (!mState.mExecutable->linkValidateOutputVariables( |
| context->getCaps(), context->getExtensions(), context->getClientVersion(), |
| combinedImageUniforms, combinedShaderStorageBlocks, |
| fragmentShader->getActiveOutputVariables(), fragmentShader->getShaderVersion(), |
| mFragmentOutputLocations, mFragmentOutputIndexes)) |
| { |
| return angle::Result::Continue; |
| } |
| |
| mState.mExecutable->mEnablesPerSampleShading = |
| fragmentShader->enablesPerSampleShading(); |
| mState.mExecutable->mAdvancedBlendEquations = |
| fragmentShader->getAdvancedBlendEquations(); |
| mState.mSpecConstUsageBits |= fragmentShader->getSpecConstUsageBits(); |
| } |
| |
| mergedVaryings = GetMergedVaryingsFromLinkingVariables(linkingVariables); |
| if (!mState.mExecutable->linkMergedVaryings( |
| context, mergedVaryings, mState.mTransformFeedbackVaryingNames, linkingVariables, |
| isSeparable(), &resources.varyingPacking)) |
| { |
| return angle::Result::Continue; |
| } |
| } |
| |
| mState.mExecutable->saveLinkedStateInfo(mState); |
| |
| mLinkingState = std::move(linkingState); |
| mLinkingState->linkingFromBinary = false; |
| mLinkingState->programHash = programHash; |
| mLinkingState->linkEvent = mProgram->link(context, resources, infoLog, mergedVaryings); |
| |
| // Must be after mProgram->link() to avoid misleading the linker about output variables. |
| mState.updateProgramInterfaceInputs(); |
| mState.updateProgramInterfaceOutputs(); |
| |
| if (mState.mSeparable) |
| { |
| mLinkingState->linkedExecutable = mState.mExecutable; |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| bool Program::isLinking() const |
| { |
| return (mLinkingState.get() && mLinkingState->linkEvent && |
| mLinkingState->linkEvent->isLinking()); |
| } |
| |
| void Program::resolveLinkImpl(const Context *context) |
| { |
| ASSERT(mLinkingState.get()); |
| |
| angle::Result result = mLinkingState->linkEvent->wait(context); |
| |
| mLinked = result == angle::Result::Continue; |
| std::unique_ptr<LinkingState> linkingState = std::move(mLinkingState); |
| if (!mLinked) |
| { |
| mState.mExecutable->reset(false); |
| return; |
| } |
| |
| if (linkingState->linkingFromBinary) |
| { |
| // All internal Program state is already loaded from the binary. |
| return; |
| } |
| |
| initInterfaceBlockBindings(); |
| |
| // According to GLES 3.0/3.1 spec for LinkProgram and UseProgram, |
| // Only successfully linked program can replace the executables. |
| ASSERT(mLinked); |
| |
| // Mark implementation-specific unreferenced uniforms as ignored. |
| std::vector<ImageBinding> *imageBindings = getExecutable().getImageBindings(); |
| mProgram->markUnusedUniformLocations(&mState.mUniformLocations, |
| &mState.mExecutable->mSamplerBindings, imageBindings); |
| |
| // Must be called after markUnusedUniformLocations. |
| postResolveLink(context); |
| |
| // Save to the program cache. |
| std::lock_guard<std::mutex> cacheLock(context->getProgramCacheMutex()); |
| MemoryProgramCache *cache = context->getMemoryProgramCache(); |
| // TODO: http://anglebug.com/4530: Enable program caching for separable programs |
| if (cache && !isSeparable() && |
| (mState.mExecutable->mLinkedTransformFeedbackVaryings.empty() || |
| !context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled)) |
| { |
| if (cache->putProgram(linkingState->programHash, context, this) == angle::Result::Stop) |
| { |
| // Don't fail linking if putting the program binary into the cache fails, the program is |
| // still usable. |
| WARN() << "Failed to save linked program to memory program cache."; |
| } |
| } |
| } |
| |
| void Program::updateLinkedShaderStages() |
| { |
| mState.mExecutable->resetLinkedShaderStages(); |
| |
| for (const Shader *shader : mState.mAttachedShaders) |
| { |
| if (shader) |
| { |
| mState.mExecutable->setLinkedShaderStages(shader->getType()); |
| } |
| } |
| } |
| |
| void ProgramState::updateActiveSamplers() |
| { |
| mExecutable->mActiveSamplerRefCounts.fill(0); |
| mExecutable->updateActiveSamplers(*this); |
| } |
| |
| void ProgramState::updateProgramInterfaceInputs() |
| { |
| const ShaderType firstAttachedShaderType = getFirstAttachedShaderStageType(); |
| |
| if (firstAttachedShaderType == ShaderType::Vertex) |
| { |
| // Vertex attributes are already what we need, so nothing to do |
| return; |
| } |
| |
| Shader *shader = getAttachedShader(firstAttachedShaderType); |
| ASSERT(shader); |
| |
| // Copy over each input varying, since the Shader could go away |
| if (shader->getType() == ShaderType::Compute) |
| { |
| for (const sh::ShaderVariable &attribute : shader->getAllAttributes()) |
| { |
| // Compute Shaders have the following built-in input variables. |
| // |
| // in uvec3 gl_NumWorkGroups; |
| // in uvec3 gl_WorkGroupID; |
| // in uvec3 gl_LocalInvocationID; |
| // in uvec3 gl_GlobalInvocationID; |
| // in uint gl_LocalInvocationIndex; |
| // They are all vecs or uints, so no special handling is required. |
| mExecutable->mProgramInputs.emplace_back(attribute); |
| } |
| } |
| else |
| { |
| for (const sh::ShaderVariable &varying : shader->getInputVaryings()) |
| { |
| UpdateInterfaceVariable(&mExecutable->mProgramInputs, varying); |
| } |
| } |
| } |
| |
| void ProgramState::updateProgramInterfaceOutputs() |
| { |
| const ShaderType lastAttachedShaderType = getLastAttachedShaderStageType(); |
| |
| if (lastAttachedShaderType == ShaderType::Fragment) |
| { |
| // Fragment outputs are already what we need, so nothing to do |
| return; |
| } |
| if (lastAttachedShaderType == ShaderType::Compute) |
| { |
| // If the program only contains a Compute Shader, then there are no user-defined outputs. |
| return; |
| } |
| |
| Shader *shader = getAttachedShader(lastAttachedShaderType); |
| ASSERT(shader); |
| |
| // Copy over each output varying, since the Shader could go away |
| for (const sh::ShaderVariable &varying : shader->getOutputVaryings()) |
| { |
| UpdateInterfaceVariable(&mExecutable->mOutputVariables, varying); |
| } |
| } |
| |
| // Returns the program object to an unlinked state, before re-linking, or at destruction |
| void Program::unlink() |
| { |
| if (mLinkingState && mLinkingState->linkedExecutable) |
| { |
| // The new ProgramExecutable that we'll attempt to link with needs to start from a copy of |
| // the last successfully linked ProgramExecutable, so we don't lose any state information. |
| mState.mExecutable.reset(new ProgramExecutable(*mLinkingState->linkedExecutable)); |
| } |
| mState.mExecutable->reset(true); |
| |
| mState.mUniformLocations.clear(); |
| mState.mBufferVariables.clear(); |
| mState.mComputeShaderLocalSize.fill(1); |
| mState.mNumViews = -1; |
| mState.mDrawIDLocation = -1; |
| mState.mBaseVertexLocation = -1; |
| mState.mBaseInstanceLocation = -1; |
| mState.mCachedBaseVertex = 0; |
| mState.mCachedBaseInstance = 0; |
| mState.mSpecConstUsageBits.reset(); |
| |
| mValidated = false; |
| |
| mLinked = false; |
| } |
| |
| angle::Result Program::loadBinary(const Context *context, |
| GLenum binaryFormat, |
| const void *binary, |
| GLsizei length) |
| { |
| ASSERT(!mLinkingState); |
| unlink(); |
| InfoLog &infoLog = mState.mExecutable->getInfoLog(); |
| |
| if (!angle::GetANGLEHasBinaryLoading()) |
| { |
| return angle::Result::Incomplete; |
| } |
| |
| ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE); |
| if (binaryFormat != GL_PROGRAM_BINARY_ANGLE) |
| { |
| infoLog << "Invalid program binary format."; |
| return angle::Result::Incomplete; |
| } |
| |
| BinaryInputStream stream(binary, length); |
| ANGLE_TRY(deserialize(context, stream, infoLog)); |
| // Currently we require the full shader text to compute the program hash. |
| // We could also store the binary in the internal program cache. |
| |
| for (size_t uniformBlockIndex = 0; |
| uniformBlockIndex < mState.mExecutable->getActiveUniformBlockCount(); ++uniformBlockIndex) |
| { |
| mDirtyBits.set(uniformBlockIndex); |
| } |
| |
| // The rx::LinkEvent returned from ProgramImpl::load is a base class with multiple |
| // implementations. In some implementations, a background thread is used to compile the |
| // shaders. Any calls to the LinkEvent object, therefore, are racy and may interfere with |
| // the operation. |
| |
| // We do not want to call LinkEvent::wait because that will cause the background thread |
| // to finish its task before returning, thus defeating the purpose of background compilation. |
| // We need to defer waiting on background compilation until the very last minute when we |
| // absolutely need the results, such as when the developer binds the program or queries |
| // for the completion status. |
| |
| // If load returns nullptr, we know for sure that the binary is not compatible with the backend. |
| // The loaded binary could have been read from the on-disk shader cache and be corrupted or |
| // serialized with different revision and subsystem id than the currently loaded backend. |
| // Returning 'Incomplete' to the caller results in link happening using the original shader |
| // sources. |
| angle::Result result; |
| std::unique_ptr<LinkingState> linkingState; |
| std::unique_ptr<rx::LinkEvent> linkEvent = mProgram->load(context, &stream, infoLog); |
| if (linkEvent) |
| { |
| linkingState = std::make_unique<LinkingState>(); |
| linkingState->linkingFromBinary = true; |
| linkingState->linkEvent = std::move(linkEvent); |
| result = angle::Result::Continue; |
| } |
| else |
| { |
| result = angle::Result::Incomplete; |
| } |
| mLinkingState = std::move(linkingState); |
| |
| return result; |
| } |
| |
| angle::Result Program::saveBinary(Context *context, |
| GLenum *binaryFormat, |
| void *binary, |
| GLsizei bufSize, |
| GLsizei *length) const |
| { |
| ASSERT(!mLinkingState); |
| if (binaryFormat) |
| { |
| *binaryFormat = GL_PROGRAM_BINARY_ANGLE; |
| } |
| |
| angle::MemoryBuffer memoryBuf; |
| ANGLE_TRY(serialize(context, &memoryBuf)); |
| |
| GLsizei streamLength = static_cast<GLsizei>(memoryBuf.size()); |
| const uint8_t *streamState = memoryBuf.data(); |
| |
| if (streamLength > bufSize) |
| { |
| if (length) |
| { |
| *length = 0; |
| } |
| |
| // TODO: This should be moved to the validation layer but computing the size of the binary |
| // before saving it causes the save to happen twice. It may be possible to write the binary |
| // to a separate buffer, validate sizes and then copy it. |
| ANGLE_CHECK(context, false, "Insufficient buffer size", GL_INVALID_OPERATION); |
| } |
| |
| if (binary) |
| { |
| char *ptr = reinterpret_cast<char *>(binary); |
| |
| memcpy(ptr, streamState, streamLength); |
| ptr += streamLength; |
| |
| ASSERT(ptr - streamLength == binary); |
| } |
| |
| if (length) |
| { |
| *length = streamLength; |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| GLint Program::getBinaryLength(Context *context) const |
| { |
| ASSERT(!mLinkingState); |
| if (!mLinked) |
| { |
| return 0; |
| } |
| |
| GLint length; |
| angle::Result result = |
| saveBinary(context, nullptr, nullptr, std::numeric_limits<GLint>::max(), &length); |
| if (result != angle::Result::Continue) |
| { |
| return 0; |
| } |
| |
| return length; |
| } |
| |
| void Program::setBinaryRetrievableHint(bool retrievable) |
| { |
| ASSERT(!mLinkingState); |
| // TODO(jmadill) : replace with dirty bits |
| mProgram->setBinaryRetrievableHint(retrievable); |
| mState.mBinaryRetrieveableHint = retrievable; |
| } |
| |
| bool Program::getBinaryRetrievableHint() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mBinaryRetrieveableHint; |
| } |
| |
| void Program::setSeparable(bool separable) |
| { |
| ASSERT(!mLinkingState); |
| // TODO(yunchao) : replace with dirty bits |
| if (mState.mSeparable != separable) |
| { |
| mProgram->setSeparable(separable); |
| mState.mSeparable = separable; |
| } |
| } |
| |
| bool Program::isSeparable() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mSeparable; |
| } |
| |
| void Program::deleteSelf(const Context *context) |
| { |
| ASSERT(mRefCount == 0 && mDeleteStatus); |
| mResourceManager->deleteProgram(context, mHandle); |
| } |
| |
| unsigned int Program::getRefCount() const |
| { |
| return mRefCount; |
| } |
| |
| void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, ShaderProgramID *shaders) const |
| { |
| ASSERT(!mLinkingState); |
| int total = 0; |
| |
| for (const Shader *shader : mState.mAttachedShaders) |
| { |
| if (shader && (total < maxCount)) |
| { |
| shaders[total] = shader->getHandle(); |
| ++total; |
| } |
| } |
| |
| if (count) |
| { |
| *count = total; |
| } |
| } |
| |
| GLuint Program::getAttributeLocation(const std::string &name) const |
| { |
| ASSERT(!mLinkingState); |
| return mState.getAttributeLocation(name); |
| } |
| |
| void Program::getActiveAttribute(GLuint index, |
| GLsizei bufsize, |
| GLsizei *length, |
| GLint *size, |
| GLenum *type, |
| GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| if (!mLinked) |
| { |
| if (bufsize > 0) |
| { |
| name[0] = '\0'; |
| } |
| |
| if (length) |
| { |
| *length = 0; |
| } |
| |
| *type = GL_NONE; |
| *size = 1; |
| return; |
| } |
| |
| ASSERT(index < mState.mExecutable->getProgramInputs().size()); |
| const sh::ShaderVariable &attrib = mState.mExecutable->getProgramInputs()[index]; |
| |
| if (bufsize > 0) |
| { |
| CopyStringToBuffer(name, attrib.name, bufsize, length); |
| } |
| |
| // Always a single 'type' instance |
| *size = 1; |
| *type = attrib.type; |
| } |
| |
| GLint Program::getActiveAttributeCount() const |
| { |
| ASSERT(!mLinkingState); |
| if (!mLinked) |
| { |
| return 0; |
| } |
| |
| return static_cast<GLint>(mState.mExecutable->getProgramInputs().size()); |
| } |
| |
| GLint Program::getActiveAttributeMaxLength() const |
| { |
| ASSERT(!mLinkingState); |
| if (!mLinked) |
| { |
| return 0; |
| } |
| |
| size_t maxLength = 0; |
| |
| for (const sh::ShaderVariable &attrib : mState.mExecutable->getProgramInputs()) |
| { |
| maxLength = std::max(attrib.name.length() + 1, maxLength); |
| } |
| |
| return static_cast<GLint>(maxLength); |
| } |
| |
| const std::vector<sh::ShaderVariable> &Program::getAttributes() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mExecutable->getProgramInputs(); |
| } |
| |
| const sh::WorkGroupSize &Program::getComputeShaderLocalSize() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mComputeShaderLocalSize; |
| } |
| |
| PrimitiveMode Program::getGeometryShaderInputPrimitiveType() const |
| { |
| ASSERT(!mLinkingState && mState.mExecutable); |
| return mState.mExecutable->getGeometryShaderInputPrimitiveType(); |
| } |
| PrimitiveMode Program::getGeometryShaderOutputPrimitiveType() const |
| { |
| ASSERT(!mLinkingState && mState.mExecutable); |
| return mState.mExecutable->getGeometryShaderOutputPrimitiveType(); |
| } |
| GLint Program::getGeometryShaderInvocations() const |
| { |
| ASSERT(!mLinkingState && mState.mExecutable); |
| return mState.mExecutable->getGeometryShaderInvocations(); |
| } |
| GLint Program::getGeometryShaderMaxVertices() const |
| { |
| ASSERT(!mLinkingState && mState.mExecutable); |
| return mState.mExecutable->getGeometryShaderMaxVertices(); |
| } |
| |
| GLint Program::getTessControlShaderVertices() const |
| { |
| ASSERT(!mLinkingState && mState.mExecutable); |
| return mState.mExecutable->mTessControlShaderVertices; |
| } |
| |
| GLenum Program::getTessGenMode() const |
| { |
| ASSERT(!mLinkingState && mState.mExecutable); |
| return mState.mExecutable->mTessGenMode; |
| } |
| |
| GLenum Program::getTessGenPointMode() const |
| { |
| ASSERT(!mLinkingState && mState.mExecutable); |
| return mState.mExecutable->mTessGenPointMode; |
| } |
| |
| GLenum Program::getTessGenSpacing() const |
| { |
| ASSERT(!mLinkingState && mState.mExecutable); |
| return mState.mExecutable->mTessGenSpacing; |
| } |
| |
| GLenum Program::getTessGenVertexOrder() const |
| { |
| ASSERT(!mLinkingState && mState.mExecutable); |
| return mState.mExecutable->mTessGenVertexOrder; |
| } |
| |
| const sh::ShaderVariable &Program::getInputResource(size_t index) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(index < mState.mExecutable->getProgramInputs().size()); |
| return mState.mExecutable->getProgramInputs()[index]; |
| } |
| |
| GLuint Program::getInputResourceIndex(const GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| const std::string nameString = StripLastArrayIndex(name); |
| |
| for (size_t index = 0; index < mState.mExecutable->getProgramInputs().size(); index++) |
| { |
| sh::ShaderVariable resource = getInputResource(index); |
| if (resource.name == nameString) |
| { |
| return static_cast<GLuint>(index); |
| } |
| } |
| |
| return GL_INVALID_INDEX; |
| } |
| |
| GLuint Program::getResourceMaxNameSize(const sh::ShaderVariable &resource, GLint max) const |
| { |
| if (resource.isArray()) |
| { |
| return std::max(max, clampCast<GLint>((resource.name + "[0]").size())); |
| } |
| else |
| { |
| return std::max(max, clampCast<GLint>((resource.name).size())); |
| } |
| } |
| |
| GLuint Program::getInputResourceMaxNameSize() const |
| { |
| GLint max = 0; |
| |
| for (const sh::ShaderVariable &resource : mState.mExecutable->getProgramInputs()) |
| { |
| max = getResourceMaxNameSize(resource, max); |
| } |
| |
| return max; |
| } |
| |
| GLuint Program::getOutputResourceMaxNameSize() const |
| { |
| GLint max = 0; |
| |
| for (const sh::ShaderVariable &resource : mState.mExecutable->getOutputVariables()) |
| { |
| max = getResourceMaxNameSize(resource, max); |
| } |
| |
| return max; |
| } |
| |
| GLuint Program::getResourceLocation(const GLchar *name, const sh::ShaderVariable &variable) const |
| { |
| if (variable.isBuiltIn()) |
| { |
| return GL_INVALID_INDEX; |
| } |
| |
| GLint location = variable.location; |
| if (variable.isArray()) |
| { |
| size_t nameLengthWithoutArrayIndexOut; |
| size_t arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndexOut); |
| // The 'name' string may not contain the array notation "[0]" |
| if (arrayIndex != GL_INVALID_INDEX) |
| { |
| location += arrayIndex; |
| } |
| } |
| |
| return location; |
| } |
| |
| GLuint Program::getInputResourceLocation(const GLchar *name) const |
| { |
| const GLuint index = getInputResourceIndex(name); |
| if (index == GL_INVALID_INDEX) |
| { |
| return index; |
| } |
| |
| const sh::ShaderVariable &variable = getInputResource(index); |
| |
| return getResourceLocation(name, variable); |
| } |
| |
| GLuint Program::getOutputResourceLocation(const GLchar *name) const |
| { |
| const GLuint index = getOutputResourceIndex(name); |
| if (index == GL_INVALID_INDEX) |
| { |
| return index; |
| } |
| |
| const sh::ShaderVariable &variable = getOutputResource(index); |
| |
| return getResourceLocation(name, variable); |
| } |
| |
| GLuint Program::getOutputResourceIndex(const GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| const std::string nameString = StripLastArrayIndex(name); |
| |
| for (size_t index = 0; index < mState.mExecutable->getOutputVariables().size(); index++) |
| { |
| sh::ShaderVariable resource = getOutputResource(index); |
| if (resource.name == nameString) |
| { |
| return static_cast<GLuint>(index); |
| } |
| } |
| |
| return GL_INVALID_INDEX; |
| } |
| |
| size_t Program::getOutputResourceCount() const |
| { |
| ASSERT(!mLinkingState); |
| return (mLinked ? mState.mExecutable->getOutputVariables().size() : 0); |
| } |
| |
| void Program::getResourceName(const std::string name, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *dest) const |
| { |
| if (length) |
| { |
| *length = 0; |
| } |
| |
| if (!mLinked) |
| { |
| if (bufSize > 0) |
| { |
| dest[0] = '\0'; |
| } |
| return; |
| } |
| |
| if (bufSize > 0) |
| { |
| CopyStringToBuffer(dest, name, bufSize, length); |
| } |
| } |
| |
| void Program::getInputResourceName(GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| getResourceName(getInputResourceName(index), bufSize, length, name); |
| } |
| |
| void Program::getOutputResourceName(GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| getResourceName(getOutputResourceName(index), bufSize, length, name); |
| } |
| |
| void Program::getUniformResourceName(GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(index < mState.mExecutable->getUniforms().size()); |
| getResourceName(mState.mExecutable->getUniforms()[index].name, bufSize, length, name); |
| } |
| |
| void Program::getBufferVariableResourceName(GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(index < mState.mBufferVariables.size()); |
| getResourceName(mState.mBufferVariables[index].name, bufSize, length, name); |
| } |
| |
| const std::string Program::getResourceName(const sh::ShaderVariable &resource) const |
| { |
| std::string resourceName = resource.name; |
| |
| if (resource.isArray()) |
| { |
| resourceName += "[0]"; |
| } |
| |
| return resourceName; |
| } |
| |
| const std::string Program::getInputResourceName(GLuint index) const |
| { |
| ASSERT(!mLinkingState); |
| const sh::ShaderVariable &resource = getInputResource(index); |
| |
| return getResourceName(resource); |
| } |
| |
| const std::string Program::getOutputResourceName(GLuint index) const |
| { |
| ASSERT(!mLinkingState); |
| const sh::ShaderVariable &resource = getOutputResource(index); |
| |
| return getResourceName(resource); |
| } |
| |
| const sh::ShaderVariable &Program::getOutputResource(size_t index) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(index < mState.mExecutable->getOutputVariables().size()); |
| return mState.mExecutable->getOutputVariables()[index]; |
| } |
| |
| const ProgramBindings &Program::getAttributeBindings() const |
| { |
| ASSERT(!mLinkingState); |
| return mAttributeBindings; |
| } |
| const ProgramAliasedBindings &Program::getUniformLocationBindings() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mUniformLocationBindings; |
| } |
| |
| const gl::ProgramAliasedBindings &Program::getFragmentOutputLocations() const |
| { |
| ASSERT(!mLinkingState); |
| return mFragmentOutputLocations; |
| } |
| |
| const gl::ProgramAliasedBindings &Program::getFragmentOutputIndexes() const |
| { |
| ASSERT(!mLinkingState); |
| return mFragmentOutputIndexes; |
| } |
| |
| const std::vector<GLsizei> &Program::getTransformFeedbackStrides() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mExecutable->getTransformFeedbackStrides(); |
| } |
| |
| GLint Program::getFragDataLocation(const std::string &name) const |
| { |
| ASSERT(!mLinkingState); |
| GLint primaryLocation = GetVariableLocation(mState.mExecutable->getOutputVariables(), |
| mState.mExecutable->getOutputLocations(), name); |
| if (primaryLocation != -1) |
| { |
| return primaryLocation; |
| } |
| return GetVariableLocation(mState.mExecutable->getOutputVariables(), |
| mState.mExecutable->getSecondaryOutputLocations(), name); |
| } |
| |
| GLint Program::getFragDataIndex(const std::string &name) const |
| { |
| ASSERT(!mLinkingState); |
| if (GetVariableLocation(mState.mExecutable->getOutputVariables(), |
| mState.mExecutable->getOutputLocations(), name) != -1) |
| { |
| return 0; |
| } |
| if (GetVariableLocation(mState.mExecutable->getOutputVariables(), |
| mState.mExecutable->getSecondaryOutputLocations(), name) != -1) |
| { |
| return 1; |
| } |
| return -1; |
| } |
| |
| void Program::getActiveUniform(GLuint index, |
| GLsizei bufsize, |
| GLsizei *length, |
| GLint *size, |
| GLenum *type, |
| GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| if (mLinked) |
| { |
| // index must be smaller than getActiveUniformCount() |
| ASSERT(index < mState.mExecutable->getUniforms().size()); |
| const LinkedUniform &uniform = mState.mExecutable->getUniforms()[index]; |
| |
| if (bufsize > 0) |
| { |
| std::string string = uniform.name; |
| CopyStringToBuffer(name, string, bufsize, length); |
| } |
| |
| *size = clampCast<GLint>(uniform.getBasicTypeElementCount()); |
| *type = uniform.type; |
| } |
| else |
| { |
| if (bufsize > 0) |
| { |
| name[0] = '\0'; |
| } |
| |
| if (length) |
| { |
| *length = 0; |
| } |
| |
| *size = 0; |
| *type = GL_NONE; |
| } |
| } |
| |
| GLint Program::getActiveUniformCount() const |
| { |
| ASSERT(!mLinkingState); |
| if (mLinked) |
| { |
| return static_cast<GLint>(mState.mExecutable->getUniforms().size()); |
| } |
| else |
| { |
| return 0; |
| } |
| } |
| |
| size_t Program::getActiveBufferVariableCount() const |
| { |
| ASSERT(!mLinkingState); |
| return mLinked ? mState.mBufferVariables.size() : 0; |
| } |
| |
| GLint Program::getActiveUniformMaxLength() const |
| { |
| ASSERT(!mLinkingState); |
| size_t maxLength = 0; |
| |
| if (mLinked) |
| { |
| for (const LinkedUniform &uniform : mState.mExecutable->getUniforms()) |
| { |
| if (!uniform.name.empty()) |
| { |
| size_t length = uniform.name.length() + 1u; |
| if (uniform.isArray()) |
| { |
| length += 3; // Counting in "[0]". |
| } |
| maxLength = std::max(length, maxLength); |
| } |
| } |
| } |
| |
| return static_cast<GLint>(maxLength); |
| } |
| |
| bool Program::isValidUniformLocation(UniformLocation location) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size())); |
| return (location.value >= 0 && |
| static_cast<size_t>(location.value) < mState.mUniformLocations.size() && |
| mState.mUniformLocations[static_cast<size_t>(location.value)].used()); |
| } |
| |
| const LinkedUniform &Program::getUniformByLocation(UniformLocation location) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(location.value >= 0 && |
| static_cast<size_t>(location.value) < mState.mUniformLocations.size()); |
| return mState.mExecutable->getUniforms()[mState.getUniformIndexFromLocation(location)]; |
| } |
| |
| const VariableLocation &Program::getUniformLocation(UniformLocation location) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(location.value >= 0 && |
| static_cast<size_t>(location.value) < mState.mUniformLocations.size()); |
| return mState.mUniformLocations[location.value]; |
| } |
| |
| const BufferVariable &Program::getBufferVariableByIndex(GLuint index) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(index < static_cast<size_t>(mState.mBufferVariables.size())); |
| return mState.mBufferVariables[index]; |
| } |
| |
| UniformLocation Program::getUniformLocation(const std::string &name) const |
| { |
| ASSERT(!mLinkingState); |
| return {GetVariableLocation(mState.mExecutable->getUniforms(), mState.mUniformLocations, name)}; |
| } |
| |
| GLuint Program::getUniformIndex(const std::string &name) const |
| { |
| ASSERT(!mLinkingState); |
| return mState.getUniformIndexFromName(name); |
| } |
| |
| bool Program::shouldIgnoreUniform(UniformLocation location) const |
| { |
| if (location.value == -1) |
| { |
| return true; |
| } |
| |
| if (mState.mUniformLocations[static_cast<size_t>(location.value)].ignored) |
| { |
| return true; |
| } |
| |
| return false; |
| } |
| |
| template <typename UniformT, |
| GLint UniformSize, |
| void (rx::ProgramImpl::*SetUniformFunc)(GLint, GLsizei, const UniformT *)> |
| void Program::setUniformGeneric(UniformLocation location, GLsizei count, const UniformT *v) |
| { |
| ASSERT(!mLinkingState); |
| if (shouldIgnoreUniform(location)) |
| { |
| return; |
| } |
| |
| const VariableLocation &locationInfo = mState.mUniformLocations[location.value]; |
| GLsizei clampedCount = clampUniformCount(locationInfo, count, UniformSize, v); |
| (mProgram->*SetUniformFunc)(location.value, clampedCount, v); |
| onStateChange(angle::SubjectMessage::ProgramUniformUpdated); |
| } |
| |
| void Program::setUniform1fv(UniformLocation location, GLsizei count, const GLfloat *v) |
| { |
| setUniformGeneric<GLfloat, 1, &rx::ProgramImpl::setUniform1fv>(location, count, v); |
| } |
| |
| void Program::setUniform2fv(UniformLocation location, GLsizei count, const GLfloat *v) |
| { |
| setUniformGeneric<GLfloat, 2, &rx::ProgramImpl::setUniform2fv>(location, count, v); |
| } |
| |
| void Program::setUniform3fv(UniformLocation location, GLsizei count, const GLfloat *v) |
| { |
| setUniformGeneric<GLfloat, 3, &rx::ProgramImpl::setUniform3fv>(location, count, v); |
| } |
| |
| void Program::setUniform4fv(UniformLocation location, GLsizei count, const GLfloat *v) |
| { |
| setUniformGeneric<GLfloat, 4, &rx::ProgramImpl::setUniform4fv>(location, count, v); |
| } |
| |
| void Program::setUniform1iv(Context *context, |
| UniformLocation location, |
| GLsizei count, |
| const GLint *v) |
| { |
| ASSERT(!mLinkingState); |
| if (shouldIgnoreUniform(location)) |
| { |
| return; |
| } |
| |
| const VariableLocation &locationInfo = mState.mUniformLocations[location.value]; |
| GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v); |
| |
| mProgram->setUniform1iv(location.value, clampedCount, v); |
| |
| if (mState.isSamplerUniformIndex(locationInfo.index)) |
| { |
| updateSamplerUniform(context, locationInfo, clampedCount, v); |
| } |
| else |
| { |
| onStateChange(angle::SubjectMessage::ProgramUniformUpdated); |
| } |
| } |
| |
| void Program::setUniform2iv(UniformLocation location, GLsizei count, const GLint *v) |
| { |
| setUniformGeneric<GLint, 2, &rx::ProgramImpl::setUniform2iv>(location, count, v); |
| } |
| |
| void Program::setUniform3iv(UniformLocation location, GLsizei count, const GLint *v) |
| { |
| setUniformGeneric<GLint, 3, &rx::ProgramImpl::setUniform3iv>(location, count, v); |
| } |
| |
| void Program::setUniform4iv(UniformLocation location, GLsizei count, const GLint *v) |
| { |
| setUniformGeneric<GLint, 4, &rx::ProgramImpl::setUniform4iv>(location, count, v); |
| } |
| |
| void Program::setUniform1uiv(UniformLocation location, GLsizei count, const GLuint *v) |
| { |
| setUniformGeneric<GLuint, 1, &rx::ProgramImpl::setUniform1uiv>(location, count, v); |
| } |
| |
| void Program::setUniform2uiv(UniformLocation location, GLsizei count, const GLuint *v) |
| { |
| setUniformGeneric<GLuint, 2, &rx::ProgramImpl::setUniform2uiv>(location, count, v); |
| } |
| |
| void Program::setUniform3uiv(UniformLocation location, GLsizei count, const GLuint *v) |
| { |
| setUniformGeneric<GLuint, 3, &rx::ProgramImpl::setUniform3uiv>(location, count, v); |
| } |
| |
| void Program::setUniform4uiv(UniformLocation location, GLsizei count, const GLuint *v) |
| { |
| setUniformGeneric<GLuint, 4, &rx::ProgramImpl::setUniform4uiv>(location, count, v); |
| } |
| |
| template < |
| typename UniformT, |
| GLint MatrixC, |
| GLint MatrixR, |
| void (rx::ProgramImpl::*SetUniformMatrixFunc)(GLint, GLsizei, GLboolean, const UniformT *)> |
| void Program::setUniformMatrixGeneric(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const UniformT *v) |
| { |
| ASSERT(!mLinkingState); |
| if (shouldIgnoreUniform(location)) |
| { |
| return; |
| } |
| |
| GLsizei clampedCount = clampMatrixUniformCount<MatrixC, MatrixR>(location, count, transpose, v); |
| (mProgram->*SetUniformMatrixFunc)(location.value, clampedCount, transpose, v); |
| onStateChange(angle::SubjectMessage::ProgramUniformUpdated); |
| } |
| |
| void Program::setUniformMatrix2fv(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *v) |
| { |
| setUniformMatrixGeneric<GLfloat, 2, 2, &rx::ProgramImpl::setUniformMatrix2fv>(location, count, |
| transpose, v); |
| } |
| |
| void Program::setUniformMatrix3fv(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *v) |
| { |
| setUniformMatrixGeneric<GLfloat, 3, 3, &rx::ProgramImpl::setUniformMatrix3fv>(location, count, |
| transpose, v); |
| } |
| |
| void Program::setUniformMatrix4fv(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *v) |
| { |
| setUniformMatrixGeneric<GLfloat, 4, 4, &rx::ProgramImpl::setUniformMatrix4fv>(location, count, |
| transpose, v); |
| } |
| |
| void Program::setUniformMatrix2x3fv(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *v) |
| { |
| setUniformMatrixGeneric<GLfloat, 2, 3, &rx::ProgramImpl::setUniformMatrix2x3fv>(location, count, |
| transpose, v); |
| } |
| |
| void Program::setUniformMatrix2x4fv(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *v) |
| { |
| setUniformMatrixGeneric<GLfloat, 2, 4, &rx::ProgramImpl::setUniformMatrix2x4fv>(location, count, |
| transpose, v); |
| } |
| |
| void Program::setUniformMatrix3x2fv(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *v) |
| { |
| setUniformMatrixGeneric<GLfloat, 3, 2, &rx::ProgramImpl::setUniformMatrix3x2fv>(location, count, |
| transpose, v); |
| } |
| |
| void Program::setUniformMatrix3x4fv(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *v) |
| { |
| setUniformMatrixGeneric<GLfloat, 3, 4, &rx::ProgramImpl::setUniformMatrix3x4fv>(location, count, |
| transpose, v); |
| } |
| |
| void Program::setUniformMatrix4x2fv(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *v) |
| { |
| setUniformMatrixGeneric<GLfloat, 4, 2, &rx::ProgramImpl::setUniformMatrix4x2fv>(location, count, |
| transpose, v); |
| } |
| |
| void Program::setUniformMatrix4x3fv(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *v) |
| { |
| setUniformMatrixGeneric<GLfloat, 4, 3, &rx::ProgramImpl::setUniformMatrix4x3fv>(location, count, |
| transpose, v); |
| } |
| |
| GLuint Program::getSamplerUniformBinding(const VariableLocation &uniformLocation) const |
| { |
| ASSERT(!mLinkingState); |
| GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(uniformLocation.index); |
| const std::vector<GLuint> &boundTextureUnits = |
| mState.mExecutable->mSamplerBindings[samplerIndex].boundTextureUnits; |
| return (uniformLocation.arrayIndex < boundTextureUnits.size()) |
| ? boundTextureUnits[uniformLocation.arrayIndex] |
| : 0; |
| } |
| |
| GLuint Program::getImageUniformBinding(const VariableLocation &uniformLocation) const |
| { |
| ASSERT(!mLinkingState); |
| GLuint imageIndex = mState.getImageIndexFromUniformIndex(uniformLocation.index); |
| |
| const std::vector<ImageBinding> &imageBindings = getExecutable().getImageBindings(); |
| const std::vector<GLuint> &boundImageUnits = imageBindings[imageIndex].boundImageUnits; |
| return boundImageUnits[uniformLocation.arrayIndex]; |
| } |
| |
| void Program::getUniformfv(const Context *context, UniformLocation location, GLfloat *v) const |
| { |
| ASSERT(!mLinkingState); |
| const VariableLocation &uniformLocation = mState.getUniformLocations()[location.value]; |
| const LinkedUniform &uniform = mState.getUniforms()[uniformLocation.index]; |
| |
| if (uniform.isSampler()) |
| { |
| *v = static_cast<GLfloat>(getSamplerUniformBinding(uniformLocation)); |
| return; |
| } |
| else if (uniform.isImage()) |
| { |
| *v = static_cast<GLfloat>(getImageUniformBinding(uniformLocation)); |
| return; |
| } |
| |
| const GLenum nativeType = gl::VariableComponentType(uniform.type); |
| if (nativeType == GL_FLOAT) |
| { |
| mProgram->getUniformfv(context, location.value, v); |
| } |
| else |
| { |
| getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type)); |
| } |
| } |
| |
| void Program::getUniformiv(const Context *context, UniformLocation location, GLint *v) const |
| { |
| ASSERT(!mLinkingState); |
| const VariableLocation &uniformLocation = mState.getUniformLocations()[location.value]; |
| const LinkedUniform &uniform = mState.getUniforms()[uniformLocation.index]; |
| |
| if (uniform.isSampler()) |
| { |
| *v = static_cast<GLint>(getSamplerUniformBinding(uniformLocation)); |
| return; |
| } |
| else if (uniform.isImage()) |
| { |
| *v = static_cast<GLint>(getImageUniformBinding(uniformLocation)); |
| return; |
| } |
| |
| const GLenum nativeType = gl::VariableComponentType(uniform.type); |
| if (nativeType == GL_INT || nativeType == GL_BOOL) |
| { |
| mProgram->getUniformiv(context, location.value, v); |
| } |
| else |
| { |
| getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type)); |
| } |
| } |
| |
| void Program::getUniformuiv(const Context *context, UniformLocation location, GLuint *v) const |
| { |
| ASSERT(!mLinkingState); |
| const VariableLocation &uniformLocation = mState.getUniformLocations()[location.value]; |
| const LinkedUniform &uniform = mState.getUniforms()[uniformLocation.index]; |
| |
| if (uniform.isSampler()) |
| { |
| *v = getSamplerUniformBinding(uniformLocation); |
| return; |
| } |
| else if (uniform.isImage()) |
| { |
| *v = getImageUniformBinding(uniformLocation); |
| return; |
| } |
| |
| const GLenum nativeType = VariableComponentType(uniform.type); |
| if (nativeType == GL_UNSIGNED_INT) |
| { |
| mProgram->getUniformuiv(context, location.value, v); |
| } |
| else |
| { |
| getUniformInternal(context, v, location, nativeType, VariableComponentCount(uniform.type)); |
| } |
| } |
| |
| void Program::flagForDeletion() |
| { |
| ASSERT(!mLinkingState); |
| mDeleteStatus = true; |
| } |
| |
| bool Program::isFlaggedForDeletion() const |
| { |
| ASSERT(!mLinkingState); |
| return mDeleteStatus; |
| } |
| |
| void Program::validate(const Caps &caps) |
| { |
| ASSERT(!mLinkingState); |
| mState.mExecutable->resetInfoLog(); |
| InfoLog &infoLog = mState.mExecutable->getInfoLog(); |
| |
| if (mLinked) |
| { |
| mValidated = ConvertToBool(mProgram->validate(caps, &infoLog)); |
| } |
| else |
| { |
| infoLog << "Program has not been successfully linked."; |
| } |
| } |
| |
| bool Program::isValidated() const |
| { |
| ASSERT(!mLinkingState); |
| return mValidated; |
| } |
| |
| void Program::getActiveUniformBlockName(const UniformBlockIndex blockIndex, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *blockName) const |
| { |
| ASSERT(!mLinkingState); |
| GetInterfaceBlockName(blockIndex, mState.mExecutable->getUniformBlocks(), bufSize, length, |
| blockName); |
| } |
| |
| void Program::getActiveShaderStorageBlockName(const GLuint blockIndex, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *blockName) const |
| { |
| ASSERT(!mLinkingState); |
| GetInterfaceBlockName({blockIndex}, mState.mExecutable->getShaderStorageBlocks(), bufSize, |
| length, blockName); |
| } |
| |
| template <typename T> |
| GLint Program::getActiveInterfaceBlockMaxNameLength(const std::vector<T> &resources) const |
| { |
| int maxLength = 0; |
| |
| if (mLinked) |
| { |
| for (const T &resource : resources) |
| { |
| if (!resource.name.empty()) |
| { |
| int length = static_cast<int>(resource.nameWithArrayIndex().length()); |
| maxLength = std::max(length + 1, maxLength); |
| } |
| } |
| } |
| |
| return maxLength; |
| } |
| |
| GLint Program::getActiveUniformBlockMaxNameLength() const |
| { |
| ASSERT(!mLinkingState); |
| return getActiveInterfaceBlockMaxNameLength(mState.mExecutable->getUniformBlocks()); |
| } |
| |
| GLint Program::getActiveShaderStorageBlockMaxNameLength() const |
| { |
| ASSERT(!mLinkingState); |
| return getActiveInterfaceBlockMaxNameLength(mState.mExecutable->getShaderStorageBlocks()); |
| } |
| |
| GLuint Program::getUniformBlockIndex(const std::string &name) const |
| { |
| ASSERT(!mLinkingState); |
| return GetInterfaceBlockIndex(mState.mExecutable->getUniformBlocks(), name); |
| } |
| |
| GLuint Program::getShaderStorageBlockIndex(const std::string &name) const |
| { |
| ASSERT(!mLinkingState); |
| return GetInterfaceBlockIndex(mState.mExecutable->getShaderStorageBlocks(), name); |
| } |
| |
| const InterfaceBlock &Program::getUniformBlockByIndex(GLuint index) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(index < static_cast<GLuint>(mState.mExecutable->getActiveUniformBlockCount())); |
| return mState.mExecutable->getUniformBlocks()[index]; |
| } |
| |
| const InterfaceBlock &Program::getShaderStorageBlockByIndex(GLuint index) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(index < static_cast<GLuint>(mState.mExecutable->getActiveShaderStorageBlockCount())); |
| return mState.mExecutable->getShaderStorageBlocks()[index]; |
| } |
| |
| void Program::bindUniformBlock(UniformBlockIndex uniformBlockIndex, GLuint uniformBlockBinding) |
| { |
| ASSERT(!mLinkingState); |
| mState.mExecutable->mUniformBlocks[uniformBlockIndex.value].binding = uniformBlockBinding; |
| mState.mExecutable->mActiveUniformBlockBindings.set(uniformBlockIndex.value, |
| uniformBlockBinding != 0); |
| mDirtyBits.set(DIRTY_BIT_UNIFORM_BLOCK_BINDING_0 + uniformBlockIndex.value); |
| } |
| |
| GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const |
| { |
| ASSERT(!mLinkingState); |
| return mState.getUniformBlockBinding(uniformBlockIndex); |
| } |
| |
| GLuint Program::getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const |
| { |
| ASSERT(!mLinkingState); |
| return mState.getShaderStorageBlockBinding(shaderStorageBlockIndex); |
| } |
| |
| void Program::setTransformFeedbackVaryings(GLsizei count, |
| const GLchar *const *varyings, |
| GLenum bufferMode) |
| { |
| ASSERT(!mLinkingState); |
| mState.mTransformFeedbackVaryingNames.resize(count); |
| for (GLsizei i = 0; i < count; i++) |
| { |
| mState.mTransformFeedbackVaryingNames[i] = varyings[i]; |
| } |
| |
| mState.mExecutable->mTransformFeedbackBufferMode = bufferMode; |
| } |
| |
| void Program::getTransformFeedbackVarying(GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLsizei *size, |
| GLenum *type, |
| GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| if (mLinked) |
| { |
| ASSERT(index < mState.mExecutable->mLinkedTransformFeedbackVaryings.size()); |
| const auto &var = mState.mExecutable->mLinkedTransformFeedbackVaryings[index]; |
| std::string varName = var.nameWithArrayIndex(); |
| GLsizei lastNameIdx = std::min(bufSize - 1, static_cast<GLsizei>(varName.length())); |
| if (length) |
| { |
| *length = lastNameIdx; |
| } |
| if (size) |
| { |
| *size = var.size(); |
| } |
| if (type) |
| { |
| *type = var.type; |
| } |
| if (name) |
| { |
| memcpy(name, varName.c_str(), lastNameIdx); |
| name[lastNameIdx] = '\0'; |
| } |
| } |
| } |
| |
| GLsizei Program::getTransformFeedbackVaryingCount() const |
| { |
| ASSERT(!mLinkingState); |
| if (mLinked) |
| { |
| return static_cast<GLsizei>(mState.mExecutable->mLinkedTransformFeedbackVaryings.size()); |
| } |
| else |
| { |
| return 0; |
| } |
| } |
| |
| GLsizei Program::getTransformFeedbackVaryingMaxLength() const |
| { |
| ASSERT(!mLinkingState); |
| if (mLinked) |
| { |
| GLsizei maxSize = 0; |
| for (const auto &var : mState.mExecutable->mLinkedTransformFeedbackVaryings) |
| { |
| maxSize = |
| std::max(maxSize, static_cast<GLsizei>(var.nameWithArrayIndex().length() + 1)); |
| } |
| |
| return maxSize; |
| } |
| else |
| { |
| return 0; |
| } |
| } |
| |
| GLenum Program::getTransformFeedbackBufferMode() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mExecutable->getTransformFeedbackBufferMode(); |
| } |
| |
| bool Program::linkValidateShaders(InfoLog &infoLog) |
| { |
| const ShaderMap<Shader *> &shaders = mState.mAttachedShaders; |
| |
| bool isComputeShaderAttached = shaders[ShaderType::Compute] != nullptr; |
| bool isGraphicsShaderAttached = shaders[ShaderType::Vertex] || |
| shaders[ShaderType::TessControl] || |
| shaders[ShaderType::TessEvaluation] || |
| shaders[ShaderType::Geometry] || shaders[ShaderType::Fragment]; |
| // Check whether we both have a compute and non-compute shaders attached. |
| // If there are of both types attached, then linking should fail. |
| // OpenGL ES 3.10, 7.3 Program Objects, under LinkProgram |
| if (isComputeShaderAttached && isGraphicsShaderAttached) |
| { |
| infoLog << "Both compute and graphics shaders are attached to the same program."; |
| return false; |
| } |
| |
| Optional<int> version; |
| for (ShaderType shaderType : kAllGraphicsShaderTypes) |
| { |
| Shader *shader = shaders[shaderType]; |
| ASSERT(!shader || shader->getType() == shaderType); |
| if (!shader) |
| { |
| continue; |
| } |
| |
| if (!shader->isCompiled()) |
| { |
| infoLog << ShaderTypeToString(shaderType) << " shader is not compiled."; |
| return false; |
| } |
| |
| if (!version.valid()) |
| { |
| version = shader->getShaderVersion(); |
| } |
| else if (version != shader->getShaderVersion()) |
| { |
| infoLog << ShaderTypeToString(shaderType) |
| << " shader version does not match other shader versions."; |
| return false; |
| } |
| } |
| |
| if (isComputeShaderAttached) |
| { |
| ASSERT(shaders[ShaderType::Compute]->getType() == ShaderType::Compute); |
| |
| mState.mComputeShaderLocalSize = shaders[ShaderType::Compute]->getWorkGroupSize(); |
| |
| // GLSL ES 3.10, 4.4.1.1 Compute Shader Inputs |
| // If the work group size is not specified, a link time error should occur. |
| if (!mState.mComputeShaderLocalSize.isDeclared()) |
| { |
| infoLog << "Work group size is not specified."; |
| return false; |
| } |
| } |
| else |
| { |
| if (!isGraphicsShaderAttached) |
| { |
| infoLog << "No compiled shaders."; |
| return false; |
| } |
| |
| bool hasVertex = shaders[ShaderType::Vertex] != nullptr; |
| bool hasFragment = shaders[ShaderType::Fragment] != nullptr; |
| if (!isSeparable() && (!hasVertex || !hasFragment)) |
| { |
| infoLog |
| << "The program must contain objects to form both a vertex and fragment shader."; |
| return false; |
| } |
| |
| bool hasTessControl = shaders[ShaderType::TessControl] != nullptr; |
| bool hasTessEvaluation = shaders[ShaderType::TessEvaluation] != nullptr; |
| if (!isSeparable() && (hasTessControl != hasTessEvaluation)) |
| { |
| infoLog << "Tessellation control and evaluation shaders must be specified together."; |
| return false; |
| } |
| |
| Shader *geometryShader = shaders[ShaderType::Geometry]; |
| if (shaders[ShaderType::Geometry]) |
| { |
| // [GL_EXT_geometry_shader] Chapter 7 |
| // Linking can fail for a variety of reasons as specified in the OpenGL ES Shading |
| // Language Specification, as well as any of the following reasons: |
| // * One or more of the shader objects attached to <program> are not compiled |
| // successfully. |
| // * The shaders do not use the same shader language version. |
| // * <program> contains objects to form a geometry shader, and |
| // - <program> is not separable and contains no objects to form a vertex shader; or |
| // - the input primitive type, output primitive type, or maximum output vertex count |
| // is not specified in the compiled geometry shader object. |
| ASSERT(geometryShader->getType() == ShaderType::Geometry); |
| |
| Optional<PrimitiveMode> inputPrimitive = |
| geometryShader->getGeometryShaderInputPrimitiveType(); |
| if (!inputPrimitive.valid()) |
| { |
| infoLog << "Input primitive type is not specified in the geometry shader."; |
| return false; |
| } |
| |
| Optional<PrimitiveMode> outputPrimitive = |
| geometryShader->getGeometryShaderOutputPrimitiveType(); |
| if (!outputPrimitive.valid()) |
| { |
| infoLog << "Output primitive type is not specified in the geometry shader."; |
| return false; |
| } |
| |
| Optional<GLint> maxVertices = geometryShader->getGeometryShaderMaxVertices(); |
| if (!maxVertices.valid()) |
| { |
| infoLog << "'max_vertices' is not specified in the geometry shader."; |
| return false; |
| } |
| |
| mState.mExecutable->mGeometryShaderInputPrimitiveType = inputPrimitive.value(); |
| mState.mExecutable->mGeometryShaderOutputPrimitiveType = outputPrimitive.value(); |
| mState.mExecutable->mGeometryShaderMaxVertices = maxVertices.value(); |
| mState.mExecutable->mGeometryShaderInvocations = |
| geometryShader->getGeometryShaderInvocations(); |
| } |
| |
| Shader *tessControlShader = shaders[ShaderType::TessControl]; |
| if (tessControlShader) |
| { |
| int tcsShaderVertices = tessControlShader->getTessControlShaderVertices(); |
| if (tcsShaderVertices == 0) |
| { |
| // In tessellation control shader, output vertices should be specified at least |
| // once. |
| // > GLSL ES Version 3.20.6 spec: |
| // > 4.4.2. Output Layout Qualifiers |
| // > Tessellation Control Outputs |
| // > ... |
| // > There must be at least one layout qualifier specifying an output patch vertex |
| // > count in any program containing a tessellation control shader. |
| infoLog << "In Tessellation Control Shader, at least one layout qualifier " |
| "specifying an output patch vertex count must exist."; |
| return false; |
| } |
| |
| mState.mExecutable->mTessControlShaderVertices = tcsShaderVertices; |
| } |
| |
| Shader *tessEvaluationShader = shaders[ShaderType::TessEvaluation]; |
| if (tessEvaluationShader) |
| { |
| GLenum tesPrimitiveMode = tessEvaluationShader->getTessGenMode(); |
| if (tesPrimitiveMode == 0) |
| { |
| // In tessellation evaluation shader, a primitive mode should be specified at least |
| // once. |
| // > GLSL ES Version 3.20.6 spec: |
| // > 4.4.1. Input Layout Qualifiers |
| // > Tessellation Evaluation Inputs |
| // > ... |
| // > The tessellation evaluation shader object in a program must declare a primitive |
| // > mode in its input layout. Declaring vertex spacing, ordering, or point mode |
| // > identifiers is optional. |
| infoLog << "The Tessellation Evaluation Shader object in a program must declare a " |
| "primitive mode in its input layout."; |
| return false; |
| } |
| |
| mState.mExecutable->mTessGenMode = tesPrimitiveMode; |
| mState.mExecutable->mTessGenSpacing = tessEvaluationShader->getTessGenSpacing(); |
| mState.mExecutable->mTessGenVertexOrder = tessEvaluationShader->getTessGenVertexOrder(); |
| mState.mExecutable->mTessGenPointMode = tessEvaluationShader->getTessGenPointMode(); |
| } |
| } |
| |
| return true; |
| } |
| |
| GLuint Program::getTransformFeedbackVaryingResourceIndex(const GLchar *name) const |
| { |
| ASSERT(!mLinkingState); |
| for (GLuint tfIndex = 0; tfIndex < mState.mExecutable->mLinkedTransformFeedbackVaryings.size(); |
| ++tfIndex) |
| { |
| const auto &tf = mState.mExecutable->mLinkedTransformFeedbackVaryings[tfIndex]; |
| if (tf.nameWithArrayIndex() == name) |
| { |
| return tfIndex; |
| } |
| } |
| return GL_INVALID_INDEX; |
| } |
| |
| const TransformFeedbackVarying &Program::getTransformFeedbackVaryingResource(GLuint index) const |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(index < mState.mExecutable->mLinkedTransformFeedbackVaryings.size()); |
| return mState.mExecutable->mLinkedTransformFeedbackVaryings[index]; |
| } |
| |
| bool Program::hasDrawIDUniform() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mDrawIDLocation >= 0; |
| } |
| |
| void Program::setDrawIDUniform(GLint drawid) |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(mState.mDrawIDLocation >= 0); |
| mProgram->setUniform1iv(mState.mDrawIDLocation, 1, &drawid); |
| } |
| |
| bool Program::hasBaseVertexUniform() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mBaseVertexLocation >= 0; |
| } |
| |
| void Program::setBaseVertexUniform(GLint baseVertex) |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(mState.mBaseVertexLocation >= 0); |
| if (baseVertex == mState.mCachedBaseVertex) |
| { |
| return; |
| } |
| mState.mCachedBaseVertex = baseVertex; |
| mProgram->setUniform1iv(mState.mBaseVertexLocation, 1, &baseVertex); |
| } |
| |
| bool Program::hasBaseInstanceUniform() const |
| { |
| ASSERT(!mLinkingState); |
| return mState.mBaseInstanceLocation >= 0; |
| } |
| |
| void Program::setBaseInstanceUniform(GLuint baseInstance) |
| { |
| ASSERT(!mLinkingState); |
| ASSERT(mState.mBaseInstanceLocation >= 0); |
| if (baseInstance == mState.mCachedBaseInstance) |
| { |
| return; |
| } |
| mState.mCachedBaseInstance = baseInstance; |
| GLint baseInstanceInt = baseInstance; |
| mProgram->setUniform1iv(mState.mBaseInstanceLocation, 1, &baseInstanceInt); |
| } |
| |
| bool Program::linkVaryings(InfoLog &infoLog) const |
| { |
| ShaderType previousShaderType = ShaderType::InvalidEnum; |
| for (ShaderType shaderType : kAllGraphicsShaderTypes) |
| { |
| Shader *currentShader = mState.mAttachedShaders[shaderType]; |
| if (!currentShader) |
| { |
| continue; |
| } |
| |
| if (previousShaderType != ShaderType::InvalidEnum) |
| { |
| Shader *previousShader = mState.mAttachedShaders[previousShaderType]; |
| const std::vector<sh::ShaderVariable> &outputVaryings = |
| previousShader->getOutputVaryings(); |
| |
| if (!LinkValidateShaderInterfaceMatching( |
| outputVaryings, currentShader->getInputVaryings(), previousShaderType, |
| currentShader->getType(), previousShader->getShaderVersion(), |
| currentShader->getShaderVersion(), isSeparable(), infoLog)) |
| { |
| return false; |
| } |
| } |
| previousShaderType = currentShader->getType(); |
| } |
| |
| // TODO: http://anglebug.com/3571 and http://anglebug.com/3572 |
| // Need to move logic of validating builtin varyings inside the for-loop above. |
| // This is because the built-in symbols `gl_ClipDistance` and `gl_CullDistance` |
| // can be redeclared in Geometry or Tessellation shaders as well. |
| Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex]; |
| Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment]; |
| if (vertexShader && fragmentShader && |
| !LinkValidateBuiltInVaryings(vertexShader->getOutputVaryings(), |
| fragmentShader->getInputVaryings(), vertexShader->getType(), |
| fragmentShader->getType(), vertexShader->getShaderVersion(), |
| fragmentShader->getShaderVersion(), infoLog)) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Program::linkUniforms(const Context *context, |
| std::vector<UnusedUniform> *unusedUniformsOutOrNull, |
| GLuint *combinedImageUniformsOut, |
| InfoLog &infoLog) |
| { |
| // Initialize executable shader map. |
| ShaderMap<std::vector<sh::ShaderVariable>> shaderUniforms; |
| for (Shader *shader : mState.mAttachedShaders) |
| { |
| if (shader) |
| { |
| shaderUniforms[shader->getType()] = shader->getUniforms(); |
| } |
| } |
| |
| if (!mState.mExecutable->linkUniforms(context, shaderUniforms, infoLog, |
| mState.mUniformLocationBindings, combinedImageUniformsOut, |
| unusedUniformsOutOrNull, &mState.mUniformLocations)) |
| { |
| return false; |
| } |
| |
| if (context->getClientVersion() >= Version(3, 1)) |
| { |
| GLint locationSize = static_cast<GLint>(mState.getUniformLocations().size()); |
| |
| if (locationSize > context->getCaps().maxUniformLocations) |
| { |
| infoLog << "Exceeded maximum uniform location size"; |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| // Assigns locations to all attributes (except built-ins) from the bindings and program locations. |
| bool Program::linkAttributes(const Context *context, InfoLog &infoLog) |
| { |
| const Caps &caps = context->getCaps(); |
| const Limitations &limitations = context->getLimitations(); |
| bool webglCompatibility = context->isWebGL(); |
| int shaderVersion = -1; |
| unsigned int usedLocations = 0; |
| |
| Shader *vertexShader = mState.getAttachedShader(gl::ShaderType::Vertex); |
| |
| if (!vertexShader) |
| { |
| // No vertex shader, so no attributes, so nothing to do |
| return true; |
| } |
| |
| shaderVersion = vertexShader->getShaderVersion(); |
| if (shaderVersion >= 300) |
| { |
| // In GLSL ES 3.00.6, aliasing checks should be done with all declared attributes - |
| // see GLSL ES 3.00.6 section 12.46. Inactive attributes will be pruned after |
| // aliasing checks. |
| mState.mExecutable->mProgramInputs = vertexShader->getAllAttributes(); |
| } |
| else |
| { |
| // In GLSL ES 1.00.17 we only do aliasing checks for active attributes. |
| mState.mExecutable->mProgramInputs = vertexShader->getActiveAttributes(); |
| } |
| |
| GLuint maxAttribs = static_cast<GLuint>(caps.maxVertexAttributes); |
| std::vector<sh::ShaderVariable *> usedAttribMap(maxAttribs, nullptr); |
| |
| // Assign locations to attributes that have a binding location and check for attribute aliasing. |
| for (sh::ShaderVariable &attribute : mState.mExecutable->mProgramInputs) |
| { |
| // GLSL ES 3.10 January 2016 section 4.3.4: Vertex shader inputs can't be arrays or |
| // structures, so we don't need to worry about adjusting their names or generating entries |
| // for each member/element (unlike uniforms for example). |
| ASSERT(!attribute.isArray() && !attribute.isStruct()); |
| |
| int bindingLocation = mAttributeBindings.getBinding(attribute); |
| if (attribute.location == -1 && bindingLocation != -1) |
| { |
| attribute.location = bindingLocation; |
| } |
| |
| if (attribute.location != -1) |
| { |
| // Location is set by glBindAttribLocation or by location layout qualifier |
| const int regs = VariableRegisterCount(attribute.type); |
| |
| if (static_cast<GLuint>(regs + attribute.location) > maxAttribs) |
| { |
| infoLog << "Attribute (" << attribute.name << ") at location " << attribute.location |
| << " is too big to fit"; |
| |
| return false; |
| } |
| |
| for (int reg = 0; reg < regs; reg++) |
| { |
| const int regLocation = attribute.location + reg; |
| sh::ShaderVariable *linkedAttribute = usedAttribMap[regLocation]; |
| |
| // In GLSL ES 3.00.6 and in WebGL, attribute aliasing produces a link error. |
| // In non-WebGL GLSL ES 1.00.17, attribute aliasing is allowed with some |
| // restrictions - see GLSL ES 1.00.17 section 2.10.4, but ANGLE currently has a bug. |
| // In D3D 9 and 11, aliasing is not supported, so check a limitation. |
| if (linkedAttribute) |
| { |
| if (shaderVersion >= 300 || webglCompatibility || |
| limitations.noVertexAttributeAliasing) |
| { |
| infoLog << "Attribute '" << attribute.name << "' aliases attribute '" |
| << linkedAttribute->name << "' at location " << regLocation; |
| return false; |
| } |
| } |
| else |
| { |
| usedAttribMap[regLocation] = &attribute; |
| } |
| |
| usedLocations |= 1 << regLocation; |
| } |
| } |
| } |
| |
| // Assign locations to attributes that don't have a binding location. |
| for (sh::ShaderVariable &attribute : mState.mExecutable->mProgramInputs) |
| { |
| // Not set by glBindAttribLocation or by location layout qualifier |
| if (attribute.location == -1) |
| { |
| int regs = VariableRegisterCount(attribute.type); |
| int availableIndex = AllocateFirstFreeBits(&usedLocations, regs, maxAttribs); |
| |
| if (availableIndex == -1 || static_cast<GLuint>(availableIndex + regs) > maxAttribs) |
| { |
| infoLog << "Too many attributes (" << attribute.name << ")"; |
| return false; |
| } |
| |
| attribute.location = availableIndex; |
| } |
| } |
| |
| ASSERT(mState.mExecutable->mAttributesTypeMask.none()); |
| ASSERT(mState.mExecutable->mAttributesMask.none()); |
| |
| // Prune inactive attributes. This step is only needed on shaderVersion >= 300 since on earlier |
| // shader versions we're only processing active attributes to begin with. |
| if (shaderVersion >= 300) |
| { |
| for (auto attributeIter = mState.mExecutable->getProgramInputs().begin(); |
| attributeIter != mState.mExecutable->getProgramInputs().end();) |
| { |
| if (attributeIter->active) |
| { |
| ++attributeIter; |
| } |
| else |
| { |
| attributeIter = mState.mExecutable->mProgramInputs.erase(attributeIter); |
| } |
| } |
| } |
| |
| for (const sh::ShaderVariable &attribute : mState.mExecutable->getProgramInputs()) |
| { |
| ASSERT(attribute.active); |
| ASSERT(attribute.location != -1); |
| unsigned int regs = static_cast<unsigned int>(VariableRegisterCount(attribute.type)); |
| |
| unsigned int location = static_cast<unsigned int>(attribute.location); |
| for (unsigned int r = 0; r < regs; r++) |
| { |
| // Built-in active program inputs don't have a bound attribute. |
| if (!attribute.isBuiltIn()) |
| { |
| mState.mExecutable->mActiveAttribLocationsMask.set(location); |
| mState.mExecutable->mMaxActiveAttribLocation = |
| std::max(mState.mExecutable->mMaxActiveAttribLocation, location + 1); |
| |
| ComponentType componentType = |
| GLenumToComponentType(VariableComponentType(attribute.type)); |
| |
| SetComponentTypeMask(componentType, location, |
| &mState.mExecutable->mAttributesTypeMask); |
| mState.mExecutable->mAttributesMask.set(location); |
| |
| location++; |
| } |
| } |
| } |
| |
| return true; |
| } |
| |
| void Program::setUniformValuesFromBindingQualifiers() |
| { |
| for (unsigned int samplerIndex : mState.mExecutable->getSamplerUniformRange()) |
| { |
| const auto &samplerUniform = mState.mExecutable->getUniforms()[samplerIndex]; |
| if (samplerUniform.binding != -1) |
| { |
| UniformLocation location = getUniformLocation(samplerUniform.name); |
| ASSERT(location.value != -1); |
| std::vector<GLint> boundTextureUnits; |
| for (unsigned int elementIndex = 0; |
| elementIndex < samplerUniform.getBasicTypeElementCount(); ++elementIndex) |
| { |
| boundTextureUnits.push_back(samplerUniform.binding + elementIndex); |
| } |
| |
| // Here we pass nullptr to avoid a large chain of calls that need a non-const Context. |
| // We know it's safe not to notify the Context because this is only called after link. |
| setUniform1iv(nullptr, location, static_cast<GLsizei>(boundTextureUnits.size()), |
| boundTextureUnits.data()); |
| } |
| } |
| } |
| |
| void Program::initInterfaceBlockBindings() |
| { |
| // Set initial bindings from shader. |
| for (unsigned int blockIndex = 0; blockIndex < mState.mExecutable->getActiveUniformBlockCount(); |
| blockIndex++) |
| { |
| InterfaceBlock &uniformBlock = mState.mExecutable->mUniformBlocks[blockIndex]; |
| bindUniformBlock({blockIndex}, uniformBlock.binding); |
| } |
| } |
| |
| void Program::updateSamplerUniform(Context *context, |
| const VariableLocation &locationInfo, |
| GLsizei clampedCount, |
| const GLint *v) |
| { |
| ASSERT(mState.isSamplerUniformIndex(locationInfo.index)); |
| GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationInfo.index); |
| SamplerBinding &samplerBinding = mState.mExecutable->mSamplerBindings[samplerIndex]; |
| std::vector<GLuint> &boundTextureUnits = samplerBinding.boundTextureUnits; |
| |
| if (locationInfo.arrayIndex >= boundTextureUnits.size()) |
| { |
| return; |
| } |
| GLsizei safeUniformCount = std::min( |
| clampedCount, static_cast<GLsizei>(boundTextureUnits.size() - locationInfo.arrayIndex)); |
| |
| // Update the sampler uniforms. |
| for (GLsizei arrayIndex = 0; arrayIndex < safeUniformCount; ++arrayIndex) |
| { |
| GLint oldTextureUnit = boundTextureUnits[arrayIndex + locationInfo.arrayIndex]; |
| GLint newTextureUnit = v[arrayIndex]; |
| |
| if (oldTextureUnit == newTextureUnit) |
| { |
| continue; |
| } |
| |
| // Update sampler's bound textureUnit |
| boundTextureUnits[arrayIndex + locationInfo.arrayIndex] = newTextureUnit; |
| |
| // Update the reference counts. |
| uint32_t &oldRefCount = mState.mExecutable->mActiveSamplerRefCounts[oldTextureUnit]; |
| uint32_t &newRefCount = mState.mExecutable->mActiveSamplerRefCounts[newTextureUnit]; |
| ASSERT(oldRefCount > 0); |
| ASSERT(newRefCount < std::numeric_limits<uint32_t>::max()); |
| oldRefCount--; |
| newRefCount++; |
| |
| // Check for binding type change. |
| TextureType newSamplerType = mState.mExecutable->mActiveSamplerTypes[newTextureUnit]; |
| TextureType oldSamplerType = mState.mExecutable->mActiveSamplerTypes[oldTextureUnit]; |
| SamplerFormat newSamplerFormat = mState.mExecutable->mActiveSamplerFormats[newTextureUnit]; |
| SamplerFormat oldSamplerFormat = mState.mExecutable->mActiveSamplerFormats[oldTextureUnit]; |
| bool newSamplerYUV = mState.mExecutable->mActiveSamplerYUV.test(newTextureUnit); |
| |
| if (newRefCount == 1) |
| { |
| mState.mExecutable->setActive(newTextureUnit, samplerBinding, |
| mState.mExecutable->getUniforms()[locationInfo.index]); |
| } |
| else |
| { |
| if (newSamplerType != samplerBinding.textureType || |
| newSamplerYUV != IsSamplerYUVType(samplerBinding.samplerType)) |
| { |
| mState.mExecutable->hasSamplerTypeConflict(newTextureUnit); |
| } |
| |
| if (newSamplerFormat != samplerBinding.format) |
| { |
| mState.mExecutable->hasSamplerFormatConflict(newTextureUnit); |
| } |
| } |
| |
| // Unset previously active sampler. |
| if (oldRefCount == 0) |
| { |
| mState.mExecutable->setInactive(oldTextureUnit); |
| } |
| else |
| { |
| if (oldSamplerType == TextureType::InvalidEnum || |
| oldSamplerFormat == SamplerFormat::InvalidEnum) |
| { |
| // Previous conflict. Check if this new change fixed the conflict. |
| mState.setSamplerUniformTextureTypeAndFormat(oldTextureUnit); |
| } |
| } |
| |
| // Update the observing PPO's executable, if any. |
| // Do this before any of the Context work, since that uses the current ProgramExecutable, |
| // which will be the PPO's if this Program is bound to it, rather than this Program's. |
| if (isSeparable()) |
| { |
| onStateChange(angle::SubjectMessage::ProgramTextureOrImageBindingChanged); |
| } |
| |
| // Notify context. |
| if (context) |
| { |
| context->onSamplerUniformChange(newTextureUnit); |
| context->onSamplerUniformChange(oldTextureUnit); |
| } |
| } |
| |
| // Invalidate the validation cache. |
| getExecutable().resetCachedValidateSamplersResult(); |
| // Inform any PPOs this Program may be bound to. |
| onStateChange(angle::SubjectMessage::SamplerUniformsUpdated); |
| } |
| |
| void ProgramState::setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex) |
| { |
| mExecutable->setSamplerUniformTextureTypeAndFormat(textureUnitIndex, |
| mExecutable->mSamplerBindings); |
| } |
| |
| template <typename T> |
| GLsizei Program::clampUniformCount(const VariableLocation &locationInfo, |
| GLsizei count, |
| int vectorSize, |
| const T *v) |
| { |
| if (count == 1) |
| return 1; |
| |
| const LinkedUniform &linkedUniform = mState.mExecutable->getUniforms()[locationInfo.index]; |
| |
| // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array |
| // element index used, as reported by GetActiveUniform, will be ignored by the GL." |
| unsigned int remainingElements = |
| linkedUniform.getBasicTypeElementCount() - locationInfo.arrayIndex; |
| GLsizei maxElementCount = |
| static_cast<GLsizei>(remainingElements * linkedUniform.getElementComponents()); |
| |
| if (count * vectorSize > maxElementCount) |
| { |
| return maxElementCount / vectorSize; |
| } |
| |
| return count; |
| } |
| |
| template <size_t cols, size_t rows, typename T> |
| GLsizei Program::clampMatrixUniformCount(UniformLocation location, |
| GLsizei count, |
| GLboolean transpose, |
| const T *v) |
| { |
| const VariableLocation &locationInfo = mState.mUniformLocations[location.value]; |
| |
| if (!transpose) |
| { |
| return clampUniformCount(locationInfo, count, cols * rows, v); |
| } |
| |
| const LinkedUniform &linkedUniform = mState.mExecutable->getUniforms()[locationInfo.index]; |
| |
| // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array |
| // element index used, as reported by GetActiveUniform, will be ignored by the GL." |
| unsigned int remainingElements = |
| linkedUniform.getBasicTypeElementCount() - locationInfo.arrayIndex; |
| return std::min(count, static_cast<GLsizei>(remainingElements)); |
| } |
| |
| // Driver differences mean that doing the uniform value cast ourselves gives consistent results. |
| // EG: on NVIDIA drivers, it was observed that getUniformi for MAX_INT+1 returned MIN_INT. |
| template <typename DestT> |
| void Program::getUniformInternal(const Context *context, |
| DestT *dataOut, |
| UniformLocation location, |
| GLenum nativeType, |
| int components) const |
| { |
| switch (nativeType) |
| { |
| case GL_BOOL: |
| { |
| GLint tempValue[16] = {0}; |
| mProgram->getUniformiv(context, location.value, tempValue); |
| UniformStateQueryCastLoop<GLboolean>( |
| dataOut, reinterpret_cast<const uint8_t *>(tempValue), components); |
| break; |
| } |
| case GL_INT: |
| { |
| GLint tempValue[16] = {0}; |
| mProgram->getUniformiv(context, location.value, tempValue); |
| UniformStateQueryCastLoop<GLint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue), |
| components); |
| break; |
| } |
| case GL_UNSIGNED_INT: |
| { |
| GLuint tempValue[16] = {0}; |
| mProgram->getUniformuiv(context, location.value, tempValue); |
| UniformStateQueryCastLoop<GLuint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue), |
| components); |
| break; |
| } |
| case GL_FLOAT: |
| { |
| GLfloat tempValue[16] = {0}; |
| mProgram->getUniformfv(context, location.value, tempValue); |
| UniformStateQueryCastLoop<GLfloat>( |
| dataOut, reinterpret_cast<const uint8_t *>(tempValue), components); |
| break; |
| } |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| |
| angle::Result Program::syncState(const Context *context) |
| { |
| if (mDirtyBits.any()) |
| { |
| ASSERT(!mLinkingState); |
| ANGLE_TRY(mProgram->syncState(context, mDirtyBits)); |
| mDirtyBits.reset(); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result Program::serialize(const Context *context, angle::MemoryBuffer *binaryOut) const |
| { |
| BinaryOutputStream stream; |
| |
| stream.writeBytes(reinterpret_cast<const unsigned char *>(angle::GetANGLECommitHash()), |
| angle::GetANGLECommitHashSize()); |
| |
| // nullptr context is supported when computing binary length. |
| if (context) |
| { |
| stream.writeInt(context->getClientVersion().major); |
| stream.writeInt(context->getClientVersion().minor); |
| } |
| else |
| { |
| stream.writeInt(2); |
| stream.writeInt(0); |
| } |
| |
| // Must be before mExecutable->save(), since it uses the value. |
| stream.writeBool(mState.mSeparable); |
| |
| mState.mExecutable->save(mState.mSeparable, &stream); |
| |
| const auto &computeLocalSize = mState.getComputeShaderLocalSize(); |
| |
| stream.writeInt(computeLocalSize[0]); |
| stream.writeInt(computeLocalSize[1]); |
| stream.writeInt(computeLocalSize[2]); |
| |
| stream.writeInt(mState.mNumViews); |
| stream.writeInt(mState.mSpecConstUsageBits.bits()); |
| |
| stream.writeInt(mState.getUniformLocations().size()); |
| for (const auto &variable : mState.getUniformLocations()) |
| { |
| stream.writeInt(variable.arrayIndex); |
| stream.writeIntOrNegOne(variable.index); |
| stream.writeBool(variable.ignored); |
| } |
| |
| stream.writeInt(mState.getBufferVariables().size()); |
| for (const BufferVariable &bufferVariable : mState.getBufferVariables()) |
| { |
| WriteBufferVariable(&stream, bufferVariable); |
| } |
| |
| // Warn the app layer if saving a binary with unsupported transform feedback. |
| if (!mState.getLinkedTransformFeedbackVaryings().empty() && |
| context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled) |
| { |
| WARN() << "Saving program binary with transform feedback, which is not supported on this " |
| "driver."; |
| } |
| |
| if (context->getShareGroup()->getFrameCaptureShared()->enabled()) |
| { |
| // Serialize the source for each stage for re-use during capture |
| for (ShaderType shaderType : mState.mExecutable->getLinkedShaderStages()) |
| { |
| gl::Shader *shader = getAttachedShader(shaderType); |
| if (shader) |
| { |
| stream.writeString(shader->getSourceString()); |
| } |
| else |
| { |
| // If we don't have an attached shader, which would occur if this program was |
| // created via glProgramBinary, pull from our cached copy |
| const angle::ProgramSources &cachedLinkedSources = |
| context->getShareGroup()->getFrameCaptureShared()->getProgramSources(id()); |
| const std::string &cachedSourceString = cachedLinkedSources[shaderType]; |
| ASSERT(!cachedSourceString.empty()); |
| stream.writeString(cachedSourceString.c_str()); |
| } |
| } |
| } |
| |
| mProgram->save(context, &stream); |
| |
| ASSERT(binaryOut); |
| if (!binaryOut->resize(stream.length())) |
| { |
| WARN() << "Failed to allocate enough memory to serialize a program. (" << stream.length() |
| << " bytes )"; |
| return angle::Result::Incomplete; |
| } |
| memcpy(binaryOut->data(), stream.data(), stream.length()); |
| return angle::Result::Continue; |
| } |
| |
| angle::Result Program::deserialize(const Context *context, |
| BinaryInputStream &stream, |
| InfoLog &infoLog) |
| { |
| std::vector<uint8_t> commitString(angle::GetANGLECommitHashSize(), 0); |
| stream.readBytes(commitString.data(), commitString.size()); |
| if (memcmp(commitString.data(), angle::GetANGLECommitHash(), commitString.size()) != 0) |
| { |
| infoLog << "Invalid program binary version."; |
| return angle::Result::Stop; |
| } |
| |
| int majorVersion = stream.readInt<int>(); |
| int minorVersion = stream.readInt<int>(); |
| if (majorVersion != context->getClientMajorVersion() || |
| minorVersion != context->getClientMinorVersion()) |
| { |
| infoLog << "Cannot load program binaries across different ES context versions."; |
| return angle::Result::Stop; |
| } |
| |
| // Must be before mExecutable->load(), since it uses the value. |
| mState.mSeparable = stream.readBool(); |
| |
| mState.mExecutable->load(mState.mSeparable, &stream); |
| |
| mState.mComputeShaderLocalSize[0] = stream.readInt<int>(); |
| mState.mComputeShaderLocalSize[1] = stream.readInt<int>(); |
| mState.mComputeShaderLocalSize[2] = stream.readInt<int>(); |
| |
| mState.mNumViews = stream.readInt<int>(); |
| |
| static_assert(sizeof(mState.mSpecConstUsageBits.bits()) == sizeof(uint32_t)); |
| mState.mSpecConstUsageBits = rx::SpecConstUsageBits(stream.readInt<uint32_t>()); |
| |
| const size_t uniformIndexCount = stream.readInt<size_t>(); |
| ASSERT(mState.mUniformLocations.empty()); |
| for (size_t uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; ++uniformIndexIndex) |
| { |
| VariableLocation variable; |
| stream.readInt(&variable.arrayIndex); |
| stream.readInt(&variable.index); |
| stream.readBool(&variable.ignored); |
| |
| mState.mUniformLocations.push_back(variable); |
| } |
| |
| size_t bufferVariableCount = stream.readInt<size_t>(); |
| ASSERT(mState.mBufferVariables.empty()); |
| for (size_t bufferVarIndex = 0; bufferVarIndex < bufferVariableCount; ++bufferVarIndex) |
| { |
| BufferVariable bufferVariable; |
| LoadBufferVariable(&stream, &bufferVariable); |
| mState.mBufferVariables.push_back(bufferVariable); |
| } |
| |
| static_assert(static_cast<unsigned long>(ShaderType::EnumCount) <= sizeof(unsigned long) * 8, |
| "Too many shader types"); |
| |
| // Reject programs that use transform feedback varyings if the hardware cannot support them. |
| if (mState.mExecutable->getLinkedTransformFeedbackVaryings().size() > 0 && |
| context->getFrontendFeatures().disableProgramCachingForTransformFeedback.enabled) |
| { |
| infoLog << "Current driver does not support transform feedback in binary programs."; |
| return angle::Result::Stop; |
| } |
| |
| if (!mState.mAttachedShaders[ShaderType::Compute]) |
| { |
| mState.mExecutable->updateTransformFeedbackStrides(); |
| } |
| |
| postResolveLink(context); |
| mState.mExecutable->updateCanDrawWith(); |
| |
| if (context->getShareGroup()->getFrameCaptureShared()->enabled()) |
| { |
| // Extract the source for each stage from the program binary |
| angle::ProgramSources sources; |
| |
| for (ShaderType shaderType : mState.mExecutable->getLinkedShaderStages()) |
| { |
| std::string shaderSource = stream.readString(); |
| ASSERT(shaderSource.length() > 0); |
| sources[shaderType] = std::move(shaderSource); |
| } |
| |
| // Store it for use during mid-execution capture |
| context->getShareGroup()->getFrameCaptureShared()->setProgramSources(id(), |
| std::move(sources)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| void Program::postResolveLink(const gl::Context *context) |
| { |
| mState.updateActiveSamplers(); |
| mState.mExecutable->mActiveImageShaderBits.fill({}); |
| mState.mExecutable->updateActiveImages(getExecutable()); |
| |
| setUniformValuesFromBindingQualifiers(); |
| |
| if (context->getExtensions().multiDrawANGLE) |
| { |
| mState.mDrawIDLocation = getUniformLocation("gl_DrawID").value; |
| } |
| |
| if (context->getExtensions().baseVertexBaseInstanceShaderBuiltinANGLE) |
| { |
| mState.mBaseVertexLocation = getUniformLocation("gl_BaseVertex").value; |
| mState.mBaseInstanceLocation = getUniformLocation("gl_BaseInstance").value; |
| } |
| } |
| } // namespace gl |