forked from mirrors/gecko-dev
MozReview-Commit-ID: Hm6jbnqpaTt --HG-- extra : rebase_source : 0943bf9e0e8f4e7c92941d7b0c6a54189d33acb4
3552 lines
115 KiB
C++
3552 lines
115 KiB
C++
//
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// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Program.cpp: Implements the gl::Program class. Implements GL program objects
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// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
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#include "libANGLE/Program.h"
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#include <algorithm>
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#include "common/bitset_utils.h"
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#include "common/debug.h"
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#include "common/platform.h"
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#include "common/string_utils.h"
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#include "common/utilities.h"
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#include "compiler/translator/blocklayout.h"
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#include "libANGLE/Context.h"
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#include "libANGLE/MemoryProgramCache.h"
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#include "libANGLE/ProgramLinkedResources.h"
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#include "libANGLE/ResourceManager.h"
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#include "libANGLE/Uniform.h"
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#include "libANGLE/VaryingPacking.h"
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#include "libANGLE/features.h"
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#include "libANGLE/histogram_macros.h"
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#include "libANGLE/queryconversions.h"
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#include "libANGLE/renderer/GLImplFactory.h"
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#include "libANGLE/renderer/ProgramImpl.h"
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#include "platform/Platform.h"
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namespace gl
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{
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namespace
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{
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// This simplified cast function doesn't need to worry about advanced concepts like
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// depth range values, or casting to bool.
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template <typename DestT, typename SrcT>
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DestT UniformStateQueryCast(SrcT value);
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// From-Float-To-Integer Casts
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template <>
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GLint UniformStateQueryCast(GLfloat value)
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{
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return clampCast<GLint>(roundf(value));
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}
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template <>
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GLuint UniformStateQueryCast(GLfloat value)
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{
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return clampCast<GLuint>(roundf(value));
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}
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// From-Integer-to-Integer Casts
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template <>
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GLint UniformStateQueryCast(GLuint value)
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{
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return clampCast<GLint>(value);
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}
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template <>
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GLuint UniformStateQueryCast(GLint value)
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{
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return clampCast<GLuint>(value);
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}
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// From-Boolean-to-Anything Casts
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template <>
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GLfloat UniformStateQueryCast(GLboolean value)
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{
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return (ConvertToBool(value) ? 1.0f : 0.0f);
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}
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template <>
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GLint UniformStateQueryCast(GLboolean value)
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{
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return (ConvertToBool(value) ? 1 : 0);
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}
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template <>
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GLuint UniformStateQueryCast(GLboolean value)
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{
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return (ConvertToBool(value) ? 1u : 0u);
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}
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// Default to static_cast
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template <typename DestT, typename SrcT>
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DestT UniformStateQueryCast(SrcT value)
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{
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return static_cast<DestT>(value);
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}
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template <typename SrcT, typename DestT>
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void UniformStateQueryCastLoop(DestT *dataOut, const uint8_t *srcPointer, int components)
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{
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for (int comp = 0; comp < components; ++comp)
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{
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// We only work with strides of 4 bytes for uniform components. (GLfloat/GLint)
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// Don't use SrcT stride directly since GLboolean has a stride of 1 byte.
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size_t offset = comp * 4;
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const SrcT *typedSrcPointer = reinterpret_cast<const SrcT *>(&srcPointer[offset]);
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dataOut[comp] = UniformStateQueryCast<DestT>(*typedSrcPointer);
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}
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}
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template <typename VarT>
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GLuint GetResourceIndexFromName(const std::vector<VarT> &list, const std::string &name)
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{
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std::string nameAsArrayName = name + "[0]";
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for (size_t index = 0; index < list.size(); index++)
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{
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const VarT &resource = list[index];
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if (resource.name == name || (resource.isArray() && resource.name == nameAsArrayName))
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{
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return static_cast<GLuint>(index);
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}
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}
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return GL_INVALID_INDEX;
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}
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template <typename VarT>
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GLint GetVariableLocation(const std::vector<VarT> &list,
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const std::vector<VariableLocation> &locationList,
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const std::string &name)
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{
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size_t nameLengthWithoutArrayIndex;
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unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex);
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for (size_t location = 0u; location < locationList.size(); ++location)
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{
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const VariableLocation &variableLocation = locationList[location];
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if (!variableLocation.used())
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{
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continue;
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}
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const VarT &variable = list[variableLocation.index];
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if (angle::BeginsWith(variable.name, name))
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{
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if (name.length() == variable.name.length())
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{
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ASSERT(name == variable.name);
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// GLES 3.1 November 2016 page 87.
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// The string exactly matches the name of the active variable.
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return static_cast<GLint>(location);
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}
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if (name.length() + 3u == variable.name.length() && variable.isArray())
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{
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ASSERT(name + "[0]" == variable.name);
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// The string identifies the base name of an active array, where the string would
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// exactly match the name of the variable if the suffix "[0]" were appended to the
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// string.
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return static_cast<GLint>(location);
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}
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}
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if (variable.isArray() && variableLocation.arrayIndex == arrayIndex &&
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nameLengthWithoutArrayIndex + 3u == variable.name.length() &&
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angle::BeginsWith(variable.name, name, nameLengthWithoutArrayIndex))
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{
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ASSERT(name.substr(0u, nameLengthWithoutArrayIndex) + "[0]" == variable.name);
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// The string identifies an active element of the array, where the string ends with the
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// concatenation of the "[" character, an integer (with no "+" sign, extra leading
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// zeroes, or whitespace) identifying an array element, and the "]" character, the
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// integer is less than the number of active elements of the array variable, and where
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// the string would exactly match the enumerated name of the array if the decimal
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// integer were replaced with zero.
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return static_cast<GLint>(location);
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}
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}
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return -1;
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}
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void CopyStringToBuffer(GLchar *buffer, const std::string &string, GLsizei bufSize, GLsizei *length)
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{
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ASSERT(bufSize > 0);
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strncpy(buffer, string.c_str(), bufSize);
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buffer[bufSize - 1] = '\0';
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if (length)
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{
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*length = static_cast<GLsizei>(strlen(buffer));
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}
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}
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bool IncludeSameArrayElement(const std::set<std::string> &nameSet, const std::string &name)
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{
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std::vector<unsigned int> subscripts;
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std::string baseName = ParseResourceName(name, &subscripts);
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for (auto nameInSet : nameSet)
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{
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std::vector<unsigned int> arrayIndices;
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std::string arrayName = ParseResourceName(nameInSet, &arrayIndices);
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if (baseName == arrayName &&
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(subscripts.empty() || arrayIndices.empty() || subscripts == arrayIndices))
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{
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return true;
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}
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}
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return false;
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}
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std::string GetInterfaceBlockLimitName(ShaderType shaderType, sh::BlockType blockType)
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{
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std::ostringstream stream;
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stream << "GL_MAX_" << GetShaderTypeString(shaderType) << "_";
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switch (blockType)
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{
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case sh::BlockType::BLOCK_UNIFORM:
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stream << "UNIFORM_BUFFERS";
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break;
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case sh::BlockType::BLOCK_BUFFER:
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stream << "SHADER_STORAGE_BLOCKS";
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break;
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default:
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UNREACHABLE();
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return "";
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}
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if (shaderType == ShaderType::Geometry)
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{
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stream << "_EXT";
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}
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return stream.str();
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}
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const char *GetInterfaceBlockTypeString(sh::BlockType blockType)
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{
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switch (blockType)
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{
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case sh::BlockType::BLOCK_UNIFORM:
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return "uniform block";
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case sh::BlockType::BLOCK_BUFFER:
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return "shader storage block";
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default:
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UNREACHABLE();
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return "";
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}
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}
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void LogInterfaceBlocksExceedLimit(InfoLog &infoLog,
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ShaderType shaderType,
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sh::BlockType blockType,
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GLuint limit)
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{
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infoLog << GetShaderTypeString(shaderType) << " shader "
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<< GetInterfaceBlockTypeString(blockType) << " count exceeds "
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<< GetInterfaceBlockLimitName(shaderType, blockType) << " (" << limit << ")";
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}
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bool ValidateInterfaceBlocksCount(GLuint maxInterfaceBlocks,
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const std::vector<sh::InterfaceBlock> &interfaceBlocks,
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ShaderType shaderType,
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sh::BlockType blockType,
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GLuint *combinedInterfaceBlocksCount,
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InfoLog &infoLog)
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{
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GLuint blockCount = 0;
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for (const sh::InterfaceBlock &block : interfaceBlocks)
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{
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if (IsActiveInterfaceBlock(block))
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{
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blockCount += std::max(block.arraySize, 1u);
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if (blockCount > maxInterfaceBlocks)
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{
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LogInterfaceBlocksExceedLimit(infoLog, shaderType, blockType, maxInterfaceBlocks);
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return false;
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}
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}
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}
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// [OpenGL ES 3.1] Chapter 7.6.2 Page 105:
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// If a uniform block is used by multiple shader stages, each such use counts separately
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// against this combined limit.
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// [OpenGL ES 3.1] Chapter 7.8 Page 111:
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// If a shader storage block in a program is referenced by multiple shaders, each such
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// reference counts separately against this combined limit.
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if (combinedInterfaceBlocksCount)
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{
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*combinedInterfaceBlocksCount += blockCount;
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}
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return true;
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}
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GLuint GetInterfaceBlockIndex(const std::vector<InterfaceBlock> &list, const std::string &name)
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{
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std::vector<unsigned int> subscripts;
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std::string baseName = ParseResourceName(name, &subscripts);
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unsigned int numBlocks = static_cast<unsigned int>(list.size());
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for (unsigned int blockIndex = 0; blockIndex < numBlocks; blockIndex++)
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{
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const auto &block = list[blockIndex];
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if (block.name == baseName)
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{
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const bool arrayElementZero =
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(subscripts.empty() && (!block.isArray || block.arrayElement == 0));
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const bool arrayElementMatches =
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(subscripts.size() == 1 && subscripts[0] == block.arrayElement);
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if (arrayElementMatches || arrayElementZero)
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{
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return blockIndex;
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}
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}
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}
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return GL_INVALID_INDEX;
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}
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void GetInterfaceBlockName(const GLuint index,
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const std::vector<InterfaceBlock> &list,
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GLsizei bufSize,
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GLsizei *length,
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GLchar *name)
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{
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ASSERT(index < list.size());
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const auto &block = list[index];
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if (bufSize > 0)
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{
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std::string blockName = block.name;
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if (block.isArray)
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{
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blockName += ArrayString(block.arrayElement);
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}
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CopyStringToBuffer(name, blockName, bufSize, length);
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}
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}
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void InitUniformBlockLinker(const gl::Context *context,
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const ProgramState &state,
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UniformBlockLinker *blockLinker)
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{
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for (ShaderType shaderType : AllShaderTypes())
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{
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Shader *shader = state.getAttachedShader(shaderType);
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if (shader)
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{
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blockLinker->addShaderBlocks(shaderType, &shader->getUniformBlocks(context));
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}
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}
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}
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void InitShaderStorageBlockLinker(const gl::Context *context,
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const ProgramState &state,
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ShaderStorageBlockLinker *blockLinker)
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{
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for (ShaderType shaderType : AllShaderTypes())
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{
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Shader *shader = state.getAttachedShader(shaderType);
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if (shader != nullptr)
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{
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blockLinker->addShaderBlocks(shaderType, &shader->getShaderStorageBlocks(context));
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}
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}
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}
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// Find the matching varying or field by name.
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const sh::ShaderVariable *FindVaryingOrField(const ProgramMergedVaryings &varyings,
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const std::string &name)
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{
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const sh::ShaderVariable *var = nullptr;
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for (const auto &ref : varyings)
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{
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const sh::Varying *varying = ref.second.get();
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if (varying->name == name)
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{
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var = varying;
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break;
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}
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var = FindShaderVarField(*varying, name);
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if (var != nullptr)
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{
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break;
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}
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}
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return var;
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}
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void AddParentPrefix(const std::string &parentName, std::string *mismatchedFieldName)
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{
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ASSERT(mismatchedFieldName);
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if (mismatchedFieldName->empty())
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{
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*mismatchedFieldName = parentName;
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}
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else
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{
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std::ostringstream stream;
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stream << parentName << "." << *mismatchedFieldName;
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*mismatchedFieldName = stream.str();
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}
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}
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const char *GetLinkMismatchErrorString(LinkMismatchError linkError)
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{
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switch (linkError)
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{
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case LinkMismatchError::TYPE_MISMATCH:
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return "Type";
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case LinkMismatchError::ARRAY_SIZE_MISMATCH:
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return "Array size";
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case LinkMismatchError::PRECISION_MISMATCH:
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return "Precision";
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case LinkMismatchError::STRUCT_NAME_MISMATCH:
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return "Structure name";
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case LinkMismatchError::FIELD_NUMBER_MISMATCH:
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return "Field number";
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case LinkMismatchError::FIELD_NAME_MISMATCH:
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return "Field name";
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case LinkMismatchError::INTERPOLATION_TYPE_MISMATCH:
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return "Interpolation type";
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case LinkMismatchError::INVARIANCE_MISMATCH:
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return "Invariance";
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case LinkMismatchError::BINDING_MISMATCH:
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return "Binding layout qualifier";
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case LinkMismatchError::LOCATION_MISMATCH:
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return "Location layout qualifier";
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case LinkMismatchError::OFFSET_MISMATCH:
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return "Offset layout qualilfier";
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case LinkMismatchError::LAYOUT_QUALIFIER_MISMATCH:
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return "Layout qualifier";
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case LinkMismatchError::MATRIX_PACKING_MISMATCH:
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return "Matrix Packing";
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default:
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UNREACHABLE();
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return "";
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}
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}
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LinkMismatchError LinkValidateInterfaceBlockFields(const sh::InterfaceBlockField &blockField1,
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const sh::InterfaceBlockField &blockField2,
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bool webglCompatibility,
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std::string *mismatchedBlockFieldName)
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{
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if (blockField1.name != blockField2.name)
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{
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return LinkMismatchError::FIELD_NAME_MISMATCH;
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}
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// If webgl, validate precision of UBO fields, otherwise don't. See Khronos bug 10287.
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LinkMismatchError linkError = Program::LinkValidateVariablesBase(
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blockField1, blockField2, webglCompatibility, true, mismatchedBlockFieldName);
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if (linkError != LinkMismatchError::NO_MISMATCH)
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{
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AddParentPrefix(blockField1.name, mismatchedBlockFieldName);
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return linkError;
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}
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if (blockField1.isRowMajorLayout != blockField2.isRowMajorLayout)
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{
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AddParentPrefix(blockField1.name, mismatchedBlockFieldName);
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return LinkMismatchError::MATRIX_PACKING_MISMATCH;
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}
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return LinkMismatchError::NO_MISMATCH;
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}
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LinkMismatchError AreMatchingInterfaceBlocks(const sh::InterfaceBlock &interfaceBlock1,
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const sh::InterfaceBlock &interfaceBlock2,
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bool webglCompatibility,
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std::string *mismatchedBlockFieldName)
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{
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// validate blocks for the same member types
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if (interfaceBlock1.fields.size() != interfaceBlock2.fields.size())
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{
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return LinkMismatchError::FIELD_NUMBER_MISMATCH;
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}
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if (interfaceBlock1.arraySize != interfaceBlock2.arraySize)
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{
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return LinkMismatchError::ARRAY_SIZE_MISMATCH;
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}
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if (interfaceBlock1.layout != interfaceBlock2.layout ||
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interfaceBlock1.binding != interfaceBlock2.binding)
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{
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return LinkMismatchError::LAYOUT_QUALIFIER_MISMATCH;
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}
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const unsigned int numBlockMembers = static_cast<unsigned int>(interfaceBlock1.fields.size());
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for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
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{
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const sh::InterfaceBlockField &member1 = interfaceBlock1.fields[blockMemberIndex];
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const sh::InterfaceBlockField &member2 = interfaceBlock2.fields[blockMemberIndex];
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LinkMismatchError linkError = LinkValidateInterfaceBlockFields(
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member1, member2, webglCompatibility, mismatchedBlockFieldName);
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if (linkError != LinkMismatchError::NO_MISMATCH)
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{
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return linkError;
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}
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}
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return LinkMismatchError::NO_MISMATCH;
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}
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using ShaderInterfaceBlock = std::pair<ShaderType, const sh::InterfaceBlock *>;
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using InterfaceBlockMap = std::map<std::string, ShaderInterfaceBlock>;
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void InitializeInterfaceBlockMap(const std::vector<sh::InterfaceBlock> &interfaceBlocks,
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ShaderType shaderType,
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InterfaceBlockMap *linkedInterfaceBlocks)
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{
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ASSERT(linkedInterfaceBlocks);
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for (const sh::InterfaceBlock &interfaceBlock : interfaceBlocks)
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{
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(*linkedInterfaceBlocks)[interfaceBlock.name] = std::make_pair(shaderType, &interfaceBlock);
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}
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}
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bool ValidateGraphicsInterfaceBlocksPerShader(
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const std::vector<sh::InterfaceBlock> &interfaceBlocksToLink,
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ShaderType shaderType,
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bool webglCompatibility,
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InterfaceBlockMap *linkedBlocks,
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InfoLog &infoLog)
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{
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ASSERT(linkedBlocks);
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for (const sh::InterfaceBlock &block : interfaceBlocksToLink)
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{
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const auto &entry = linkedBlocks->find(block.name);
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if (entry != linkedBlocks->end())
|
|
{
|
|
const sh::InterfaceBlock &linkedBlock = *(entry->second.second);
|
|
std::string mismatchedStructFieldName;
|
|
LinkMismatchError linkError = AreMatchingInterfaceBlocks(
|
|
block, linkedBlock, webglCompatibility, &mismatchedStructFieldName);
|
|
if (linkError != LinkMismatchError::NO_MISMATCH)
|
|
{
|
|
LogLinkMismatch(infoLog, block.name, GetInterfaceBlockTypeString(block.blockType),
|
|
linkError, mismatchedStructFieldName, entry->second.first,
|
|
shaderType);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
(*linkedBlocks)[block.name] = std::make_pair(shaderType, &block);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ValidateInterfaceBlocksMatch(
|
|
GLuint numShadersHasInterfaceBlocks,
|
|
const ShaderMap<const std::vector<sh::InterfaceBlock> *> &shaderInterfaceBlocks,
|
|
InfoLog &infoLog,
|
|
bool webglCompatibility)
|
|
{
|
|
if (numShadersHasInterfaceBlocks < 2u)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
ASSERT(!shaderInterfaceBlocks[ShaderType::Compute]);
|
|
|
|
// Check that interface blocks defined in the graphics shaders are identical
|
|
|
|
InterfaceBlockMap linkedInterfaceBlocks;
|
|
|
|
bool interfaceBlockMapInitialized = false;
|
|
for (ShaderType shaderType : kAllGraphicsShaderTypes)
|
|
{
|
|
if (!shaderInterfaceBlocks[shaderType])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!interfaceBlockMapInitialized)
|
|
{
|
|
InitializeInterfaceBlockMap(*shaderInterfaceBlocks[shaderType], shaderType,
|
|
&linkedInterfaceBlocks);
|
|
interfaceBlockMapInitialized = true;
|
|
}
|
|
else if (!ValidateGraphicsInterfaceBlocksPerShader(*shaderInterfaceBlocks[shaderType],
|
|
shaderType, webglCompatibility,
|
|
&linkedInterfaceBlocks, infoLog))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
} // anonymous namespace
|
|
|
|
const char *const g_fakepath = "C:\\fakepath";
|
|
|
|
// InfoLog implementation.
|
|
InfoLog::InfoLog()
|
|
{
|
|
}
|
|
|
|
InfoLog::~InfoLog()
|
|
{
|
|
}
|
|
|
|
size_t InfoLog::getLength() const
|
|
{
|
|
if (!mLazyStream)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
const std::string &logString = mLazyStream->str();
|
|
return logString.empty() ? 0 : logString.length() + 1;
|
|
}
|
|
|
|
void InfoLog::getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
|
|
{
|
|
size_t index = 0;
|
|
|
|
if (bufSize > 0)
|
|
{
|
|
const std::string logString(str());
|
|
|
|
if (!logString.empty())
|
|
{
|
|
index = std::min(static_cast<size_t>(bufSize) - 1, logString.length());
|
|
memcpy(infoLog, logString.c_str(), index);
|
|
}
|
|
|
|
infoLog[index] = '\0';
|
|
}
|
|
|
|
if (length)
|
|
{
|
|
*length = static_cast<GLsizei>(index);
|
|
}
|
|
}
|
|
|
|
// append a santized message to the program info log.
|
|
// The D3D compiler includes a fake file path in some of the warning or error
|
|
// messages, so lets remove all occurrences of this fake file path from the log.
|
|
void InfoLog::appendSanitized(const char *message)
|
|
{
|
|
ensureInitialized();
|
|
|
|
std::string msg(message);
|
|
|
|
size_t found;
|
|
do
|
|
{
|
|
found = msg.find(g_fakepath);
|
|
if (found != std::string::npos)
|
|
{
|
|
msg.erase(found, strlen(g_fakepath));
|
|
}
|
|
}
|
|
while (found != std::string::npos);
|
|
|
|
*mLazyStream << message << std::endl;
|
|
}
|
|
|
|
void InfoLog::reset()
|
|
{
|
|
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;
|
|
}
|
|
|
|
// 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, size_t elementCount, bool unreferenced)
|
|
: textureType(textureTypeIn), boundTextureUnits(elementCount, 0), unreferenced(unreferenced)
|
|
{
|
|
}
|
|
|
|
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::getBinding(const std::string &name) const
|
|
{
|
|
auto iter = mBindings.find(name);
|
|
return (iter != mBindings.end()) ? iter->second : -1;
|
|
}
|
|
|
|
ProgramBindings::const_iterator ProgramBindings::begin() const
|
|
{
|
|
return mBindings.begin();
|
|
}
|
|
|
|
ProgramBindings::const_iterator ProgramBindings::end() const
|
|
{
|
|
return mBindings.end();
|
|
}
|
|
|
|
// ImageBinding implementation.
|
|
ImageBinding::ImageBinding(size_t count) : boundImageUnits(count, 0)
|
|
{
|
|
}
|
|
ImageBinding::ImageBinding(GLuint imageUnit, size_t count)
|
|
{
|
|
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({}),
|
|
mTransformFeedbackBufferMode(GL_INTERLEAVED_ATTRIBS),
|
|
mMaxActiveAttribLocation(0),
|
|
mSamplerUniformRange(0, 0),
|
|
mImageUniformRange(0, 0),
|
|
mAtomicCounterUniformRange(0, 0),
|
|
mBinaryRetrieveableHint(false),
|
|
mNumViews(-1),
|
|
// [GL_EXT_geometry_shader] Table 20.22
|
|
mGeometryShaderInputPrimitiveType(GL_TRIANGLES),
|
|
mGeometryShaderOutputPrimitiveType(GL_TRIANGLE_STRIP),
|
|
mGeometryShaderInvocations(1),
|
|
mGeometryShaderMaxVertices(0)
|
|
{
|
|
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(mUniforms, name);
|
|
}
|
|
|
|
GLuint ProgramState::getBufferVariableIndexFromName(const std::string &name) const
|
|
{
|
|
return GetResourceIndexFromName(mBufferVariables, name);
|
|
}
|
|
|
|
GLuint ProgramState::getUniformIndexFromLocation(GLint location) const
|
|
{
|
|
ASSERT(location >= 0 && static_cast<size_t>(location) < mUniformLocations.size());
|
|
return mUniformLocations[location].index;
|
|
}
|
|
|
|
Optional<GLuint> ProgramState::getSamplerIndex(GLint location) const
|
|
{
|
|
GLuint index = getUniformIndexFromLocation(location);
|
|
if (!isSamplerUniformIndex(index))
|
|
{
|
|
return Optional<GLuint>::Invalid();
|
|
}
|
|
|
|
return getSamplerIndexFromUniformIndex(index);
|
|
}
|
|
|
|
bool ProgramState::isSamplerUniformIndex(GLuint index) const
|
|
{
|
|
return mSamplerUniformRange.contains(index);
|
|
}
|
|
|
|
GLuint ProgramState::getSamplerIndexFromUniformIndex(GLuint uniformIndex) const
|
|
{
|
|
ASSERT(isSamplerUniformIndex(uniformIndex));
|
|
return uniformIndex - mSamplerUniformRange.low();
|
|
}
|
|
|
|
GLuint ProgramState::getAttributeLocation(const std::string &name) const
|
|
{
|
|
for (const sh::Attribute &attribute : mAttributes)
|
|
{
|
|
if (attribute.name == name)
|
|
{
|
|
return attribute.location;
|
|
}
|
|
}
|
|
|
|
return static_cast<GLuint>(-1);
|
|
}
|
|
|
|
bool ProgramState::hasAttachedShader() const
|
|
{
|
|
for (const Shader *shader : mAttachedShaders)
|
|
{
|
|
if (shader)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Program::Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle)
|
|
: mProgram(factory->createProgram(mState)),
|
|
mValidated(false),
|
|
mLinked(false),
|
|
mDeleteStatus(false),
|
|
mRefCount(0),
|
|
mResourceManager(manager),
|
|
mHandle(handle)
|
|
{
|
|
ASSERT(mProgram);
|
|
|
|
unlink();
|
|
}
|
|
|
|
Program::~Program()
|
|
{
|
|
ASSERT(!mProgram);
|
|
}
|
|
|
|
void Program::onDestroy(const Context *context)
|
|
{
|
|
for (ShaderType shaderType : AllShaderTypes())
|
|
{
|
|
if (mState.mAttachedShaders[shaderType])
|
|
{
|
|
mState.mAttachedShaders[shaderType]->release(context);
|
|
mState.mAttachedShaders[shaderType] = nullptr;
|
|
}
|
|
}
|
|
|
|
// TODO(jmadill): Handle error in the Context.
|
|
ANGLE_SWALLOW_ERR(mProgram->destroy(context));
|
|
|
|
ASSERT(!mState.hasAttachedShader());
|
|
SafeDelete(mProgram);
|
|
|
|
delete this;
|
|
}
|
|
|
|
void Program::setLabel(const std::string &label)
|
|
{
|
|
mState.mLabel = label;
|
|
}
|
|
|
|
const std::string &Program::getLabel() const
|
|
{
|
|
return mState.mLabel;
|
|
}
|
|
|
|
void Program::attachShader(Shader *shader)
|
|
{
|
|
ShaderType shaderType = shader->getType();
|
|
ASSERT(shaderType != ShaderType::InvalidEnum);
|
|
|
|
mState.mAttachedShaders[shaderType] = shader;
|
|
mState.mAttachedShaders[shaderType]->addRef();
|
|
}
|
|
|
|
void Program::detachShader(const Context *context, Shader *shader)
|
|
{
|
|
ShaderType shaderType = shader->getType();
|
|
ASSERT(shaderType != ShaderType::InvalidEnum);
|
|
|
|
ASSERT(mState.mAttachedShaders[shaderType] == shader);
|
|
shader->release(context);
|
|
mState.mAttachedShaders[shaderType] = nullptr;
|
|
}
|
|
|
|
int Program::getAttachedShadersCount() const
|
|
{
|
|
int numAttachedShaders = 0;
|
|
for (const Shader *shader : mState.mAttachedShaders)
|
|
{
|
|
if (shader)
|
|
{
|
|
++numAttachedShaders;
|
|
}
|
|
}
|
|
|
|
return numAttachedShaders;
|
|
}
|
|
|
|
const Shader *Program::getAttachedShader(ShaderType shaderType) const
|
|
{
|
|
return mState.getAttachedShader(shaderType);
|
|
}
|
|
|
|
void Program::bindAttributeLocation(GLuint index, const char *name)
|
|
{
|
|
mAttributeBindings.bindLocation(index, name);
|
|
}
|
|
|
|
void Program::bindUniformLocation(GLuint index, const char *name)
|
|
{
|
|
mUniformLocationBindings.bindLocation(index, name);
|
|
}
|
|
|
|
void Program::bindFragmentInputLocation(GLint index, const char *name)
|
|
{
|
|
mFragmentInputBindings.bindLocation(index, name);
|
|
}
|
|
|
|
BindingInfo Program::getFragmentInputBindingInfo(const Context *context, GLint index) const
|
|
{
|
|
BindingInfo ret;
|
|
ret.type = GL_NONE;
|
|
ret.valid = false;
|
|
|
|
Shader *fragmentShader = mState.getAttachedShader(ShaderType::Fragment);
|
|
ASSERT(fragmentShader);
|
|
|
|
// Find the actual fragment shader varying we're interested in
|
|
const std::vector<sh::Varying> &inputs = fragmentShader->getInputVaryings(context);
|
|
|
|
for (const auto &binding : mFragmentInputBindings)
|
|
{
|
|
if (binding.second != static_cast<GLuint>(index))
|
|
continue;
|
|
|
|
ret.valid = true;
|
|
|
|
size_t nameLengthWithoutArrayIndex;
|
|
unsigned int arrayIndex = ParseArrayIndex(binding.first, &nameLengthWithoutArrayIndex);
|
|
|
|
for (const auto &in : inputs)
|
|
{
|
|
if (in.name.length() == nameLengthWithoutArrayIndex &&
|
|
angle::BeginsWith(in.name, binding.first, nameLengthWithoutArrayIndex))
|
|
{
|
|
if (in.isArray())
|
|
{
|
|
// The client wants to bind either "name" or "name[0]".
|
|
// GL ES 3.1 spec refers to active array names with language such as:
|
|
// "if the string identifies the base name of an active array, where the
|
|
// string would exactly match the name of the variable if the suffix "[0]"
|
|
// were appended to the string".
|
|
if (arrayIndex == GL_INVALID_INDEX)
|
|
arrayIndex = 0;
|
|
|
|
ret.name = in.mappedName + "[" + ToString(arrayIndex) + "]";
|
|
}
|
|
else
|
|
{
|
|
ret.name = in.mappedName;
|
|
}
|
|
ret.type = in.type;
|
|
return ret;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void Program::pathFragmentInputGen(const Context *context,
|
|
GLint index,
|
|
GLenum genMode,
|
|
GLint components,
|
|
const GLfloat *coeffs)
|
|
{
|
|
// If the location is -1 then the command is silently ignored
|
|
if (index == -1)
|
|
return;
|
|
|
|
const auto &binding = getFragmentInputBindingInfo(context, index);
|
|
|
|
// If the input doesn't exist then then the command is silently ignored
|
|
// This could happen through optimization for example, the shader translator
|
|
// decides that a variable is not actually being used and optimizes it away.
|
|
if (binding.name.empty())
|
|
return;
|
|
|
|
mProgram->setPathFragmentInputGen(binding.name, genMode, components, coeffs);
|
|
}
|
|
|
|
// The attached shaders are checked for linking errors by matching up their variables.
|
|
// Uniform, input and output variables get collected.
|
|
// The code gets compiled into binaries.
|
|
Error Program::link(const gl::Context *context)
|
|
{
|
|
const auto &data = context->getContextState();
|
|
|
|
auto *platform = ANGLEPlatformCurrent();
|
|
double startTime = platform->currentTime(platform);
|
|
|
|
unlink();
|
|
mInfoLog.reset();
|
|
|
|
// Validate we have properly attached shaders before checking the cache.
|
|
if (!linkValidateShaders(context, mInfoLog))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
ProgramHash programHash;
|
|
MemoryProgramCache *cache = context->getMemoryProgramCache();
|
|
if (cache)
|
|
{
|
|
ANGLE_TRY_RESULT(cache->getProgram(context, this, &mState, &programHash), mLinked);
|
|
ANGLE_HISTOGRAM_BOOLEAN("GPU.ANGLE.ProgramCache.LoadBinarySuccess", mLinked);
|
|
}
|
|
|
|
if (mLinked)
|
|
{
|
|
double delta = platform->currentTime(platform) - startTime;
|
|
int us = static_cast<int>(delta * 1000000.0);
|
|
ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheHitTimeUS", us);
|
|
return NoError();
|
|
}
|
|
|
|
// Cache load failed, fall through to normal linking.
|
|
unlink();
|
|
|
|
// Re-link shaders after the unlink call.
|
|
ASSERT(linkValidateShaders(context, mInfoLog));
|
|
|
|
if (mState.mAttachedShaders[ShaderType::Compute])
|
|
{
|
|
GLuint combinedImageUniforms = 0u;
|
|
if (!linkUniforms(context, mInfoLog, mUniformLocationBindings, &combinedImageUniforms))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
GLuint combinedShaderStorageBlocks = 0u;
|
|
if (!linkInterfaceBlocks(context, mInfoLog, &combinedShaderStorageBlocks))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
// [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 >
|
|
context->getCaps().maxCombinedShaderOutputResources)
|
|
{
|
|
mInfoLog
|
|
<< "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 NoError();
|
|
}
|
|
|
|
ProgramLinkedResources resources = {
|
|
{0, PackMode::ANGLE_RELAXED},
|
|
{&mState.mUniformBlocks, &mState.mUniforms},
|
|
{&mState.mShaderStorageBlocks, &mState.mBufferVariables},
|
|
{&mState.mAtomicCounterBuffers}};
|
|
|
|
InitUniformBlockLinker(context, mState, &resources.uniformBlockLinker);
|
|
InitShaderStorageBlockLinker(context, mState, &resources.shaderStorageBlockLinker);
|
|
|
|
ANGLE_TRY_RESULT(mProgram->link(context, resources, mInfoLog), mLinked);
|
|
if (!mLinked)
|
|
{
|
|
return NoError();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!linkAttributes(context, mInfoLog))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
if (!linkVaryings(context, mInfoLog))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
GLuint combinedImageUniforms = 0u;
|
|
if (!linkUniforms(context, mInfoLog, mUniformLocationBindings, &combinedImageUniforms))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
GLuint combinedShaderStorageBlocks = 0u;
|
|
if (!linkInterfaceBlocks(context, mInfoLog, &combinedShaderStorageBlocks))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
if (!linkValidateGlobalNames(context, mInfoLog))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
if (!linkOutputVariables(context, combinedImageUniforms, combinedShaderStorageBlocks))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
const auto &mergedVaryings = getMergedVaryings(context);
|
|
|
|
ASSERT(mState.mAttachedShaders[ShaderType::Vertex]);
|
|
mState.mNumViews = mState.mAttachedShaders[ShaderType::Vertex]->getNumViews(context);
|
|
|
|
// Map the varyings to the register file
|
|
// In WebGL, we use a slightly different handling for packing variables.
|
|
gl::PackMode packMode = PackMode::ANGLE_RELAXED;
|
|
if (data.getLimitations().noFlexibleVaryingPacking)
|
|
{
|
|
// D3D9 pack mode is strictly more strict than WebGL, so takes priority.
|
|
packMode = PackMode::ANGLE_NON_CONFORMANT_D3D9;
|
|
}
|
|
else if (data.getExtensions().webglCompatibility)
|
|
{
|
|
packMode = PackMode::WEBGL_STRICT;
|
|
}
|
|
|
|
ProgramLinkedResources resources = {
|
|
{data.getCaps().maxVaryingVectors, packMode},
|
|
{&mState.mUniformBlocks, &mState.mUniforms},
|
|
{&mState.mShaderStorageBlocks, &mState.mBufferVariables},
|
|
{&mState.mAtomicCounterBuffers}};
|
|
|
|
InitUniformBlockLinker(context, mState, &resources.uniformBlockLinker);
|
|
InitShaderStorageBlockLinker(context, mState, &resources.shaderStorageBlockLinker);
|
|
|
|
if (!linkValidateTransformFeedback(context, mInfoLog, mergedVaryings, context->getCaps()))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
if (!resources.varyingPacking.collectAndPackUserVaryings(
|
|
mInfoLog, mergedVaryings, mState.getTransformFeedbackVaryingNames()))
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
ANGLE_TRY_RESULT(mProgram->link(context, resources, mInfoLog), mLinked);
|
|
if (!mLinked)
|
|
{
|
|
return NoError();
|
|
}
|
|
|
|
gatherTransformFeedbackVaryings(mergedVaryings);
|
|
}
|
|
|
|
initInterfaceBlockBindings();
|
|
|
|
setUniformValuesFromBindingQualifiers();
|
|
|
|
// According to GLES 3.0/3.1 spec for LinkProgram and UseProgram,
|
|
// Only successfully linked program can replace the executables.
|
|
ASSERT(mLinked);
|
|
updateLinkedShaderStages();
|
|
|
|
// Mark implementation-specific unreferenced uniforms as ignored.
|
|
mProgram->markUnusedUniformLocations(&mState.mUniformLocations, &mState.mSamplerBindings);
|
|
|
|
// Save to the program cache.
|
|
if (cache && (mState.mLinkedTransformFeedbackVaryings.empty() ||
|
|
!context->getWorkarounds().disableProgramCachingForTransformFeedback))
|
|
{
|
|
cache->putProgram(programHash, context, this);
|
|
}
|
|
|
|
double delta = platform->currentTime(platform) - startTime;
|
|
int us = static_cast<int>(delta * 1000000.0);
|
|
ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheMissTimeUS", us);
|
|
|
|
return NoError();
|
|
}
|
|
|
|
void Program::updateLinkedShaderStages()
|
|
{
|
|
mState.mLinkedShaderStages.reset();
|
|
|
|
for (const Shader *shader : mState.mAttachedShaders)
|
|
{
|
|
if (shader)
|
|
{
|
|
mState.mLinkedShaderStages.set(shader->getType());
|
|
}
|
|
}
|
|
}
|
|
|
|
void ProgramState::updateTransformFeedbackStrides()
|
|
{
|
|
if (mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS)
|
|
{
|
|
mTransformFeedbackStrides.resize(1);
|
|
size_t totalSize = 0;
|
|
for (auto &varying : mLinkedTransformFeedbackVaryings)
|
|
{
|
|
totalSize += varying.size() * VariableExternalSize(varying.type);
|
|
}
|
|
mTransformFeedbackStrides[0] = static_cast<GLsizei>(totalSize);
|
|
}
|
|
else
|
|
{
|
|
mTransformFeedbackStrides.resize(mLinkedTransformFeedbackVaryings.size());
|
|
for (size_t i = 0; i < mLinkedTransformFeedbackVaryings.size(); i++)
|
|
{
|
|
auto &varying = mLinkedTransformFeedbackVaryings[i];
|
|
mTransformFeedbackStrides[i] =
|
|
static_cast<GLsizei>(varying.size() * VariableExternalSize(varying.type));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Returns the program object to an unlinked state, before re-linking, or at destruction
|
|
void Program::unlink()
|
|
{
|
|
mState.mAttributes.clear();
|
|
mState.mAttributesTypeMask.reset();
|
|
mState.mAttributesMask.reset();
|
|
mState.mActiveAttribLocationsMask.reset();
|
|
mState.mMaxActiveAttribLocation = 0;
|
|
mState.mLinkedTransformFeedbackVaryings.clear();
|
|
mState.mUniforms.clear();
|
|
mState.mUniformLocations.clear();
|
|
mState.mUniformBlocks.clear();
|
|
mState.mActiveUniformBlockBindings.reset();
|
|
mState.mAtomicCounterBuffers.clear();
|
|
mState.mOutputVariables.clear();
|
|
mState.mOutputLocations.clear();
|
|
mState.mOutputVariableTypes.clear();
|
|
mState.mDrawBufferTypeMask.reset();
|
|
mState.mActiveOutputVariables.reset();
|
|
mState.mComputeShaderLocalSize.fill(1);
|
|
mState.mSamplerBindings.clear();
|
|
mState.mImageBindings.clear();
|
|
mState.mNumViews = -1;
|
|
mState.mGeometryShaderInputPrimitiveType = GL_TRIANGLES;
|
|
mState.mGeometryShaderOutputPrimitiveType = GL_TRIANGLE_STRIP;
|
|
mState.mGeometryShaderInvocations = 1;
|
|
mState.mGeometryShaderMaxVertices = 0;
|
|
|
|
mValidated = false;
|
|
|
|
mLinked = false;
|
|
mInfoLog.reset();
|
|
}
|
|
|
|
bool Program::hasLinkedShaderStage(ShaderType shaderType) const
|
|
{
|
|
ASSERT(shaderType != ShaderType::InvalidEnum);
|
|
return mState.mLinkedShaderStages[shaderType];
|
|
}
|
|
|
|
Error Program::loadBinary(const Context *context,
|
|
GLenum binaryFormat,
|
|
const void *binary,
|
|
GLsizei length)
|
|
{
|
|
unlink();
|
|
|
|
#if ANGLE_PROGRAM_BINARY_LOAD != ANGLE_ENABLED
|
|
return NoError();
|
|
#else
|
|
ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE);
|
|
if (binaryFormat != GL_PROGRAM_BINARY_ANGLE)
|
|
{
|
|
mInfoLog << "Invalid program binary format.";
|
|
return NoError();
|
|
}
|
|
|
|
const uint8_t *bytes = reinterpret_cast<const uint8_t *>(binary);
|
|
ANGLE_TRY_RESULT(
|
|
MemoryProgramCache::Deserialize(context, this, &mState, bytes, length, mInfoLog), mLinked);
|
|
|
|
// Currently we require the full shader text to compute the program hash.
|
|
// TODO(jmadill): Store the binary in the internal program cache.
|
|
|
|
return NoError();
|
|
#endif // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
|
|
}
|
|
|
|
Error Program::saveBinary(const Context *context,
|
|
GLenum *binaryFormat,
|
|
void *binary,
|
|
GLsizei bufSize,
|
|
GLsizei *length) const
|
|
{
|
|
if (binaryFormat)
|
|
{
|
|
*binaryFormat = GL_PROGRAM_BINARY_ANGLE;
|
|
}
|
|
|
|
angle::MemoryBuffer memoryBuf;
|
|
MemoryProgramCache::Serialize(context, this, &memoryBuf);
|
|
|
|
GLsizei streamLength = static_cast<GLsizei>(memoryBuf.size());
|
|
const uint8_t *streamState = memoryBuf.data();
|
|
|
|
if (streamLength > bufSize)
|
|
{
|
|
if (length)
|
|
{
|
|
*length = 0;
|
|
}
|
|
|
|
// TODO: This should be moved to the validation layer but computing the size of the binary before saving
|
|
// it causes the save to happen twice. It may be possible to write the binary to a separate buffer, validate
|
|
// sizes and then copy it.
|
|
return InternalError();
|
|
}
|
|
|
|
if (binary)
|
|
{
|
|
char *ptr = reinterpret_cast<char*>(binary);
|
|
|
|
memcpy(ptr, streamState, streamLength);
|
|
ptr += streamLength;
|
|
|
|
ASSERT(ptr - streamLength == binary);
|
|
}
|
|
|
|
if (length)
|
|
{
|
|
*length = streamLength;
|
|
}
|
|
|
|
return NoError();
|
|
}
|
|
|
|
GLint Program::getBinaryLength(const Context *context) const
|
|
{
|
|
GLint length;
|
|
Error error = saveBinary(context, nullptr, nullptr, std::numeric_limits<GLint>::max(), &length);
|
|
if (error.isError())
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return length;
|
|
}
|
|
|
|
void Program::setBinaryRetrievableHint(bool retrievable)
|
|
{
|
|
// TODO(jmadill) : replace with dirty bits
|
|
mProgram->setBinaryRetrievableHint(retrievable);
|
|
mState.mBinaryRetrieveableHint = retrievable;
|
|
}
|
|
|
|
bool Program::getBinaryRetrievableHint() const
|
|
{
|
|
return mState.mBinaryRetrieveableHint;
|
|
}
|
|
|
|
void Program::setSeparable(bool separable)
|
|
{
|
|
// TODO(yunchao) : replace with dirty bits
|
|
if (mState.mSeparable != separable)
|
|
{
|
|
mProgram->setSeparable(separable);
|
|
mState.mSeparable = separable;
|
|
}
|
|
}
|
|
|
|
bool Program::isSeparable() const
|
|
{
|
|
return mState.mSeparable;
|
|
}
|
|
|
|
void Program::release(const Context *context)
|
|
{
|
|
mRefCount--;
|
|
|
|
if (mRefCount == 0 && mDeleteStatus)
|
|
{
|
|
mResourceManager->deleteProgram(context, mHandle);
|
|
}
|
|
}
|
|
|
|
void Program::addRef()
|
|
{
|
|
mRefCount++;
|
|
}
|
|
|
|
unsigned int Program::getRefCount() const
|
|
{
|
|
return mRefCount;
|
|
}
|
|
|
|
int Program::getInfoLogLength() const
|
|
{
|
|
return static_cast<int>(mInfoLog.getLength());
|
|
}
|
|
|
|
void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
|
|
{
|
|
return mInfoLog.getLog(bufSize, length, infoLog);
|
|
}
|
|
|
|
void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const
|
|
{
|
|
int total = 0;
|
|
|
|
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
|
|
{
|
|
return mState.getAttributeLocation(name);
|
|
}
|
|
|
|
bool Program::isAttribLocationActive(size_t attribLocation) const
|
|
{
|
|
ASSERT(attribLocation < mState.mActiveAttribLocationsMask.size());
|
|
return mState.mActiveAttribLocationsMask[attribLocation];
|
|
}
|
|
|
|
void Program::getActiveAttribute(GLuint index,
|
|
GLsizei bufsize,
|
|
GLsizei *length,
|
|
GLint *size,
|
|
GLenum *type,
|
|
GLchar *name) const
|
|
{
|
|
if (!mLinked)
|
|
{
|
|
if (bufsize > 0)
|
|
{
|
|
name[0] = '\0';
|
|
}
|
|
|
|
if (length)
|
|
{
|
|
*length = 0;
|
|
}
|
|
|
|
*type = GL_NONE;
|
|
*size = 1;
|
|
return;
|
|
}
|
|
|
|
ASSERT(index < mState.mAttributes.size());
|
|
const sh::Attribute &attrib = mState.mAttributes[index];
|
|
|
|
if (bufsize > 0)
|
|
{
|
|
CopyStringToBuffer(name, attrib.name, bufsize, length);
|
|
}
|
|
|
|
// Always a single 'type' instance
|
|
*size = 1;
|
|
*type = attrib.type;
|
|
}
|
|
|
|
GLint Program::getActiveAttributeCount() const
|
|
{
|
|
if (!mLinked)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return static_cast<GLint>(mState.mAttributes.size());
|
|
}
|
|
|
|
GLint Program::getActiveAttributeMaxLength() const
|
|
{
|
|
if (!mLinked)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
size_t maxLength = 0;
|
|
|
|
for (const sh::Attribute &attrib : mState.mAttributes)
|
|
{
|
|
maxLength = std::max(attrib.name.length() + 1, maxLength);
|
|
}
|
|
|
|
return static_cast<GLint>(maxLength);
|
|
}
|
|
|
|
GLuint Program::getInputResourceIndex(const GLchar *name) const
|
|
{
|
|
return GetResourceIndexFromName(mState.mAttributes, std::string(name));
|
|
}
|
|
|
|
GLuint Program::getOutputResourceIndex(const GLchar *name) const
|
|
{
|
|
return GetResourceIndexFromName(mState.mOutputVariables, std::string(name));
|
|
}
|
|
|
|
size_t Program::getOutputResourceCount() const
|
|
{
|
|
return (mLinked ? mState.mOutputVariables.size() : 0);
|
|
}
|
|
|
|
template <typename T>
|
|
void Program::getResourceName(GLuint index,
|
|
const std::vector<T> &resources,
|
|
GLsizei bufSize,
|
|
GLsizei *length,
|
|
GLchar *name) const
|
|
{
|
|
if (length)
|
|
{
|
|
*length = 0;
|
|
}
|
|
|
|
if (!mLinked)
|
|
{
|
|
if (bufSize > 0)
|
|
{
|
|
name[0] = '\0';
|
|
}
|
|
return;
|
|
}
|
|
ASSERT(index < resources.size());
|
|
const auto &resource = resources[index];
|
|
|
|
if (bufSize > 0)
|
|
{
|
|
CopyStringToBuffer(name, resource.name, bufSize, length);
|
|
}
|
|
}
|
|
|
|
void Program::getInputResourceName(GLuint index,
|
|
GLsizei bufSize,
|
|
GLsizei *length,
|
|
GLchar *name) const
|
|
{
|
|
getResourceName(index, mState.mAttributes, bufSize, length, name);
|
|
}
|
|
|
|
void Program::getOutputResourceName(GLuint index,
|
|
GLsizei bufSize,
|
|
GLsizei *length,
|
|
GLchar *name) const
|
|
{
|
|
getResourceName(index, mState.mOutputVariables, bufSize, length, name);
|
|
}
|
|
|
|
void Program::getUniformResourceName(GLuint index,
|
|
GLsizei bufSize,
|
|
GLsizei *length,
|
|
GLchar *name) const
|
|
{
|
|
getResourceName(index, mState.mUniforms, bufSize, length, name);
|
|
}
|
|
|
|
void Program::getBufferVariableResourceName(GLuint index,
|
|
GLsizei bufSize,
|
|
GLsizei *length,
|
|
GLchar *name) const
|
|
{
|
|
getResourceName(index, mState.mBufferVariables, bufSize, length, name);
|
|
}
|
|
|
|
const sh::Attribute &Program::getInputResource(GLuint index) const
|
|
{
|
|
ASSERT(index < mState.mAttributes.size());
|
|
return mState.mAttributes[index];
|
|
}
|
|
|
|
const sh::OutputVariable &Program::getOutputResource(GLuint index) const
|
|
{
|
|
ASSERT(index < mState.mOutputVariables.size());
|
|
return mState.mOutputVariables[index];
|
|
}
|
|
|
|
GLint Program::getFragDataLocation(const std::string &name) const
|
|
{
|
|
return GetVariableLocation(mState.mOutputVariables, mState.mOutputLocations, name);
|
|
}
|
|
|
|
void Program::getActiveUniform(GLuint index,
|
|
GLsizei bufsize,
|
|
GLsizei *length,
|
|
GLint *size,
|
|
GLenum *type,
|
|
GLchar *name) const
|
|
{
|
|
if (mLinked)
|
|
{
|
|
// index must be smaller than getActiveUniformCount()
|
|
ASSERT(index < mState.mUniforms.size());
|
|
const LinkedUniform &uniform = mState.mUniforms[index];
|
|
|
|
if (bufsize > 0)
|
|
{
|
|
std::string string = uniform.name;
|
|
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
|
|
{
|
|
if (mLinked)
|
|
{
|
|
return static_cast<GLint>(mState.mUniforms.size());
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
size_t Program::getActiveBufferVariableCount() const
|
|
{
|
|
return mLinked ? mState.mBufferVariables.size() : 0;
|
|
}
|
|
|
|
GLint Program::getActiveUniformMaxLength() const
|
|
{
|
|
size_t maxLength = 0;
|
|
|
|
if (mLinked)
|
|
{
|
|
for (const LinkedUniform &uniform : mState.mUniforms)
|
|
{
|
|
if (!uniform.name.empty())
|
|
{
|
|
size_t length = uniform.name.length() + 1u;
|
|
if (uniform.isArray())
|
|
{
|
|
length += 3; // Counting in "[0]".
|
|
}
|
|
maxLength = std::max(length, maxLength);
|
|
}
|
|
}
|
|
}
|
|
|
|
return static_cast<GLint>(maxLength);
|
|
}
|
|
|
|
bool Program::isValidUniformLocation(GLint location) const
|
|
{
|
|
ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size()));
|
|
return (location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size() &&
|
|
mState.mUniformLocations[static_cast<size_t>(location)].used());
|
|
}
|
|
|
|
const LinkedUniform &Program::getUniformByLocation(GLint location) const
|
|
{
|
|
ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
|
|
return mState.mUniforms[mState.getUniformIndexFromLocation(location)];
|
|
}
|
|
|
|
const VariableLocation &Program::getUniformLocation(GLint location) const
|
|
{
|
|
ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
|
|
return mState.mUniformLocations[location];
|
|
}
|
|
|
|
const BufferVariable &Program::getBufferVariableByIndex(GLuint index) const
|
|
{
|
|
ASSERT(index < static_cast<size_t>(mState.mBufferVariables.size()));
|
|
return mState.mBufferVariables[index];
|
|
}
|
|
|
|
GLint Program::getUniformLocation(const std::string &name) const
|
|
{
|
|
return GetVariableLocation(mState.mUniforms, mState.mUniformLocations, name);
|
|
}
|
|
|
|
GLuint Program::getUniformIndex(const std::string &name) const
|
|
{
|
|
return mState.getUniformIndexFromName(name);
|
|
}
|
|
|
|
void Program::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
|
|
mProgram->setUniform1fv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
|
|
mProgram->setUniform2fv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
|
|
mProgram->setUniform3fv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
|
|
mProgram->setUniform4fv(location, clampedCount, v);
|
|
}
|
|
|
|
Program::SetUniformResult Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
|
|
|
|
mProgram->setUniform1iv(location, clampedCount, v);
|
|
|
|
if (mState.isSamplerUniformIndex(locationInfo.index))
|
|
{
|
|
updateSamplerUniform(locationInfo, clampedCount, v);
|
|
return SetUniformResult::SamplerChanged;
|
|
}
|
|
|
|
return SetUniformResult::NoSamplerChange;
|
|
}
|
|
|
|
void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
|
|
mProgram->setUniform2iv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
|
|
mProgram->setUniform3iv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
|
|
mProgram->setUniform4iv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
|
|
mProgram->setUniform1uiv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
|
|
mProgram->setUniform2uiv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
|
|
mProgram->setUniform3uiv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
|
|
mProgram->setUniform4uiv(location, clampedCount, v);
|
|
}
|
|
|
|
void Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
|
|
{
|
|
GLsizei clampedCount = clampMatrixUniformCount<2, 2>(location, count, transpose, v);
|
|
mProgram->setUniformMatrix2fv(location, clampedCount, transpose, v);
|
|
}
|
|
|
|
void Program::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
|
|
{
|
|
GLsizei clampedCount = clampMatrixUniformCount<3, 3>(location, count, transpose, v);
|
|
mProgram->setUniformMatrix3fv(location, clampedCount, transpose, v);
|
|
}
|
|
|
|
void Program::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
|
|
{
|
|
GLsizei clampedCount = clampMatrixUniformCount<4, 4>(location, count, transpose, v);
|
|
mProgram->setUniformMatrix4fv(location, clampedCount, transpose, v);
|
|
}
|
|
|
|
void Program::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
|
|
{
|
|
GLsizei clampedCount = clampMatrixUniformCount<2, 3>(location, count, transpose, v);
|
|
mProgram->setUniformMatrix2x3fv(location, clampedCount, transpose, v);
|
|
}
|
|
|
|
void Program::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
|
|
{
|
|
GLsizei clampedCount = clampMatrixUniformCount<2, 4>(location, count, transpose, v);
|
|
mProgram->setUniformMatrix2x4fv(location, clampedCount, transpose, v);
|
|
}
|
|
|
|
void Program::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
|
|
{
|
|
GLsizei clampedCount = clampMatrixUniformCount<3, 2>(location, count, transpose, v);
|
|
mProgram->setUniformMatrix3x2fv(location, clampedCount, transpose, v);
|
|
}
|
|
|
|
void Program::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
|
|
{
|
|
GLsizei clampedCount = clampMatrixUniformCount<3, 4>(location, count, transpose, v);
|
|
mProgram->setUniformMatrix3x4fv(location, clampedCount, transpose, v);
|
|
}
|
|
|
|
void Program::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
|
|
{
|
|
GLsizei clampedCount = clampMatrixUniformCount<4, 2>(location, count, transpose, v);
|
|
mProgram->setUniformMatrix4x2fv(location, clampedCount, transpose, v);
|
|
}
|
|
|
|
void Program::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
|
|
{
|
|
GLsizei clampedCount = clampMatrixUniformCount<4, 3>(location, count, transpose, v);
|
|
mProgram->setUniformMatrix4x3fv(location, clampedCount, transpose, v);
|
|
}
|
|
|
|
void Program::getUniformfv(const Context *context, GLint location, GLfloat *v) const
|
|
{
|
|
const auto &uniformLocation = mState.getUniformLocations()[location];
|
|
const auto &uniform = mState.getUniforms()[uniformLocation.index];
|
|
|
|
GLenum nativeType = gl::VariableComponentType(uniform.type);
|
|
if (nativeType == GL_FLOAT)
|
|
{
|
|
mProgram->getUniformfv(context, location, v);
|
|
}
|
|
else
|
|
{
|
|
getUniformInternal(context, v, location, nativeType,
|
|
gl::VariableComponentCount(uniform.type));
|
|
}
|
|
}
|
|
|
|
void Program::getUniformiv(const Context *context, GLint location, GLint *v) const
|
|
{
|
|
const auto &uniformLocation = mState.getUniformLocations()[location];
|
|
const auto &uniform = mState.getUniforms()[uniformLocation.index];
|
|
|
|
GLenum nativeType = gl::VariableComponentType(uniform.type);
|
|
if (nativeType == GL_INT || nativeType == GL_BOOL)
|
|
{
|
|
mProgram->getUniformiv(context, location, v);
|
|
}
|
|
else
|
|
{
|
|
getUniformInternal(context, v, location, nativeType,
|
|
gl::VariableComponentCount(uniform.type));
|
|
}
|
|
}
|
|
|
|
void Program::getUniformuiv(const Context *context, GLint location, GLuint *v) const
|
|
{
|
|
const auto &uniformLocation = mState.getUniformLocations()[location];
|
|
const auto &uniform = mState.getUniforms()[uniformLocation.index];
|
|
|
|
GLenum nativeType = gl::VariableComponentType(uniform.type);
|
|
if (nativeType == GL_UNSIGNED_INT)
|
|
{
|
|
mProgram->getUniformuiv(context, location, v);
|
|
}
|
|
else
|
|
{
|
|
getUniformInternal(context, v, location, nativeType,
|
|
gl::VariableComponentCount(uniform.type));
|
|
}
|
|
}
|
|
|
|
void Program::flagForDeletion()
|
|
{
|
|
mDeleteStatus = true;
|
|
}
|
|
|
|
bool Program::isFlaggedForDeletion() const
|
|
{
|
|
return mDeleteStatus;
|
|
}
|
|
|
|
void Program::validate(const Caps &caps)
|
|
{
|
|
mInfoLog.reset();
|
|
|
|
if (mLinked)
|
|
{
|
|
mValidated = ConvertToBool(mProgram->validate(caps, &mInfoLog));
|
|
}
|
|
else
|
|
{
|
|
mInfoLog << "Program has not been successfully linked.";
|
|
}
|
|
}
|
|
|
|
bool Program::validateSamplers(InfoLog *infoLog, const Caps &caps)
|
|
{
|
|
// Skip cache if we're using an infolog, so we get the full error.
|
|
// Also skip the cache if the sample mapping has changed, or if we haven't ever validated.
|
|
if (infoLog == nullptr && mCachedValidateSamplersResult.valid())
|
|
{
|
|
return mCachedValidateSamplersResult.value();
|
|
}
|
|
|
|
if (mTextureUnitTypesCache.empty())
|
|
{
|
|
mTextureUnitTypesCache.resize(caps.maxCombinedTextureImageUnits, TextureType::InvalidEnum);
|
|
}
|
|
else
|
|
{
|
|
std::fill(mTextureUnitTypesCache.begin(), mTextureUnitTypesCache.end(),
|
|
TextureType::InvalidEnum);
|
|
}
|
|
|
|
// if any two active samplers in a program are of different types, but refer to the same
|
|
// texture image unit, and this is the current program, then ValidateProgram will fail, and
|
|
// DrawArrays and DrawElements will issue the INVALID_OPERATION error.
|
|
for (const auto &samplerBinding : mState.mSamplerBindings)
|
|
{
|
|
if (samplerBinding.unreferenced)
|
|
continue;
|
|
|
|
TextureType textureType = samplerBinding.textureType;
|
|
|
|
for (GLuint textureUnit : samplerBinding.boundTextureUnits)
|
|
{
|
|
if (textureUnit >= caps.maxCombinedTextureImageUnits)
|
|
{
|
|
if (infoLog)
|
|
{
|
|
(*infoLog) << "Sampler uniform (" << textureUnit
|
|
<< ") exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ("
|
|
<< caps.maxCombinedTextureImageUnits << ")";
|
|
}
|
|
|
|
mCachedValidateSamplersResult = false;
|
|
return false;
|
|
}
|
|
|
|
if (mTextureUnitTypesCache[textureUnit] != TextureType::InvalidEnum)
|
|
{
|
|
if (textureType != mTextureUnitTypesCache[textureUnit])
|
|
{
|
|
if (infoLog)
|
|
{
|
|
(*infoLog) << "Samplers of conflicting types refer to the same texture "
|
|
"image unit ("
|
|
<< textureUnit << ").";
|
|
}
|
|
|
|
mCachedValidateSamplersResult = false;
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mTextureUnitTypesCache[textureUnit] = textureType;
|
|
}
|
|
}
|
|
}
|
|
|
|
mCachedValidateSamplersResult = true;
|
|
return true;
|
|
}
|
|
|
|
bool Program::isValidated() const
|
|
{
|
|
return mValidated;
|
|
}
|
|
|
|
GLuint Program::getActiveUniformBlockCount() const
|
|
{
|
|
return static_cast<GLuint>(mState.mUniformBlocks.size());
|
|
}
|
|
|
|
GLuint Program::getActiveAtomicCounterBufferCount() const
|
|
{
|
|
return static_cast<GLuint>(mState.mAtomicCounterBuffers.size());
|
|
}
|
|
|
|
GLuint Program::getActiveShaderStorageBlockCount() const
|
|
{
|
|
return static_cast<GLuint>(mState.mShaderStorageBlocks.size());
|
|
}
|
|
|
|
void Program::getActiveUniformBlockName(const GLuint blockIndex,
|
|
GLsizei bufSize,
|
|
GLsizei *length,
|
|
GLchar *blockName) const
|
|
{
|
|
GetInterfaceBlockName(blockIndex, mState.mUniformBlocks, bufSize, length, blockName);
|
|
}
|
|
|
|
void Program::getActiveShaderStorageBlockName(const GLuint blockIndex,
|
|
GLsizei bufSize,
|
|
GLsizei *length,
|
|
GLchar *blockName) const
|
|
{
|
|
|
|
GetInterfaceBlockName(blockIndex, mState.mShaderStorageBlocks, 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
|
|
{
|
|
return getActiveInterfaceBlockMaxNameLength(mState.mUniformBlocks);
|
|
}
|
|
|
|
GLint Program::getActiveShaderStorageBlockMaxNameLength() const
|
|
{
|
|
return getActiveInterfaceBlockMaxNameLength(mState.mShaderStorageBlocks);
|
|
}
|
|
|
|
GLuint Program::getUniformBlockIndex(const std::string &name) const
|
|
{
|
|
return GetInterfaceBlockIndex(mState.mUniformBlocks, name);
|
|
}
|
|
|
|
GLuint Program::getShaderStorageBlockIndex(const std::string &name) const
|
|
{
|
|
return GetInterfaceBlockIndex(mState.mShaderStorageBlocks, name);
|
|
}
|
|
|
|
const InterfaceBlock &Program::getUniformBlockByIndex(GLuint index) const
|
|
{
|
|
ASSERT(index < static_cast<GLuint>(mState.mUniformBlocks.size()));
|
|
return mState.mUniformBlocks[index];
|
|
}
|
|
|
|
const InterfaceBlock &Program::getShaderStorageBlockByIndex(GLuint index) const
|
|
{
|
|
ASSERT(index < static_cast<GLuint>(mState.mShaderStorageBlocks.size()));
|
|
return mState.mShaderStorageBlocks[index];
|
|
}
|
|
|
|
void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
|
|
{
|
|
mState.mUniformBlocks[uniformBlockIndex].binding = uniformBlockBinding;
|
|
mState.mActiveUniformBlockBindings.set(uniformBlockIndex, uniformBlockBinding != 0);
|
|
mProgram->setUniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
|
|
}
|
|
|
|
GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const
|
|
{
|
|
return mState.getUniformBlockBinding(uniformBlockIndex);
|
|
}
|
|
|
|
GLuint Program::getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const
|
|
{
|
|
return mState.getShaderStorageBlockBinding(shaderStorageBlockIndex);
|
|
}
|
|
|
|
void Program::setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
|
|
{
|
|
mState.mTransformFeedbackVaryingNames.resize(count);
|
|
for (GLsizei i = 0; i < count; i++)
|
|
{
|
|
mState.mTransformFeedbackVaryingNames[i] = varyings[i];
|
|
}
|
|
|
|
mState.mTransformFeedbackBufferMode = bufferMode;
|
|
}
|
|
|
|
void Program::getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const
|
|
{
|
|
if (mLinked)
|
|
{
|
|
ASSERT(index < mState.mLinkedTransformFeedbackVaryings.size());
|
|
const auto &var = mState.mLinkedTransformFeedbackVaryings[index];
|
|
std::string varName = var.nameWithArrayIndex();
|
|
GLsizei lastNameIdx = std::min(bufSize - 1, static_cast<GLsizei>(varName.length()));
|
|
if (length)
|
|
{
|
|
*length = lastNameIdx;
|
|
}
|
|
if (size)
|
|
{
|
|
*size = var.size();
|
|
}
|
|
if (type)
|
|
{
|
|
*type = var.type;
|
|
}
|
|
if (name)
|
|
{
|
|
memcpy(name, varName.c_str(), lastNameIdx);
|
|
name[lastNameIdx] = '\0';
|
|
}
|
|
}
|
|
}
|
|
|
|
GLsizei Program::getTransformFeedbackVaryingCount() const
|
|
{
|
|
if (mLinked)
|
|
{
|
|
return static_cast<GLsizei>(mState.mLinkedTransformFeedbackVaryings.size());
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
GLsizei Program::getTransformFeedbackVaryingMaxLength() const
|
|
{
|
|
if (mLinked)
|
|
{
|
|
GLsizei maxSize = 0;
|
|
for (const auto &var : mState.mLinkedTransformFeedbackVaryings)
|
|
{
|
|
maxSize =
|
|
std::max(maxSize, static_cast<GLsizei>(var.nameWithArrayIndex().length() + 1));
|
|
}
|
|
|
|
return maxSize;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
GLenum Program::getTransformFeedbackBufferMode() const
|
|
{
|
|
return mState.mTransformFeedbackBufferMode;
|
|
}
|
|
|
|
bool Program::linkValidateShaders(const Context *context, InfoLog &infoLog)
|
|
{
|
|
Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex];
|
|
Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
|
|
Shader *computeShader = mState.mAttachedShaders[ShaderType::Compute];
|
|
Shader *geometryShader = mState.mAttachedShaders[ShaderType::Geometry];
|
|
|
|
bool isComputeShaderAttached = (computeShader != nullptr);
|
|
bool isGraphicsShaderAttached =
|
|
(vertexShader != nullptr || fragmentShader != nullptr || geometryShader != nullptr);
|
|
// Check whether we both have a compute and non-compute shaders attached.
|
|
// If there are of both types attached, then linking should fail.
|
|
// OpenGL ES 3.10, 7.3 Program Objects, under LinkProgram
|
|
if (isComputeShaderAttached == true && isGraphicsShaderAttached == true)
|
|
{
|
|
infoLog << "Both compute and graphics shaders are attached to the same program.";
|
|
return false;
|
|
}
|
|
|
|
if (computeShader)
|
|
{
|
|
if (!computeShader->isCompiled(context))
|
|
{
|
|
infoLog << "Attached compute shader is not compiled.";
|
|
return false;
|
|
}
|
|
ASSERT(computeShader->getType() == ShaderType::Compute);
|
|
|
|
mState.mComputeShaderLocalSize = computeShader->getWorkGroupSize(context);
|
|
|
|
// GLSL ES 3.10, 4.4.1.1 Compute Shader Inputs
|
|
// If the work group size is not specified, a link time error should occur.
|
|
if (!mState.mComputeShaderLocalSize.isDeclared())
|
|
{
|
|
infoLog << "Work group size is not specified.";
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!fragmentShader || !fragmentShader->isCompiled(context))
|
|
{
|
|
infoLog << "No compiled fragment shader when at least one graphics shader is attached.";
|
|
return false;
|
|
}
|
|
ASSERT(fragmentShader->getType() == ShaderType::Fragment);
|
|
|
|
if (!vertexShader || !vertexShader->isCompiled(context))
|
|
{
|
|
infoLog << "No compiled vertex shader when at least one graphics shader is attached.";
|
|
return false;
|
|
}
|
|
ASSERT(vertexShader->getType() == ShaderType::Vertex);
|
|
|
|
int vertexShaderVersion = vertexShader->getShaderVersion(context);
|
|
if (fragmentShader->getShaderVersion(context) != vertexShaderVersion)
|
|
{
|
|
infoLog << "Fragment shader version does not match vertex shader version.";
|
|
return false;
|
|
}
|
|
|
|
if (geometryShader)
|
|
{
|
|
// [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.
|
|
if (!geometryShader->isCompiled(context))
|
|
{
|
|
infoLog << "The attached geometry shader isn't compiled.";
|
|
return false;
|
|
}
|
|
|
|
if (geometryShader->getShaderVersion(context) != vertexShaderVersion)
|
|
{
|
|
mInfoLog << "Geometry shader version does not match vertex shader version.";
|
|
return false;
|
|
}
|
|
ASSERT(geometryShader->getType() == ShaderType::Geometry);
|
|
|
|
Optional<GLenum> inputPrimitive =
|
|
geometryShader->getGeometryShaderInputPrimitiveType(context);
|
|
if (!inputPrimitive.valid())
|
|
{
|
|
mInfoLog << "Input primitive type is not specified in the geometry shader.";
|
|
return false;
|
|
}
|
|
|
|
Optional<GLenum> outputPrimitive =
|
|
geometryShader->getGeometryShaderOutputPrimitiveType(context);
|
|
if (!outputPrimitive.valid())
|
|
{
|
|
mInfoLog << "Output primitive type is not specified in the geometry shader.";
|
|
return false;
|
|
}
|
|
|
|
Optional<GLint> maxVertices = geometryShader->getGeometryShaderMaxVertices(context);
|
|
if (!maxVertices.valid())
|
|
{
|
|
mInfoLog << "'max_vertices' is not specified in the geometry shader.";
|
|
return false;
|
|
}
|
|
|
|
mState.mGeometryShaderInputPrimitiveType = inputPrimitive.value();
|
|
mState.mGeometryShaderOutputPrimitiveType = outputPrimitive.value();
|
|
mState.mGeometryShaderMaxVertices = maxVertices.value();
|
|
mState.mGeometryShaderInvocations =
|
|
geometryShader->getGeometryShaderInvocations(context);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
GLuint Program::getTransformFeedbackVaryingResourceIndex(const GLchar *name) const
|
|
{
|
|
for (GLuint tfIndex = 0; tfIndex < mState.mLinkedTransformFeedbackVaryings.size(); ++tfIndex)
|
|
{
|
|
const auto &tf = mState.mLinkedTransformFeedbackVaryings[tfIndex];
|
|
if (tf.nameWithArrayIndex() == name)
|
|
{
|
|
return tfIndex;
|
|
}
|
|
}
|
|
return GL_INVALID_INDEX;
|
|
}
|
|
|
|
const TransformFeedbackVarying &Program::getTransformFeedbackVaryingResource(GLuint index) const
|
|
{
|
|
ASSERT(index < mState.mLinkedTransformFeedbackVaryings.size());
|
|
return mState.mLinkedTransformFeedbackVaryings[index];
|
|
}
|
|
|
|
bool Program::linkVaryings(const Context *context, InfoLog &infoLog) const
|
|
{
|
|
Shader *previousShader = nullptr;
|
|
for (ShaderType shaderType : kAllGraphicsShaderTypes)
|
|
{
|
|
Shader *currentShader = mState.mAttachedShaders[shaderType];
|
|
if (!currentShader)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (previousShader)
|
|
{
|
|
if (!linkValidateShaderInterfaceMatching(context, previousShader, currentShader,
|
|
infoLog))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
previousShader = currentShader;
|
|
}
|
|
|
|
if (!linkValidateBuiltInVaryings(context, infoLog))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!linkValidateFragmentInputBindings(context, infoLog))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// [OpenGL ES 3.1] Chapter 7.4.1 "Shader Interface Matchining" Page 91
|
|
// TODO(jiawei.shao@intel.com): add validation on input/output blocks matching
|
|
bool Program::linkValidateShaderInterfaceMatching(const Context *context,
|
|
gl::Shader *generatingShader,
|
|
gl::Shader *consumingShader,
|
|
gl::InfoLog &infoLog) const
|
|
{
|
|
ASSERT(generatingShader->getShaderVersion(context) ==
|
|
consumingShader->getShaderVersion(context));
|
|
|
|
const std::vector<sh::Varying> &outputVaryings = generatingShader->getOutputVaryings(context);
|
|
const std::vector<sh::Varying> &inputVaryings = consumingShader->getInputVaryings(context);
|
|
|
|
bool validateGeometryShaderInputs = consumingShader->getType() == ShaderType::Geometry;
|
|
|
|
for (const sh::Varying &input : inputVaryings)
|
|
{
|
|
bool matched = false;
|
|
|
|
// Built-in varyings obey special rules
|
|
if (input.isBuiltIn())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (const sh::Varying &output : outputVaryings)
|
|
{
|
|
if (input.name == output.name)
|
|
{
|
|
ASSERT(!output.isBuiltIn());
|
|
|
|
std::string mismatchedStructFieldName;
|
|
LinkMismatchError linkError =
|
|
LinkValidateVaryings(output, input, generatingShader->getShaderVersion(context),
|
|
validateGeometryShaderInputs, &mismatchedStructFieldName);
|
|
if (linkError != LinkMismatchError::NO_MISMATCH)
|
|
{
|
|
LogLinkMismatch(infoLog, input.name, "varying", linkError,
|
|
mismatchedStructFieldName, generatingShader->getType(),
|
|
consumingShader->getType());
|
|
return false;
|
|
}
|
|
|
|
matched = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// We permit unmatched, unreferenced varyings. Note that this specifically depends on
|
|
// whether the input is statically used - a statically used input should fail this test even
|
|
// if it is not active. GLSL ES 3.00.6 section 4.3.10.
|
|
if (!matched && input.staticUse)
|
|
{
|
|
infoLog << GetShaderTypeString(consumingShader->getType()) << " varying " << input.name
|
|
<< " does not match any " << GetShaderTypeString(generatingShader->getType())
|
|
<< " varying";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// TODO(jmadill): verify no unmatched output varyings?
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Program::linkValidateFragmentInputBindings(const Context *context, gl::InfoLog &infoLog) const
|
|
{
|
|
ASSERT(mState.mAttachedShaders[ShaderType::Fragment]);
|
|
|
|
std::map<GLuint, std::string> staticFragmentInputLocations;
|
|
|
|
const std::vector<sh::Varying> &fragmentInputVaryings =
|
|
mState.mAttachedShaders[ShaderType::Fragment]->getInputVaryings(context);
|
|
for (const sh::Varying &input : fragmentInputVaryings)
|
|
{
|
|
if (input.isBuiltIn() || !input.staticUse)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const auto inputBinding = mFragmentInputBindings.getBinding(input.name);
|
|
if (inputBinding == -1)
|
|
continue;
|
|
|
|
const auto it = staticFragmentInputLocations.find(inputBinding);
|
|
if (it == std::end(staticFragmentInputLocations))
|
|
{
|
|
staticFragmentInputLocations.insert(std::make_pair(inputBinding, input.name));
|
|
}
|
|
else
|
|
{
|
|
infoLog << "Binding for fragment input " << input.name << " conflicts with "
|
|
<< it->second;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Program::linkUniforms(const Context *context,
|
|
InfoLog &infoLog,
|
|
const ProgramBindings &uniformLocationBindings,
|
|
GLuint *combinedImageUniformsCount)
|
|
{
|
|
UniformLinker linker(mState);
|
|
if (!linker.link(context, infoLog, uniformLocationBindings))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
linker.getResults(&mState.mUniforms, &mState.mUniformLocations);
|
|
|
|
linkSamplerAndImageBindings(combinedImageUniformsCount);
|
|
|
|
if (!linkAtomicCounterBuffers())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Program::linkSamplerAndImageBindings(GLuint *combinedImageUniforms)
|
|
{
|
|
ASSERT(combinedImageUniforms);
|
|
|
|
unsigned int high = static_cast<unsigned int>(mState.mUniforms.size());
|
|
unsigned int low = high;
|
|
|
|
for (auto counterIter = mState.mUniforms.rbegin();
|
|
counterIter != mState.mUniforms.rend() && counterIter->isAtomicCounter(); ++counterIter)
|
|
{
|
|
--low;
|
|
}
|
|
|
|
mState.mAtomicCounterUniformRange = RangeUI(low, high);
|
|
|
|
high = low;
|
|
|
|
for (auto imageIter = mState.mUniforms.rbegin();
|
|
imageIter != mState.mUniforms.rend() && imageIter->isImage(); ++imageIter)
|
|
{
|
|
--low;
|
|
}
|
|
|
|
mState.mImageUniformRange = RangeUI(low, high);
|
|
*combinedImageUniforms = 0u;
|
|
// If uniform is a image type, insert it into the mImageBindings array.
|
|
for (unsigned int imageIndex : mState.mImageUniformRange)
|
|
{
|
|
// ES3.1 (section 7.6.1) and GLSL ES3.1 (section 4.4.5), Uniform*i{v} commands
|
|
// cannot load values into a uniform defined as an image. if declare without a
|
|
// binding qualifier, any uniform image variable (include all elements of
|
|
// unbound image array) shoud be bound to unit zero.
|
|
auto &imageUniform = mState.mUniforms[imageIndex];
|
|
if (imageUniform.binding == -1)
|
|
{
|
|
mState.mImageBindings.emplace_back(
|
|
ImageBinding(imageUniform.getBasicTypeElementCount()));
|
|
}
|
|
else
|
|
{
|
|
mState.mImageBindings.emplace_back(
|
|
ImageBinding(imageUniform.binding, imageUniform.getBasicTypeElementCount()));
|
|
}
|
|
|
|
GLuint arraySize = imageUniform.isArray() ? imageUniform.arraySizes[0] : 1u;
|
|
*combinedImageUniforms += imageUniform.activeShaderCount() * arraySize;
|
|
}
|
|
|
|
high = low;
|
|
|
|
for (auto samplerIter = mState.mUniforms.rbegin() + mState.mImageUniformRange.length();
|
|
samplerIter != mState.mUniforms.rend() && samplerIter->isSampler(); ++samplerIter)
|
|
{
|
|
--low;
|
|
}
|
|
|
|
mState.mSamplerUniformRange = RangeUI(low, high);
|
|
|
|
// If uniform is a sampler type, insert it into the mSamplerBindings array.
|
|
for (unsigned int samplerIndex : mState.mSamplerUniformRange)
|
|
{
|
|
const auto &samplerUniform = mState.mUniforms[samplerIndex];
|
|
TextureType textureType = SamplerTypeToTextureType(samplerUniform.type);
|
|
mState.mSamplerBindings.emplace_back(
|
|
SamplerBinding(textureType, samplerUniform.getBasicTypeElementCount(), false));
|
|
}
|
|
}
|
|
|
|
bool Program::linkAtomicCounterBuffers()
|
|
{
|
|
for (unsigned int index : mState.mAtomicCounterUniformRange)
|
|
{
|
|
auto &uniform = mState.mUniforms[index];
|
|
uniform.blockInfo.offset = uniform.offset;
|
|
uniform.blockInfo.arrayStride = (uniform.isArray() ? 4 : 0);
|
|
uniform.blockInfo.matrixStride = 0;
|
|
uniform.blockInfo.isRowMajorMatrix = false;
|
|
|
|
bool found = false;
|
|
for (unsigned int bufferIndex = 0; bufferIndex < mState.mAtomicCounterBuffers.size();
|
|
++bufferIndex)
|
|
{
|
|
auto &buffer = mState.mAtomicCounterBuffers[bufferIndex];
|
|
if (buffer.binding == uniform.binding)
|
|
{
|
|
buffer.memberIndexes.push_back(index);
|
|
uniform.bufferIndex = bufferIndex;
|
|
found = true;
|
|
buffer.unionReferencesWith(uniform);
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
AtomicCounterBuffer atomicCounterBuffer;
|
|
atomicCounterBuffer.binding = uniform.binding;
|
|
atomicCounterBuffer.memberIndexes.push_back(index);
|
|
atomicCounterBuffer.unionReferencesWith(uniform);
|
|
mState.mAtomicCounterBuffers.push_back(atomicCounterBuffer);
|
|
uniform.bufferIndex = static_cast<int>(mState.mAtomicCounterBuffers.size() - 1);
|
|
}
|
|
}
|
|
// TODO(jie.a.chen@intel.com): Count each atomic counter buffer to validate against
|
|
// gl_Max[Vertex|Fragment|Compute|Geometry|Combined]AtomicCounterBuffers.
|
|
|
|
return true;
|
|
}
|
|
|
|
// Assigns locations to all attributes from the bindings and program locations.
|
|
bool Program::linkAttributes(const Context *context, InfoLog &infoLog)
|
|
{
|
|
const ContextState &data = context->getContextState();
|
|
Shader *vertexShader = mState.getAttachedShader(ShaderType::Vertex);
|
|
|
|
int shaderVersion = vertexShader->getShaderVersion(context);
|
|
|
|
unsigned int usedLocations = 0;
|
|
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.mAttributes = vertexShader->getAllAttributes(context);
|
|
}
|
|
else
|
|
{
|
|
// In GLSL ES 1.00.17 we only do aliasing checks for active attributes.
|
|
mState.mAttributes = vertexShader->getActiveAttributes(context);
|
|
}
|
|
GLuint maxAttribs = data.getCaps().maxVertexAttributes;
|
|
|
|
// TODO(jmadill): handle aliasing robustly
|
|
if (mState.mAttributes.size() > maxAttribs)
|
|
{
|
|
infoLog << "Too many vertex attributes.";
|
|
return false;
|
|
}
|
|
|
|
std::vector<sh::Attribute *> usedAttribMap(maxAttribs, nullptr);
|
|
|
|
// Assign locations to attributes that have a binding location and check for attribute aliasing.
|
|
for (sh::Attribute &attribute : mState.mAttributes)
|
|
{
|
|
// 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.name);
|
|
if (attribute.location == -1 && bindingLocation != -1)
|
|
{
|
|
attribute.location = bindingLocation;
|
|
}
|
|
|
|
if (attribute.location != -1)
|
|
{
|
|
// Location is set by glBindAttribLocation or by location layout qualifier
|
|
const int regs = VariableRegisterCount(attribute.type);
|
|
|
|
if (static_cast<GLuint>(regs + attribute.location) > maxAttribs)
|
|
{
|
|
infoLog << "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.
|
|
if (linkedAttribute)
|
|
{
|
|
// TODO(jmadill): fix aliasing on ES2
|
|
// if (shaderVersion >= 300 && !webgl)
|
|
{
|
|
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::Attribute &attribute : mState.mAttributes)
|
|
{
|
|
// Not set by glBindAttribLocation or by location layout qualifier
|
|
if (attribute.location == -1)
|
|
{
|
|
int regs = VariableRegisterCount(attribute.type);
|
|
int availableIndex = AllocateFirstFreeBits(&usedLocations, regs, maxAttribs);
|
|
|
|
if (availableIndex == -1 || static_cast<GLuint>(availableIndex + regs) > maxAttribs)
|
|
{
|
|
infoLog << "Too many attributes (" << attribute.name << ")";
|
|
return false;
|
|
}
|
|
|
|
attribute.location = availableIndex;
|
|
}
|
|
}
|
|
|
|
ASSERT(mState.mAttributesTypeMask.none());
|
|
ASSERT(mState.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.mAttributes.begin();
|
|
attributeIter != mState.mAttributes.end();)
|
|
{
|
|
if (attributeIter->active)
|
|
{
|
|
++attributeIter;
|
|
}
|
|
else
|
|
{
|
|
attributeIter = mState.mAttributes.erase(attributeIter);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (const sh::Attribute &attribute : mState.mAttributes)
|
|
{
|
|
ASSERT(attribute.active);
|
|
ASSERT(attribute.location != -1);
|
|
unsigned int regs = static_cast<unsigned int>(VariableRegisterCount(attribute.type));
|
|
|
|
for (unsigned int r = 0; r < regs; r++)
|
|
{
|
|
unsigned int location = static_cast<unsigned int>(attribute.location) + r;
|
|
mState.mActiveAttribLocationsMask.set(location);
|
|
mState.mMaxActiveAttribLocation =
|
|
std::max(mState.mMaxActiveAttribLocation, location + 1);
|
|
|
|
// gl_VertexID and gl_InstanceID are active attributes but don't have a bound attribute.
|
|
if (!attribute.isBuiltIn())
|
|
{
|
|
mState.mAttributesTypeMask.setIndex(VariableComponentType(attribute.type),
|
|
location);
|
|
mState.mAttributesMask.set(location);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Program::linkInterfaceBlocks(const Context *context,
|
|
InfoLog &infoLog,
|
|
GLuint *combinedShaderStorageBlocksCount)
|
|
{
|
|
ASSERT(combinedShaderStorageBlocksCount);
|
|
|
|
const auto &caps = context->getCaps();
|
|
|
|
GLuint combinedUniformBlocksCount = 0u;
|
|
GLuint numShadersHasUniformBlocks = 0u;
|
|
ShaderMap<const std::vector<sh::InterfaceBlock> *> allShaderUniformBlocks = {};
|
|
for (ShaderType shaderType : AllShaderTypes())
|
|
{
|
|
Shader *shader = mState.mAttachedShaders[shaderType];
|
|
if (!shader)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const auto &uniformBlocks = shader->getUniformBlocks(context);
|
|
if (!uniformBlocks.empty())
|
|
{
|
|
if (!ValidateInterfaceBlocksCount(
|
|
caps.maxShaderUniformBlocks[shaderType], uniformBlocks, shaderType,
|
|
sh::BlockType::BLOCK_UNIFORM, &combinedUniformBlocksCount, infoLog))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
allShaderUniformBlocks[shaderType] = &uniformBlocks;
|
|
++numShadersHasUniformBlocks;
|
|
}
|
|
}
|
|
|
|
if (combinedUniformBlocksCount > caps.maxCombinedUniformBlocks)
|
|
{
|
|
infoLog << "The sum of the number of active uniform blocks exceeds "
|
|
"MAX_COMBINED_UNIFORM_BLOCKS ("
|
|
<< caps.maxCombinedUniformBlocks << ").";
|
|
return false;
|
|
}
|
|
|
|
bool webglCompatibility = context->getExtensions().webglCompatibility;
|
|
if (!ValidateInterfaceBlocksMatch(numShadersHasUniformBlocks, allShaderUniformBlocks, infoLog,
|
|
webglCompatibility))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (context->getClientVersion() >= Version(3, 1))
|
|
{
|
|
*combinedShaderStorageBlocksCount = 0u;
|
|
GLuint numShadersHasShaderStorageBlocks = 0u;
|
|
ShaderMap<const std::vector<sh::InterfaceBlock> *> allShaderStorageBlocks = {};
|
|
for (ShaderType shaderType : AllShaderTypes())
|
|
{
|
|
Shader *shader = mState.mAttachedShaders[shaderType];
|
|
if (!shader)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const auto &shaderStorageBlocks = shader->getShaderStorageBlocks(context);
|
|
if (!shaderStorageBlocks.empty())
|
|
{
|
|
if (!ValidateInterfaceBlocksCount(
|
|
caps.maxShaderStorageBlocks[shaderType], shaderStorageBlocks, shaderType,
|
|
sh::BlockType::BLOCK_BUFFER, combinedShaderStorageBlocksCount, infoLog))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
allShaderStorageBlocks[shaderType] = &shaderStorageBlocks;
|
|
++numShadersHasShaderStorageBlocks;
|
|
}
|
|
}
|
|
|
|
if (*combinedShaderStorageBlocksCount > caps.maxCombinedShaderStorageBlocks)
|
|
{
|
|
infoLog << "The sum of the number of active shader storage blocks exceeds "
|
|
"MAX_COMBINED_SHADER_STORAGE_BLOCKS ("
|
|
<< caps.maxCombinedShaderStorageBlocks << ").";
|
|
return false;
|
|
}
|
|
|
|
if (!ValidateInterfaceBlocksMatch(numShadersHasShaderStorageBlocks, allShaderStorageBlocks,
|
|
infoLog, webglCompatibility))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
LinkMismatchError Program::LinkValidateVariablesBase(const sh::ShaderVariable &variable1,
|
|
const sh::ShaderVariable &variable2,
|
|
bool validatePrecision,
|
|
bool validateArraySize,
|
|
std::string *mismatchedStructOrBlockMemberName)
|
|
{
|
|
if (variable1.type != variable2.type)
|
|
{
|
|
return LinkMismatchError::TYPE_MISMATCH;
|
|
}
|
|
if (validateArraySize && variable1.arraySizes != variable2.arraySizes)
|
|
{
|
|
return LinkMismatchError::ARRAY_SIZE_MISMATCH;
|
|
}
|
|
if (validatePrecision && variable1.precision != variable2.precision)
|
|
{
|
|
return LinkMismatchError::PRECISION_MISMATCH;
|
|
}
|
|
if (variable1.structName != variable2.structName)
|
|
{
|
|
return LinkMismatchError::STRUCT_NAME_MISMATCH;
|
|
}
|
|
|
|
if (variable1.fields.size() != variable2.fields.size())
|
|
{
|
|
return LinkMismatchError::FIELD_NUMBER_MISMATCH;
|
|
}
|
|
const unsigned int numMembers = static_cast<unsigned int>(variable1.fields.size());
|
|
for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++)
|
|
{
|
|
const sh::ShaderVariable &member1 = variable1.fields[memberIndex];
|
|
const sh::ShaderVariable &member2 = variable2.fields[memberIndex];
|
|
|
|
if (member1.name != member2.name)
|
|
{
|
|
return LinkMismatchError::FIELD_NAME_MISMATCH;
|
|
}
|
|
|
|
LinkMismatchError linkErrorOnField = LinkValidateVariablesBase(
|
|
member1, member2, validatePrecision, true, mismatchedStructOrBlockMemberName);
|
|
if (linkErrorOnField != LinkMismatchError::NO_MISMATCH)
|
|
{
|
|
AddParentPrefix(member1.name, mismatchedStructOrBlockMemberName);
|
|
return linkErrorOnField;
|
|
}
|
|
}
|
|
|
|
return LinkMismatchError::NO_MISMATCH;
|
|
}
|
|
|
|
LinkMismatchError Program::LinkValidateVaryings(const sh::Varying &outputVarying,
|
|
const sh::Varying &inputVarying,
|
|
int shaderVersion,
|
|
bool validateGeometryShaderInputVarying,
|
|
std::string *mismatchedStructFieldName)
|
|
{
|
|
if (validateGeometryShaderInputVarying)
|
|
{
|
|
// [GL_EXT_geometry_shader] Section 11.1gs.4.3:
|
|
// The OpenGL ES Shading Language doesn't support multi-dimensional arrays as shader inputs
|
|
// or outputs.
|
|
ASSERT(inputVarying.arraySizes.size() == 1u);
|
|
|
|
// Geometry shader input varyings are not treated as arrays, so a vertex array output
|
|
// varying cannot match a geometry shader input varying.
|
|
// [GL_EXT_geometry_shader] Section 7.4.1:
|
|
// Geometry shader per-vertex input variables and blocks are required to be declared as
|
|
// arrays, with each element representing input or output values for a single vertex of a
|
|
// multi-vertex primitive. For the purposes of interface matching, such variables and blocks
|
|
// are treated as though they were not declared as arrays.
|
|
if (outputVarying.isArray())
|
|
{
|
|
return LinkMismatchError::ARRAY_SIZE_MISMATCH;
|
|
}
|
|
}
|
|
|
|
// Skip the validation on the array sizes between a vertex output varying and a geometry input
|
|
// varying as it has been done before.
|
|
LinkMismatchError linkError =
|
|
LinkValidateVariablesBase(outputVarying, inputVarying, false,
|
|
!validateGeometryShaderInputVarying, mismatchedStructFieldName);
|
|
if (linkError != LinkMismatchError::NO_MISMATCH)
|
|
{
|
|
return linkError;
|
|
}
|
|
|
|
if (!sh::InterpolationTypesMatch(outputVarying.interpolation, inputVarying.interpolation))
|
|
{
|
|
return LinkMismatchError::INTERPOLATION_TYPE_MISMATCH;
|
|
}
|
|
|
|
if (shaderVersion == 100 && outputVarying.isInvariant != inputVarying.isInvariant)
|
|
{
|
|
return LinkMismatchError::INVARIANCE_MISMATCH;
|
|
}
|
|
|
|
return LinkMismatchError::NO_MISMATCH;
|
|
}
|
|
|
|
bool Program::linkValidateBuiltInVaryings(const Context *context, InfoLog &infoLog) const
|
|
{
|
|
Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex];
|
|
Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
|
|
const auto &vertexVaryings = vertexShader->getOutputVaryings(context);
|
|
const auto &fragmentVaryings = fragmentShader->getInputVaryings(context);
|
|
int shaderVersion = vertexShader->getShaderVersion(context);
|
|
|
|
if (shaderVersion != 100)
|
|
{
|
|
// Only ESSL 1.0 has restrictions on matching input and output invariance
|
|
return true;
|
|
}
|
|
|
|
bool glPositionIsInvariant = false;
|
|
bool glPointSizeIsInvariant = false;
|
|
bool glFragCoordIsInvariant = false;
|
|
bool glPointCoordIsInvariant = false;
|
|
|
|
for (const sh::Varying &varying : vertexVaryings)
|
|
{
|
|
if (!varying.isBuiltIn())
|
|
{
|
|
continue;
|
|
}
|
|
if (varying.name.compare("gl_Position") == 0)
|
|
{
|
|
glPositionIsInvariant = varying.isInvariant;
|
|
}
|
|
else if (varying.name.compare("gl_PointSize") == 0)
|
|
{
|
|
glPointSizeIsInvariant = varying.isInvariant;
|
|
}
|
|
}
|
|
|
|
for (const sh::Varying &varying : fragmentVaryings)
|
|
{
|
|
if (!varying.isBuiltIn())
|
|
{
|
|
continue;
|
|
}
|
|
if (varying.name.compare("gl_FragCoord") == 0)
|
|
{
|
|
glFragCoordIsInvariant = varying.isInvariant;
|
|
}
|
|
else if (varying.name.compare("gl_PointCoord") == 0)
|
|
{
|
|
glPointCoordIsInvariant = varying.isInvariant;
|
|
}
|
|
}
|
|
|
|
// There is some ambiguity in ESSL 1.00.17 paragraph 4.6.4 interpretation,
|
|
// for example, https://cvs.khronos.org/bugzilla/show_bug.cgi?id=13842.
|
|
// Not requiring invariance to match is supported by:
|
|
// dEQP, WebGL CTS, Nexus 5X GLES
|
|
if (glFragCoordIsInvariant && !glPositionIsInvariant)
|
|
{
|
|
infoLog << "gl_FragCoord can only be declared invariant if and only if gl_Position is "
|
|
"declared invariant.";
|
|
return false;
|
|
}
|
|
if (glPointCoordIsInvariant && !glPointSizeIsInvariant)
|
|
{
|
|
infoLog << "gl_PointCoord can only be declared invariant if and only if gl_PointSize is "
|
|
"declared invariant.";
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Program::linkValidateTransformFeedback(const gl::Context *context,
|
|
InfoLog &infoLog,
|
|
const ProgramMergedVaryings &varyings,
|
|
const Caps &caps) const
|
|
{
|
|
|
|
// Validate the tf names regardless of the actual program varyings.
|
|
std::set<std::string> uniqueNames;
|
|
for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
|
|
{
|
|
if (context->getClientVersion() < Version(3, 1) &&
|
|
tfVaryingName.find('[') != std::string::npos)
|
|
{
|
|
infoLog << "Capture of array elements is undefined and not supported.";
|
|
return false;
|
|
}
|
|
if (context->getClientVersion() >= Version(3, 1))
|
|
{
|
|
if (IncludeSameArrayElement(uniqueNames, tfVaryingName))
|
|
{
|
|
infoLog << "Two transform feedback varyings include the same array element ("
|
|
<< tfVaryingName << ").";
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (uniqueNames.count(tfVaryingName) > 0)
|
|
{
|
|
infoLog << "Two transform feedback varyings specify the same output variable ("
|
|
<< tfVaryingName << ").";
|
|
return false;
|
|
}
|
|
}
|
|
uniqueNames.insert(tfVaryingName);
|
|
}
|
|
|
|
// Validate against program varyings.
|
|
size_t totalComponents = 0;
|
|
for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
|
|
{
|
|
std::vector<unsigned int> subscripts;
|
|
std::string baseName = ParseResourceName(tfVaryingName, &subscripts);
|
|
|
|
const sh::ShaderVariable *var = FindVaryingOrField(varyings, baseName);
|
|
if (var == nullptr)
|
|
{
|
|
infoLog << "Transform feedback varying " << tfVaryingName
|
|
<< " does not exist in the vertex shader.";
|
|
return false;
|
|
}
|
|
|
|
// Validate the matching variable.
|
|
if (var->isStruct())
|
|
{
|
|
infoLog << "Struct cannot be captured directly (" << baseName << ").";
|
|
return false;
|
|
}
|
|
|
|
size_t elementCount = 0;
|
|
size_t componentCount = 0;
|
|
|
|
if (var->isArray())
|
|
{
|
|
if (context->getClientVersion() < Version(3, 1))
|
|
{
|
|
infoLog << "Capture of arrays is undefined and not supported.";
|
|
return false;
|
|
}
|
|
|
|
// GLSL ES 3.10 section 4.3.6: A vertex output can't be an array of arrays.
|
|
ASSERT(!var->isArrayOfArrays());
|
|
|
|
if (!subscripts.empty() && subscripts[0] >= var->getOutermostArraySize())
|
|
{
|
|
infoLog << "Cannot capture outbound array element '" << tfVaryingName << "'.";
|
|
return false;
|
|
}
|
|
elementCount = (subscripts.empty() ? var->getOutermostArraySize() : 1);
|
|
}
|
|
else
|
|
{
|
|
if (!subscripts.empty())
|
|
{
|
|
infoLog << "Varying '" << baseName
|
|
<< "' is not an array to be captured by element.";
|
|
return false;
|
|
}
|
|
elementCount = 1;
|
|
}
|
|
|
|
// TODO(jmadill): Investigate implementation limits on D3D11
|
|
componentCount = VariableComponentCount(var->type) * elementCount;
|
|
if (mState.mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS &&
|
|
componentCount > caps.maxTransformFeedbackSeparateComponents)
|
|
{
|
|
infoLog << "Transform feedback varying " << tfVaryingName << " components ("
|
|
<< componentCount << ") exceed the maximum separate components ("
|
|
<< caps.maxTransformFeedbackSeparateComponents << ").";
|
|
return false;
|
|
}
|
|
|
|
totalComponents += componentCount;
|
|
if (mState.mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS &&
|
|
totalComponents > caps.maxTransformFeedbackInterleavedComponents)
|
|
{
|
|
infoLog << "Transform feedback varying total components (" << totalComponents
|
|
<< ") exceed the maximum interleaved components ("
|
|
<< caps.maxTransformFeedbackInterleavedComponents << ").";
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool Program::linkValidateGlobalNames(const Context *context, InfoLog &infoLog) const
|
|
{
|
|
const std::vector<sh::Attribute> &attributes =
|
|
mState.mAttachedShaders[ShaderType::Vertex]->getActiveAttributes(context);
|
|
|
|
for (const auto &attrib : attributes)
|
|
{
|
|
for (ShaderType shaderType : kAllGraphicsShaderTypes)
|
|
{
|
|
Shader *shader = mState.mAttachedShaders[shaderType];
|
|
if (!shader)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const std::vector<sh::Uniform> &uniforms = shader->getUniforms(context);
|
|
for (const auto &uniform : uniforms)
|
|
{
|
|
if (uniform.name == attrib.name)
|
|
{
|
|
infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Program::gatherTransformFeedbackVaryings(const ProgramMergedVaryings &varyings)
|
|
{
|
|
// Gather the linked varyings that are used for transform feedback, they should all exist.
|
|
mState.mLinkedTransformFeedbackVaryings.clear();
|
|
for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
|
|
{
|
|
std::vector<unsigned int> subscripts;
|
|
std::string baseName = ParseResourceName(tfVaryingName, &subscripts);
|
|
size_t subscript = GL_INVALID_INDEX;
|
|
if (!subscripts.empty())
|
|
{
|
|
subscript = subscripts.back();
|
|
}
|
|
for (const auto &ref : varyings)
|
|
{
|
|
const sh::Varying *varying = ref.second.get();
|
|
if (baseName == varying->name)
|
|
{
|
|
mState.mLinkedTransformFeedbackVaryings.emplace_back(
|
|
*varying, static_cast<GLuint>(subscript));
|
|
break;
|
|
}
|
|
else if (varying->isStruct())
|
|
{
|
|
const auto *field = FindShaderVarField(*varying, tfVaryingName);
|
|
if (field != nullptr)
|
|
{
|
|
mState.mLinkedTransformFeedbackVaryings.emplace_back(*field, *varying);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
mState.updateTransformFeedbackStrides();
|
|
}
|
|
|
|
ProgramMergedVaryings Program::getMergedVaryings(const Context *context) const
|
|
{
|
|
ProgramMergedVaryings merged;
|
|
|
|
for (const sh::Varying &varying :
|
|
mState.mAttachedShaders[ShaderType::Vertex]->getOutputVaryings(context))
|
|
{
|
|
merged[varying.name].vertex = &varying;
|
|
}
|
|
|
|
for (const sh::Varying &varying :
|
|
mState.mAttachedShaders[ShaderType::Fragment]->getInputVaryings(context))
|
|
{
|
|
merged[varying.name].fragment = &varying;
|
|
}
|
|
|
|
return merged;
|
|
}
|
|
|
|
bool Program::linkOutputVariables(const Context *context,
|
|
GLuint combinedImageUniformsCount,
|
|
GLuint combinedShaderStorageBlocksCount)
|
|
{
|
|
Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment];
|
|
ASSERT(fragmentShader != nullptr);
|
|
|
|
ASSERT(mState.mOutputVariableTypes.empty());
|
|
ASSERT(mState.mActiveOutputVariables.none());
|
|
ASSERT(mState.mDrawBufferTypeMask.none());
|
|
|
|
const auto &outputVariables = fragmentShader->getActiveOutputVariables(context);
|
|
// Gather output variable types
|
|
for (const auto &outputVariable : outputVariables)
|
|
{
|
|
if (outputVariable.isBuiltIn() && outputVariable.name != "gl_FragColor" &&
|
|
outputVariable.name != "gl_FragData")
|
|
{
|
|
continue;
|
|
}
|
|
|
|
unsigned int baseLocation =
|
|
(outputVariable.location == -1 ? 0u
|
|
: static_cast<unsigned int>(outputVariable.location));
|
|
|
|
// GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of
|
|
// structures, so we may use getBasicTypeElementCount().
|
|
unsigned int elementCount = outputVariable.getBasicTypeElementCount();
|
|
for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++)
|
|
{
|
|
const unsigned int location = baseLocation + elementIndex;
|
|
if (location >= mState.mOutputVariableTypes.size())
|
|
{
|
|
mState.mOutputVariableTypes.resize(location + 1, GL_NONE);
|
|
}
|
|
ASSERT(location < mState.mActiveOutputVariables.size());
|
|
mState.mActiveOutputVariables.set(location);
|
|
mState.mOutputVariableTypes[location] = VariableComponentType(outputVariable.type);
|
|
mState.mDrawBufferTypeMask.setIndex(mState.mOutputVariableTypes[location], location);
|
|
}
|
|
}
|
|
|
|
if (context->getClientVersion() >= ES_3_1)
|
|
{
|
|
// [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 (combinedImageUniformsCount + combinedShaderStorageBlocksCount +
|
|
mState.mActiveOutputVariables.count() >
|
|
context->getCaps().maxCombinedShaderOutputResources)
|
|
{
|
|
mInfoLog
|
|
<< "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 false;
|
|
}
|
|
}
|
|
|
|
// Skip this step for GLES2 shaders.
|
|
if (fragmentShader->getShaderVersion(context) == 100)
|
|
return true;
|
|
|
|
mState.mOutputVariables = outputVariables;
|
|
// TODO(jmadill): any caps validation here?
|
|
|
|
for (unsigned int outputVariableIndex = 0; outputVariableIndex < mState.mOutputVariables.size();
|
|
outputVariableIndex++)
|
|
{
|
|
const sh::OutputVariable &outputVariable = mState.mOutputVariables[outputVariableIndex];
|
|
|
|
if (outputVariable.isArray())
|
|
{
|
|
// We're following the GLES 3.1 November 2016 spec section 7.3.1.1 Naming Active
|
|
// Resources and including [0] at the end of array variable names.
|
|
mState.mOutputVariables[outputVariableIndex].name += "[0]";
|
|
mState.mOutputVariables[outputVariableIndex].mappedName += "[0]";
|
|
}
|
|
|
|
// Don't store outputs for gl_FragDepth, gl_FragColor, etc.
|
|
if (outputVariable.isBuiltIn())
|
|
continue;
|
|
|
|
// Since multiple output locations must be specified, use 0 for non-specified locations.
|
|
unsigned int baseLocation =
|
|
(outputVariable.location == -1 ? 0u
|
|
: static_cast<unsigned int>(outputVariable.location));
|
|
|
|
// GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of
|
|
// structures, so we may use getBasicTypeElementCount().
|
|
unsigned int elementCount = outputVariable.getBasicTypeElementCount();
|
|
for (unsigned int elementIndex = 0; elementIndex < elementCount; elementIndex++)
|
|
{
|
|
const unsigned int location = baseLocation + elementIndex;
|
|
if (location >= mState.mOutputLocations.size())
|
|
{
|
|
mState.mOutputLocations.resize(location + 1);
|
|
}
|
|
ASSERT(!mState.mOutputLocations.at(location).used());
|
|
if (outputVariable.isArray())
|
|
{
|
|
mState.mOutputLocations[location] =
|
|
VariableLocation(elementIndex, outputVariableIndex);
|
|
}
|
|
else
|
|
{
|
|
VariableLocation locationInfo;
|
|
locationInfo.index = outputVariableIndex;
|
|
mState.mOutputLocations[location] = locationInfo;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Program::setUniformValuesFromBindingQualifiers()
|
|
{
|
|
for (unsigned int samplerIndex : mState.mSamplerUniformRange)
|
|
{
|
|
const auto &samplerUniform = mState.mUniforms[samplerIndex];
|
|
if (samplerUniform.binding != -1)
|
|
{
|
|
GLint location = getUniformLocation(samplerUniform.name);
|
|
ASSERT(location != -1);
|
|
std::vector<GLint> boundTextureUnits;
|
|
for (unsigned int elementIndex = 0;
|
|
elementIndex < samplerUniform.getBasicTypeElementCount(); ++elementIndex)
|
|
{
|
|
boundTextureUnits.push_back(samplerUniform.binding + elementIndex);
|
|
}
|
|
setUniform1iv(location, static_cast<GLsizei>(boundTextureUnits.size()),
|
|
boundTextureUnits.data());
|
|
}
|
|
}
|
|
}
|
|
|
|
void Program::initInterfaceBlockBindings()
|
|
{
|
|
// Set initial bindings from shader.
|
|
for (unsigned int blockIndex = 0; blockIndex < mState.mUniformBlocks.size(); blockIndex++)
|
|
{
|
|
InterfaceBlock &uniformBlock = mState.mUniformBlocks[blockIndex];
|
|
bindUniformBlock(blockIndex, uniformBlock.binding);
|
|
}
|
|
}
|
|
|
|
void Program::updateSamplerUniform(const VariableLocation &locationInfo,
|
|
GLsizei clampedCount,
|
|
const GLint *v)
|
|
{
|
|
ASSERT(mState.isSamplerUniformIndex(locationInfo.index));
|
|
GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationInfo.index);
|
|
std::vector<GLuint> *boundTextureUnits =
|
|
&mState.mSamplerBindings[samplerIndex].boundTextureUnits;
|
|
|
|
std::copy(v, v + clampedCount, boundTextureUnits->begin() + locationInfo.arrayIndex);
|
|
|
|
// Invalidate the validation cache.
|
|
mCachedValidateSamplersResult.reset();
|
|
}
|
|
|
|
template <typename T>
|
|
GLsizei Program::clampUniformCount(const VariableLocation &locationInfo,
|
|
GLsizei count,
|
|
int vectorSize,
|
|
const T *v)
|
|
{
|
|
if (count == 1)
|
|
return 1;
|
|
|
|
const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];
|
|
|
|
// OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
|
|
// element index used, as reported by GetActiveUniform, will be ignored by the GL."
|
|
unsigned int remainingElements =
|
|
linkedUniform.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(GLint location,
|
|
GLsizei count,
|
|
GLboolean transpose,
|
|
const T *v)
|
|
{
|
|
const VariableLocation &locationInfo = mState.mUniformLocations[location];
|
|
|
|
if (!transpose)
|
|
{
|
|
return clampUniformCount(locationInfo, count, cols * rows, v);
|
|
}
|
|
|
|
const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];
|
|
|
|
// OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
|
|
// element index used, as reported by GetActiveUniform, will be ignored by the GL."
|
|
unsigned int remainingElements =
|
|
linkedUniform.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,
|
|
GLint location,
|
|
GLenum nativeType,
|
|
int components) const
|
|
{
|
|
switch (nativeType)
|
|
{
|
|
case GL_BOOL:
|
|
{
|
|
GLint tempValue[16] = {0};
|
|
mProgram->getUniformiv(context, location, tempValue);
|
|
UniformStateQueryCastLoop<GLboolean>(
|
|
dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
|
|
break;
|
|
}
|
|
case GL_INT:
|
|
{
|
|
GLint tempValue[16] = {0};
|
|
mProgram->getUniformiv(context, location, tempValue);
|
|
UniformStateQueryCastLoop<GLint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
|
|
components);
|
|
break;
|
|
}
|
|
case GL_UNSIGNED_INT:
|
|
{
|
|
GLuint tempValue[16] = {0};
|
|
mProgram->getUniformuiv(context, location, tempValue);
|
|
UniformStateQueryCastLoop<GLuint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
|
|
components);
|
|
break;
|
|
}
|
|
case GL_FLOAT:
|
|
{
|
|
GLfloat tempValue[16] = {0};
|
|
mProgram->getUniformfv(context, location, tempValue);
|
|
UniformStateQueryCastLoop<GLfloat>(
|
|
dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
|
|
break;
|
|
}
|
|
default:
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool Program::samplesFromTexture(const gl::State &state, GLuint textureID) const
|
|
{
|
|
// Must be called after samplers are validated.
|
|
ASSERT(mCachedValidateSamplersResult.valid() && mCachedValidateSamplersResult.value());
|
|
|
|
for (const auto &binding : mState.mSamplerBindings)
|
|
{
|
|
TextureType textureType = binding.textureType;
|
|
for (const auto &unit : binding.boundTextureUnits)
|
|
{
|
|
GLenum programTextureID = state.getSamplerTextureId(unit, textureType);
|
|
if (programTextureID == textureID)
|
|
{
|
|
// TODO(jmadill): Check for appropriate overlap.
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
} // namespace gl
|