xref: /aosp_15_r20/external/angle/src/libANGLE/renderer/gl/ProgramGL.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker 
7*8975f5c5SAndroid Build Coastguard Worker // ProgramGL.cpp: Implements the class methods for ProgramGL.
8*8975f5c5SAndroid Build Coastguard Worker 
9*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/gl/ProgramGL.h"
10*8975f5c5SAndroid Build Coastguard Worker 
11*8975f5c5SAndroid Build Coastguard Worker #include "common/WorkerThread.h"
12*8975f5c5SAndroid Build Coastguard Worker #include "common/angleutils.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "common/bitset_utils.h"
14*8975f5c5SAndroid Build Coastguard Worker #include "common/debug.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "common/string_utils.h"
16*8975f5c5SAndroid Build Coastguard Worker #include "common/utilities.h"
17*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Context.h"
18*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/ProgramLinkedResources.h"
19*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Uniform.h"
20*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/queryconversions.h"
21*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/gl/ContextGL.h"
22*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/gl/FunctionsGL.h"
23*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/gl/RendererGL.h"
24*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/gl/ShaderGL.h"
25*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/gl/StateManagerGL.h"
26*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/trace.h"
27*8975f5c5SAndroid Build Coastguard Worker #include "platform/PlatformMethods.h"
28*8975f5c5SAndroid Build Coastguard Worker #include "platform/autogen/FeaturesGL_autogen.h"
29*8975f5c5SAndroid Build Coastguard Worker 
30*8975f5c5SAndroid Build Coastguard Worker namespace rx
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker namespace
33*8975f5c5SAndroid Build Coastguard Worker {
34*8975f5c5SAndroid Build Coastguard Worker 
35*8975f5c5SAndroid Build Coastguard Worker // Returns mapped name of a transform feedback varying. The original name may contain array
36*8975f5c5SAndroid Build Coastguard Worker // brackets with an index inside, which will get copied to the mapped name. The varying must be
37*8975f5c5SAndroid Build Coastguard Worker // known to be declared in the shader.
GetTransformFeedbackVaryingMappedName(const gl::SharedCompiledShaderState & shaderState,const std::string & tfVaryingName)38*8975f5c5SAndroid Build Coastguard Worker std::string GetTransformFeedbackVaryingMappedName(const gl::SharedCompiledShaderState &shaderState,
39*8975f5c5SAndroid Build Coastguard Worker                                                   const std::string &tfVaryingName)
40*8975f5c5SAndroid Build Coastguard Worker {
41*8975f5c5SAndroid Build Coastguard Worker     ASSERT(shaderState->shaderType != gl::ShaderType::Fragment &&
42*8975f5c5SAndroid Build Coastguard Worker            shaderState->shaderType != gl::ShaderType::Compute);
43*8975f5c5SAndroid Build Coastguard Worker     const auto &varyings = shaderState->outputVaryings;
44*8975f5c5SAndroid Build Coastguard Worker     auto bracketPos      = tfVaryingName.find("[");
45*8975f5c5SAndroid Build Coastguard Worker     if (bracketPos != std::string::npos)
46*8975f5c5SAndroid Build Coastguard Worker     {
47*8975f5c5SAndroid Build Coastguard Worker         auto tfVaryingBaseName = tfVaryingName.substr(0, bracketPos);
48*8975f5c5SAndroid Build Coastguard Worker         for (const auto &varying : varyings)
49*8975f5c5SAndroid Build Coastguard Worker         {
50*8975f5c5SAndroid Build Coastguard Worker             if (varying.name == tfVaryingBaseName)
51*8975f5c5SAndroid Build Coastguard Worker             {
52*8975f5c5SAndroid Build Coastguard Worker                 std::string mappedNameWithArrayIndex =
53*8975f5c5SAndroid Build Coastguard Worker                     varying.mappedName + tfVaryingName.substr(bracketPos);
54*8975f5c5SAndroid Build Coastguard Worker                 return mappedNameWithArrayIndex;
55*8975f5c5SAndroid Build Coastguard Worker             }
56*8975f5c5SAndroid Build Coastguard Worker         }
57*8975f5c5SAndroid Build Coastguard Worker     }
58*8975f5c5SAndroid Build Coastguard Worker     else
59*8975f5c5SAndroid Build Coastguard Worker     {
60*8975f5c5SAndroid Build Coastguard Worker         for (const auto &varying : varyings)
61*8975f5c5SAndroid Build Coastguard Worker         {
62*8975f5c5SAndroid Build Coastguard Worker             if (varying.name == tfVaryingName)
63*8975f5c5SAndroid Build Coastguard Worker             {
64*8975f5c5SAndroid Build Coastguard Worker                 return varying.mappedName;
65*8975f5c5SAndroid Build Coastguard Worker             }
66*8975f5c5SAndroid Build Coastguard Worker             else if (varying.isStruct())
67*8975f5c5SAndroid Build Coastguard Worker             {
68*8975f5c5SAndroid Build Coastguard Worker                 GLuint fieldIndex = 0;
69*8975f5c5SAndroid Build Coastguard Worker                 const auto *field = varying.findField(tfVaryingName, &fieldIndex);
70*8975f5c5SAndroid Build Coastguard Worker                 if (field == nullptr)
71*8975f5c5SAndroid Build Coastguard Worker                 {
72*8975f5c5SAndroid Build Coastguard Worker                     continue;
73*8975f5c5SAndroid Build Coastguard Worker                 }
74*8975f5c5SAndroid Build Coastguard Worker                 ASSERT(field != nullptr && !field->isStruct() &&
75*8975f5c5SAndroid Build Coastguard Worker                        (!field->isArray() || varying.isShaderIOBlock));
76*8975f5c5SAndroid Build Coastguard Worker                 std::string mappedName;
77*8975f5c5SAndroid Build Coastguard Worker                 // If it's an I/O block without an instance name, don't include the block name.
78*8975f5c5SAndroid Build Coastguard Worker                 if (!varying.isShaderIOBlock || !varying.name.empty())
79*8975f5c5SAndroid Build Coastguard Worker                 {
80*8975f5c5SAndroid Build Coastguard Worker                     mappedName = varying.isShaderIOBlock ? varying.mappedStructOrBlockName
81*8975f5c5SAndroid Build Coastguard Worker                                                          : varying.mappedName;
82*8975f5c5SAndroid Build Coastguard Worker                     mappedName += '.';
83*8975f5c5SAndroid Build Coastguard Worker                 }
84*8975f5c5SAndroid Build Coastguard Worker                 return mappedName + field->mappedName;
85*8975f5c5SAndroid Build Coastguard Worker             }
86*8975f5c5SAndroid Build Coastguard Worker         }
87*8975f5c5SAndroid Build Coastguard Worker     }
88*8975f5c5SAndroid Build Coastguard Worker     UNREACHABLE();
89*8975f5c5SAndroid Build Coastguard Worker     return std::string();
90*8975f5c5SAndroid Build Coastguard Worker }
91*8975f5c5SAndroid Build Coastguard Worker 
92*8975f5c5SAndroid Build Coastguard Worker }  // anonymous namespace
93*8975f5c5SAndroid Build Coastguard Worker 
94*8975f5c5SAndroid Build Coastguard Worker class ProgramGL::LinkTaskGL final : public LinkTask
95*8975f5c5SAndroid Build Coastguard Worker {
96*8975f5c5SAndroid Build Coastguard Worker   public:
LinkTaskGL(ProgramGL * program,bool hasNativeParallelCompile,const FunctionsGL * functions,const gl::Extensions & extensions,GLuint programID)97*8975f5c5SAndroid Build Coastguard Worker     LinkTaskGL(ProgramGL *program,
98*8975f5c5SAndroid Build Coastguard Worker                bool hasNativeParallelCompile,
99*8975f5c5SAndroid Build Coastguard Worker                const FunctionsGL *functions,
100*8975f5c5SAndroid Build Coastguard Worker                const gl::Extensions &extensions,
101*8975f5c5SAndroid Build Coastguard Worker                GLuint programID)
102*8975f5c5SAndroid Build Coastguard Worker         : mProgram(program),
103*8975f5c5SAndroid Build Coastguard Worker           mHasNativeParallelCompile(hasNativeParallelCompile),
104*8975f5c5SAndroid Build Coastguard Worker           mFunctions(functions),
105*8975f5c5SAndroid Build Coastguard Worker           mExtensions(extensions),
106*8975f5c5SAndroid Build Coastguard Worker           mProgramID(programID)
107*8975f5c5SAndroid Build Coastguard Worker     {}
108*8975f5c5SAndroid Build Coastguard Worker     ~LinkTaskGL() override = default;
109*8975f5c5SAndroid Build Coastguard Worker 
link(const gl::ProgramLinkedResources & resources,const gl::ProgramMergedVaryings & mergedVaryings,std::vector<std::shared_ptr<LinkSubTask>> * linkSubTasksOut,std::vector<std::shared_ptr<LinkSubTask>> * postLinkSubTasksOut)110*8975f5c5SAndroid Build Coastguard Worker     void link(const gl::ProgramLinkedResources &resources,
111*8975f5c5SAndroid Build Coastguard Worker               const gl::ProgramMergedVaryings &mergedVaryings,
112*8975f5c5SAndroid Build Coastguard Worker               std::vector<std::shared_ptr<LinkSubTask>> *linkSubTasksOut,
113*8975f5c5SAndroid Build Coastguard Worker               std::vector<std::shared_ptr<LinkSubTask>> *postLinkSubTasksOut) override
114*8975f5c5SAndroid Build Coastguard Worker     {
115*8975f5c5SAndroid Build Coastguard Worker         ASSERT(linkSubTasksOut && linkSubTasksOut->empty());
116*8975f5c5SAndroid Build Coastguard Worker         ASSERT(postLinkSubTasksOut && postLinkSubTasksOut->empty());
117*8975f5c5SAndroid Build Coastguard Worker 
118*8975f5c5SAndroid Build Coastguard Worker         mResult = mProgram->linkJobImpl(mExtensions);
119*8975f5c5SAndroid Build Coastguard Worker 
120*8975f5c5SAndroid Build Coastguard Worker         // If there is no native parallel compile, do the post-link right away.
121*8975f5c5SAndroid Build Coastguard Worker         if (mResult == angle::Result::Continue && !mHasNativeParallelCompile)
122*8975f5c5SAndroid Build Coastguard Worker         {
123*8975f5c5SAndroid Build Coastguard Worker             mResult = mProgram->postLinkJobImpl(resources);
124*8975f5c5SAndroid Build Coastguard Worker         }
125*8975f5c5SAndroid Build Coastguard Worker 
126*8975f5c5SAndroid Build Coastguard Worker         // See comment on mResources
127*8975f5c5SAndroid Build Coastguard Worker         mResources = &resources;
128*8975f5c5SAndroid Build Coastguard Worker         return;
129*8975f5c5SAndroid Build Coastguard Worker     }
130*8975f5c5SAndroid Build Coastguard Worker 
getResult(const gl::Context * context,gl::InfoLog & infoLog)131*8975f5c5SAndroid Build Coastguard Worker     angle::Result getResult(const gl::Context *context, gl::InfoLog &infoLog) override
132*8975f5c5SAndroid Build Coastguard Worker     {
133*8975f5c5SAndroid Build Coastguard Worker         ANGLE_TRACE_EVENT0("gpu.angle", "LinkTaskGL::getResult");
134*8975f5c5SAndroid Build Coastguard Worker 
135*8975f5c5SAndroid Build Coastguard Worker         if (mResult == angle::Result::Continue && mHasNativeParallelCompile)
136*8975f5c5SAndroid Build Coastguard Worker         {
137*8975f5c5SAndroid Build Coastguard Worker             mResult = mProgram->postLinkJobImpl(*mResources);
138*8975f5c5SAndroid Build Coastguard Worker         }
139*8975f5c5SAndroid Build Coastguard Worker 
140*8975f5c5SAndroid Build Coastguard Worker         return mResult;
141*8975f5c5SAndroid Build Coastguard Worker     }
142*8975f5c5SAndroid Build Coastguard Worker 
isLinkingInternally()143*8975f5c5SAndroid Build Coastguard Worker     bool isLinkingInternally() override
144*8975f5c5SAndroid Build Coastguard Worker     {
145*8975f5c5SAndroid Build Coastguard Worker         GLint completionStatus = GL_TRUE;
146*8975f5c5SAndroid Build Coastguard Worker         if (mHasNativeParallelCompile)
147*8975f5c5SAndroid Build Coastguard Worker         {
148*8975f5c5SAndroid Build Coastguard Worker             mFunctions->getProgramiv(mProgramID, GL_COMPLETION_STATUS, &completionStatus);
149*8975f5c5SAndroid Build Coastguard Worker         }
150*8975f5c5SAndroid Build Coastguard Worker         return completionStatus == GL_FALSE;
151*8975f5c5SAndroid Build Coastguard Worker     }
152*8975f5c5SAndroid Build Coastguard Worker 
153*8975f5c5SAndroid Build Coastguard Worker   private:
154*8975f5c5SAndroid Build Coastguard Worker     ProgramGL *mProgram;
155*8975f5c5SAndroid Build Coastguard Worker     const bool mHasNativeParallelCompile;
156*8975f5c5SAndroid Build Coastguard Worker     const FunctionsGL *mFunctions;
157*8975f5c5SAndroid Build Coastguard Worker     const gl::Extensions &mExtensions;
158*8975f5c5SAndroid Build Coastguard Worker     const GLuint mProgramID;
159*8975f5c5SAndroid Build Coastguard Worker 
160*8975f5c5SAndroid Build Coastguard Worker     angle::Result mResult = angle::Result::Continue;
161*8975f5c5SAndroid Build Coastguard Worker 
162*8975f5c5SAndroid Build Coastguard Worker     // Note: resources are kept alive by the front-end for the entire duration of the link,
163*8975f5c5SAndroid Build Coastguard Worker     // including during resolve when getResult() and postLink() are called.
164*8975f5c5SAndroid Build Coastguard Worker     const gl::ProgramLinkedResources *mResources = nullptr;
165*8975f5c5SAndroid Build Coastguard Worker };
166*8975f5c5SAndroid Build Coastguard Worker 
ProgramGL(const gl::ProgramState & data,const FunctionsGL * functions,const angle::FeaturesGL & features,StateManagerGL * stateManager,const std::shared_ptr<RendererGL> & renderer)167*8975f5c5SAndroid Build Coastguard Worker ProgramGL::ProgramGL(const gl::ProgramState &data,
168*8975f5c5SAndroid Build Coastguard Worker                      const FunctionsGL *functions,
169*8975f5c5SAndroid Build Coastguard Worker                      const angle::FeaturesGL &features,
170*8975f5c5SAndroid Build Coastguard Worker                      StateManagerGL *stateManager,
171*8975f5c5SAndroid Build Coastguard Worker                      const std::shared_ptr<RendererGL> &renderer)
172*8975f5c5SAndroid Build Coastguard Worker     : ProgramImpl(data),
173*8975f5c5SAndroid Build Coastguard Worker       mFunctions(functions),
174*8975f5c5SAndroid Build Coastguard Worker       mFeatures(features),
175*8975f5c5SAndroid Build Coastguard Worker       mStateManager(stateManager),
176*8975f5c5SAndroid Build Coastguard Worker       mProgramID(0),
177*8975f5c5SAndroid Build Coastguard Worker       mRenderer(renderer)
178*8975f5c5SAndroid Build Coastguard Worker {
179*8975f5c5SAndroid Build Coastguard Worker     ASSERT(mFunctions);
180*8975f5c5SAndroid Build Coastguard Worker     ASSERT(mStateManager);
181*8975f5c5SAndroid Build Coastguard Worker 
182*8975f5c5SAndroid Build Coastguard Worker     mProgramID = mFunctions->createProgram();
183*8975f5c5SAndroid Build Coastguard Worker }
184*8975f5c5SAndroid Build Coastguard Worker 
185*8975f5c5SAndroid Build Coastguard Worker ProgramGL::~ProgramGL() = default;
186*8975f5c5SAndroid Build Coastguard Worker 
destroy(const gl::Context * context)187*8975f5c5SAndroid Build Coastguard Worker void ProgramGL::destroy(const gl::Context *context)
188*8975f5c5SAndroid Build Coastguard Worker {
189*8975f5c5SAndroid Build Coastguard Worker     mFunctions->deleteProgram(mProgramID);
190*8975f5c5SAndroid Build Coastguard Worker     mProgramID = 0;
191*8975f5c5SAndroid Build Coastguard Worker }
192*8975f5c5SAndroid Build Coastguard Worker 
load(const gl::Context * context,gl::BinaryInputStream * stream,std::shared_ptr<LinkTask> * loadTaskOut,egl::CacheGetResult * resultOut)193*8975f5c5SAndroid Build Coastguard Worker angle::Result ProgramGL::load(const gl::Context *context,
194*8975f5c5SAndroid Build Coastguard Worker                               gl::BinaryInputStream *stream,
195*8975f5c5SAndroid Build Coastguard Worker                               std::shared_ptr<LinkTask> *loadTaskOut,
196*8975f5c5SAndroid Build Coastguard Worker                               egl::CacheGetResult *resultOut)
197*8975f5c5SAndroid Build Coastguard Worker {
198*8975f5c5SAndroid Build Coastguard Worker     ANGLE_TRACE_EVENT0("gpu.angle", "ProgramGL::load");
199*8975f5c5SAndroid Build Coastguard Worker     ProgramExecutableGL *executableGL = getExecutable();
200*8975f5c5SAndroid Build Coastguard Worker 
201*8975f5c5SAndroid Build Coastguard Worker     // Read the binary format, size and blob
202*8975f5c5SAndroid Build Coastguard Worker     GLenum binaryFormat   = stream->readInt<GLenum>();
203*8975f5c5SAndroid Build Coastguard Worker     GLint binaryLength    = stream->readInt<GLint>();
204*8975f5c5SAndroid Build Coastguard Worker     const uint8_t *binary = stream->data() + stream->offset();
205*8975f5c5SAndroid Build Coastguard Worker     stream->skip(binaryLength);
206*8975f5c5SAndroid Build Coastguard Worker 
207*8975f5c5SAndroid Build Coastguard Worker     // Load the binary
208*8975f5c5SAndroid Build Coastguard Worker     mFunctions->programBinary(mProgramID, binaryFormat, binary, binaryLength);
209*8975f5c5SAndroid Build Coastguard Worker 
210*8975f5c5SAndroid Build Coastguard Worker     // Verify that the program linked.  Ensure failure if program binary is intentionally corrupted,
211*8975f5c5SAndroid Build Coastguard Worker     // even if the corruption didn't really cause a failure.
212*8975f5c5SAndroid Build Coastguard Worker     if (!checkLinkStatus() ||
213*8975f5c5SAndroid Build Coastguard Worker         GetImplAs<ContextGL>(context)->getFeaturesGL().corruptProgramBinaryForTesting.enabled)
214*8975f5c5SAndroid Build Coastguard Worker     {
215*8975f5c5SAndroid Build Coastguard Worker         return angle::Result::Continue;
216*8975f5c5SAndroid Build Coastguard Worker     }
217*8975f5c5SAndroid Build Coastguard Worker 
218*8975f5c5SAndroid Build Coastguard Worker     executableGL->postLink(mFunctions, mStateManager, mFeatures, mProgramID);
219*8975f5c5SAndroid Build Coastguard Worker     executableGL->reapplyUBOBindings();
220*8975f5c5SAndroid Build Coastguard Worker 
221*8975f5c5SAndroid Build Coastguard Worker     *loadTaskOut = {};
222*8975f5c5SAndroid Build Coastguard Worker     *resultOut   = egl::CacheGetResult::Success;
223*8975f5c5SAndroid Build Coastguard Worker 
224*8975f5c5SAndroid Build Coastguard Worker     return angle::Result::Continue;
225*8975f5c5SAndroid Build Coastguard Worker }
226*8975f5c5SAndroid Build Coastguard Worker 
save(const gl::Context * context,gl::BinaryOutputStream * stream)227*8975f5c5SAndroid Build Coastguard Worker void ProgramGL::save(const gl::Context *context, gl::BinaryOutputStream *stream)
228*8975f5c5SAndroid Build Coastguard Worker {
229*8975f5c5SAndroid Build Coastguard Worker     GLint binaryLength = 0;
230*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getProgramiv(mProgramID, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
231*8975f5c5SAndroid Build Coastguard Worker 
232*8975f5c5SAndroid Build Coastguard Worker     std::vector<uint8_t> binary(std::max(binaryLength, 1));
233*8975f5c5SAndroid Build Coastguard Worker     GLenum binaryFormat = GL_NONE;
234*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getProgramBinary(mProgramID, binaryLength, &binaryLength, &binaryFormat,
235*8975f5c5SAndroid Build Coastguard Worker                                  binary.data());
236*8975f5c5SAndroid Build Coastguard Worker 
237*8975f5c5SAndroid Build Coastguard Worker     stream->writeInt(binaryFormat);
238*8975f5c5SAndroid Build Coastguard Worker     stream->writeInt(binaryLength);
239*8975f5c5SAndroid Build Coastguard Worker 
240*8975f5c5SAndroid Build Coastguard Worker     const angle::FeaturesGL &features = GetImplAs<ContextGL>(context)->getFeaturesGL();
241*8975f5c5SAndroid Build Coastguard Worker     if (features.corruptProgramBinaryForTesting.enabled)
242*8975f5c5SAndroid Build Coastguard Worker     {
243*8975f5c5SAndroid Build Coastguard Worker         // Random corruption of the binary data.  Corrupting the first byte has proven to be enough
244*8975f5c5SAndroid Build Coastguard Worker         // to later cause the binary load to fail on most platforms.
245*8975f5c5SAndroid Build Coastguard Worker         ++binary[0];
246*8975f5c5SAndroid Build Coastguard Worker     }
247*8975f5c5SAndroid Build Coastguard Worker 
248*8975f5c5SAndroid Build Coastguard Worker     stream->writeBytes(binary.data(), binaryLength);
249*8975f5c5SAndroid Build Coastguard Worker 
250*8975f5c5SAndroid Build Coastguard Worker     // Re-apply UBO bindings to work around driver bugs.
251*8975f5c5SAndroid Build Coastguard Worker     if (features.reapplyUBOBindingsAfterUsingBinaryProgram.enabled)
252*8975f5c5SAndroid Build Coastguard Worker     {
253*8975f5c5SAndroid Build Coastguard Worker         getExecutable()->reapplyUBOBindings();
254*8975f5c5SAndroid Build Coastguard Worker     }
255*8975f5c5SAndroid Build Coastguard Worker }
256*8975f5c5SAndroid Build Coastguard Worker 
setBinaryRetrievableHint(bool retrievable)257*8975f5c5SAndroid Build Coastguard Worker void ProgramGL::setBinaryRetrievableHint(bool retrievable)
258*8975f5c5SAndroid Build Coastguard Worker {
259*8975f5c5SAndroid Build Coastguard Worker     // glProgramParameteri isn't always available on ES backends.
260*8975f5c5SAndroid Build Coastguard Worker     if (mFunctions->programParameteri)
261*8975f5c5SAndroid Build Coastguard Worker     {
262*8975f5c5SAndroid Build Coastguard Worker         mFunctions->programParameteri(mProgramID, GL_PROGRAM_BINARY_RETRIEVABLE_HINT,
263*8975f5c5SAndroid Build Coastguard Worker                                       retrievable ? GL_TRUE : GL_FALSE);
264*8975f5c5SAndroid Build Coastguard Worker     }
265*8975f5c5SAndroid Build Coastguard Worker }
266*8975f5c5SAndroid Build Coastguard Worker 
setSeparable(bool separable)267*8975f5c5SAndroid Build Coastguard Worker void ProgramGL::setSeparable(bool separable)
268*8975f5c5SAndroid Build Coastguard Worker {
269*8975f5c5SAndroid Build Coastguard Worker     mFunctions->programParameteri(mProgramID, GL_PROGRAM_SEPARABLE, separable ? GL_TRUE : GL_FALSE);
270*8975f5c5SAndroid Build Coastguard Worker }
271*8975f5c5SAndroid Build Coastguard Worker 
prepareForLink(const gl::ShaderMap<ShaderImpl * > & shaders)272*8975f5c5SAndroid Build Coastguard Worker void ProgramGL::prepareForLink(const gl::ShaderMap<ShaderImpl *> &shaders)
273*8975f5c5SAndroid Build Coastguard Worker {
274*8975f5c5SAndroid Build Coastguard Worker     for (gl::ShaderType shaderType : gl::AllShaderTypes())
275*8975f5c5SAndroid Build Coastguard Worker     {
276*8975f5c5SAndroid Build Coastguard Worker         mAttachedShaders[shaderType] = 0;
277*8975f5c5SAndroid Build Coastguard Worker 
278*8975f5c5SAndroid Build Coastguard Worker         if (shaders[shaderType] != nullptr)
279*8975f5c5SAndroid Build Coastguard Worker         {
280*8975f5c5SAndroid Build Coastguard Worker             const ShaderGL *shaderGL     = GetAs<ShaderGL>(shaders[shaderType]);
281*8975f5c5SAndroid Build Coastguard Worker             mAttachedShaders[shaderType] = shaderGL->getShaderID();
282*8975f5c5SAndroid Build Coastguard Worker         }
283*8975f5c5SAndroid Build Coastguard Worker     }
284*8975f5c5SAndroid Build Coastguard Worker }
285*8975f5c5SAndroid Build Coastguard Worker 
link(const gl::Context * context,std::shared_ptr<LinkTask> * linkTaskOut)286*8975f5c5SAndroid Build Coastguard Worker angle::Result ProgramGL::link(const gl::Context *context, std::shared_ptr<LinkTask> *linkTaskOut)
287*8975f5c5SAndroid Build Coastguard Worker {
288*8975f5c5SAndroid Build Coastguard Worker     ANGLE_TRACE_EVENT0("gpu.angle", "ProgramGL::link");
289*8975f5c5SAndroid Build Coastguard Worker 
290*8975f5c5SAndroid Build Coastguard Worker     *linkTaskOut = std::make_shared<LinkTaskGL>(this, mRenderer->hasNativeParallelCompile(),
291*8975f5c5SAndroid Build Coastguard Worker                                                 mFunctions, context->getExtensions(), mProgramID);
292*8975f5c5SAndroid Build Coastguard Worker 
293*8975f5c5SAndroid Build Coastguard Worker     return angle::Result::Continue;
294*8975f5c5SAndroid Build Coastguard Worker }
295*8975f5c5SAndroid Build Coastguard Worker 
linkJobImpl(const gl::Extensions & extensions)296*8975f5c5SAndroid Build Coastguard Worker angle::Result ProgramGL::linkJobImpl(const gl::Extensions &extensions)
297*8975f5c5SAndroid Build Coastguard Worker {
298*8975f5c5SAndroid Build Coastguard Worker     ANGLE_TRACE_EVENT0("gpu.angle", "ProgramGL::linkJobImpl");
299*8975f5c5SAndroid Build Coastguard Worker     const gl::ProgramExecutable &executable = mState.getExecutable();
300*8975f5c5SAndroid Build Coastguard Worker     ProgramExecutableGL *executableGL       = getExecutable();
301*8975f5c5SAndroid Build Coastguard Worker 
302*8975f5c5SAndroid Build Coastguard Worker     if (mAttachedShaders[gl::ShaderType::Compute] != 0)
303*8975f5c5SAndroid Build Coastguard Worker     {
304*8975f5c5SAndroid Build Coastguard Worker         mFunctions->attachShader(mProgramID, mAttachedShaders[gl::ShaderType::Compute]);
305*8975f5c5SAndroid Build Coastguard Worker     }
306*8975f5c5SAndroid Build Coastguard Worker     else
307*8975f5c5SAndroid Build Coastguard Worker     {
308*8975f5c5SAndroid Build Coastguard Worker         // Set the transform feedback state
309*8975f5c5SAndroid Build Coastguard Worker         std::vector<std::string> transformFeedbackVaryingMappedNames;
310*8975f5c5SAndroid Build Coastguard Worker         const gl::ShaderType tfShaderType =
311*8975f5c5SAndroid Build Coastguard Worker             executable.hasLinkedShaderStage(gl::ShaderType::Geometry) ? gl::ShaderType::Geometry
312*8975f5c5SAndroid Build Coastguard Worker                                                                       : gl::ShaderType::Vertex;
313*8975f5c5SAndroid Build Coastguard Worker         const gl::SharedCompiledShaderState &tfShaderState = mState.getAttachedShader(tfShaderType);
314*8975f5c5SAndroid Build Coastguard Worker         for (const auto &tfVarying : mState.getTransformFeedbackVaryingNames())
315*8975f5c5SAndroid Build Coastguard Worker         {
316*8975f5c5SAndroid Build Coastguard Worker             std::string tfVaryingMappedName =
317*8975f5c5SAndroid Build Coastguard Worker                 GetTransformFeedbackVaryingMappedName(tfShaderState, tfVarying);
318*8975f5c5SAndroid Build Coastguard Worker             transformFeedbackVaryingMappedNames.push_back(tfVaryingMappedName);
319*8975f5c5SAndroid Build Coastguard Worker         }
320*8975f5c5SAndroid Build Coastguard Worker 
321*8975f5c5SAndroid Build Coastguard Worker         if (transformFeedbackVaryingMappedNames.empty())
322*8975f5c5SAndroid Build Coastguard Worker         {
323*8975f5c5SAndroid Build Coastguard Worker             // Only clear the transform feedback state if transform feedback varyings have already
324*8975f5c5SAndroid Build Coastguard Worker             // been set.
325*8975f5c5SAndroid Build Coastguard Worker             if (executableGL->mHasAppliedTransformFeedbackVaryings)
326*8975f5c5SAndroid Build Coastguard Worker             {
327*8975f5c5SAndroid Build Coastguard Worker                 ASSERT(mFunctions->transformFeedbackVaryings);
328*8975f5c5SAndroid Build Coastguard Worker                 mFunctions->transformFeedbackVaryings(mProgramID, 0, nullptr,
329*8975f5c5SAndroid Build Coastguard Worker                                                       mState.getTransformFeedbackBufferMode());
330*8975f5c5SAndroid Build Coastguard Worker                 executableGL->mHasAppliedTransformFeedbackVaryings = false;
331*8975f5c5SAndroid Build Coastguard Worker             }
332*8975f5c5SAndroid Build Coastguard Worker         }
333*8975f5c5SAndroid Build Coastguard Worker         else
334*8975f5c5SAndroid Build Coastguard Worker         {
335*8975f5c5SAndroid Build Coastguard Worker             ASSERT(mFunctions->transformFeedbackVaryings);
336*8975f5c5SAndroid Build Coastguard Worker             std::vector<const GLchar *> transformFeedbackVaryings;
337*8975f5c5SAndroid Build Coastguard Worker             for (const auto &varying : transformFeedbackVaryingMappedNames)
338*8975f5c5SAndroid Build Coastguard Worker             {
339*8975f5c5SAndroid Build Coastguard Worker                 transformFeedbackVaryings.push_back(varying.c_str());
340*8975f5c5SAndroid Build Coastguard Worker             }
341*8975f5c5SAndroid Build Coastguard Worker             mFunctions->transformFeedbackVaryings(
342*8975f5c5SAndroid Build Coastguard Worker                 mProgramID, static_cast<GLsizei>(transformFeedbackVaryingMappedNames.size()),
343*8975f5c5SAndroid Build Coastguard Worker                 &transformFeedbackVaryings[0], mState.getTransformFeedbackBufferMode());
344*8975f5c5SAndroid Build Coastguard Worker             executableGL->mHasAppliedTransformFeedbackVaryings = true;
345*8975f5c5SAndroid Build Coastguard Worker         }
346*8975f5c5SAndroid Build Coastguard Worker 
347*8975f5c5SAndroid Build Coastguard Worker         for (const gl::ShaderType shaderType : gl::kAllGraphicsShaderTypes)
348*8975f5c5SAndroid Build Coastguard Worker         {
349*8975f5c5SAndroid Build Coastguard Worker             if (mAttachedShaders[shaderType] != 0)
350*8975f5c5SAndroid Build Coastguard Worker             {
351*8975f5c5SAndroid Build Coastguard Worker                 mFunctions->attachShader(mProgramID, mAttachedShaders[shaderType]);
352*8975f5c5SAndroid Build Coastguard Worker             }
353*8975f5c5SAndroid Build Coastguard Worker         }
354*8975f5c5SAndroid Build Coastguard Worker 
355*8975f5c5SAndroid Build Coastguard Worker         // Bind attribute locations to match the GL layer.
356*8975f5c5SAndroid Build Coastguard Worker         for (const gl::ProgramInput &attribute : executable.getProgramInputs())
357*8975f5c5SAndroid Build Coastguard Worker         {
358*8975f5c5SAndroid Build Coastguard Worker             if (!attribute.isActive() || attribute.isBuiltIn())
359*8975f5c5SAndroid Build Coastguard Worker             {
360*8975f5c5SAndroid Build Coastguard Worker                 continue;
361*8975f5c5SAndroid Build Coastguard Worker             }
362*8975f5c5SAndroid Build Coastguard Worker 
363*8975f5c5SAndroid Build Coastguard Worker             mFunctions->bindAttribLocation(mProgramID, attribute.getLocation(),
364*8975f5c5SAndroid Build Coastguard Worker                                            attribute.mappedName.c_str());
365*8975f5c5SAndroid Build Coastguard Worker         }
366*8975f5c5SAndroid Build Coastguard Worker 
367*8975f5c5SAndroid Build Coastguard Worker         // Bind the secondary fragment color outputs defined in EXT_blend_func_extended. We only use
368*8975f5c5SAndroid Build Coastguard Worker         // the API to bind fragment output locations in case EXT_blend_func_extended is enabled.
369*8975f5c5SAndroid Build Coastguard Worker         // Otherwise shader-assigned locations will work.
370*8975f5c5SAndroid Build Coastguard Worker         if (extensions.blendFuncExtendedEXT)
371*8975f5c5SAndroid Build Coastguard Worker         {
372*8975f5c5SAndroid Build Coastguard Worker             const gl::SharedCompiledShaderState &fragmentShader =
373*8975f5c5SAndroid Build Coastguard Worker                 mState.getAttachedShader(gl::ShaderType::Fragment);
374*8975f5c5SAndroid Build Coastguard Worker             if (fragmentShader && fragmentShader->shaderVersion == 100 &&
375*8975f5c5SAndroid Build Coastguard Worker                 mFunctions->standard == STANDARD_GL_DESKTOP)
376*8975f5c5SAndroid Build Coastguard Worker             {
377*8975f5c5SAndroid Build Coastguard Worker                 ASSERT(!mFeatures.avoidBindFragDataLocation.enabled);
378*8975f5c5SAndroid Build Coastguard Worker 
379*8975f5c5SAndroid Build Coastguard Worker                 const auto &shaderOutputs = fragmentShader->activeOutputVariables;
380*8975f5c5SAndroid Build Coastguard Worker                 for (const auto &output : shaderOutputs)
381*8975f5c5SAndroid Build Coastguard Worker                 {
382*8975f5c5SAndroid Build Coastguard Worker                     // TODO(http://anglebug.com/40644593) This could be cleaner if the transformed
383*8975f5c5SAndroid Build Coastguard Worker                     // names would be set correctly in ShaderVariable::mappedName. This would
384*8975f5c5SAndroid Build Coastguard Worker                     // require some refactoring in the translator. Adding a mapped name dictionary
385*8975f5c5SAndroid Build Coastguard Worker                     // for builtins into the symbol table would be one fairly clean way to do it.
386*8975f5c5SAndroid Build Coastguard Worker                     if (output.name == "gl_SecondaryFragColorEXT")
387*8975f5c5SAndroid Build Coastguard Worker                     {
388*8975f5c5SAndroid Build Coastguard Worker                         mFunctions->bindFragDataLocationIndexed(mProgramID, 0, 0,
389*8975f5c5SAndroid Build Coastguard Worker                                                                 "webgl_FragColor");
390*8975f5c5SAndroid Build Coastguard Worker                         mFunctions->bindFragDataLocationIndexed(mProgramID, 0, 1,
391*8975f5c5SAndroid Build Coastguard Worker                                                                 "webgl_SecondaryFragColor");
392*8975f5c5SAndroid Build Coastguard Worker                     }
393*8975f5c5SAndroid Build Coastguard Worker                     else if (output.name == "gl_SecondaryFragDataEXT")
394*8975f5c5SAndroid Build Coastguard Worker                     {
395*8975f5c5SAndroid Build Coastguard Worker                         // Basically we should have a loop here going over the output
396*8975f5c5SAndroid Build Coastguard Worker                         // array binding "webgl_FragData[i]" and "webgl_SecondaryFragData[i]" array
397*8975f5c5SAndroid Build Coastguard Worker                         // indices to the correct color buffers and color indices.
398*8975f5c5SAndroid Build Coastguard Worker                         // However I'm not sure if this construct is legal or not, neither ARB or
399*8975f5c5SAndroid Build Coastguard Worker                         // EXT version of the spec mention this. They only mention that
400*8975f5c5SAndroid Build Coastguard Worker                         // automatically assigned array locations for ESSL 3.00 output arrays need
401*8975f5c5SAndroid Build Coastguard Worker                         // to have contiguous locations.
402*8975f5c5SAndroid Build Coastguard Worker                         //
403*8975f5c5SAndroid Build Coastguard Worker                         // In practice it seems that binding array members works on some drivers and
404*8975f5c5SAndroid Build Coastguard Worker                         // fails on others. One option could be to modify the shader translator to
405*8975f5c5SAndroid Build Coastguard Worker                         // expand the arrays into individual output variables instead of using an
406*8975f5c5SAndroid Build Coastguard Worker                         // array.
407*8975f5c5SAndroid Build Coastguard Worker                         //
408*8975f5c5SAndroid Build Coastguard Worker                         // For now we're going to have a limitation of assuming that
409*8975f5c5SAndroid Build Coastguard Worker                         // GL_MAX_DUAL_SOURCE_DRAW_BUFFERS is *always* 1 and then only bind the
410*8975f5c5SAndroid Build Coastguard Worker                         // basename of the variable ignoring any indices. This appears to work
411*8975f5c5SAndroid Build Coastguard Worker                         // uniformly.
412*8975f5c5SAndroid Build Coastguard Worker                         ASSERT(output.isArray() && output.getOutermostArraySize() == 1);
413*8975f5c5SAndroid Build Coastguard Worker 
414*8975f5c5SAndroid Build Coastguard Worker                         mFunctions->bindFragDataLocationIndexed(mProgramID, 0, 0, "webgl_FragData");
415*8975f5c5SAndroid Build Coastguard Worker                         mFunctions->bindFragDataLocationIndexed(mProgramID, 0, 1,
416*8975f5c5SAndroid Build Coastguard Worker                                                                 "webgl_SecondaryFragData");
417*8975f5c5SAndroid Build Coastguard Worker                     }
418*8975f5c5SAndroid Build Coastguard Worker                 }
419*8975f5c5SAndroid Build Coastguard Worker             }
420*8975f5c5SAndroid Build Coastguard Worker             else if (fragmentShader && fragmentShader->shaderVersion >= 300)
421*8975f5c5SAndroid Build Coastguard Worker             {
422*8975f5c5SAndroid Build Coastguard Worker                 // ESSL 3.00 and up.
423*8975f5c5SAndroid Build Coastguard Worker                 auto assignOutputLocations =
424*8975f5c5SAndroid Build Coastguard Worker                     [this](const std::vector<gl::VariableLocation> &locations) {
425*8975f5c5SAndroid Build Coastguard Worker                         const gl::ProgramExecutable &executable = mState.getExecutable();
426*8975f5c5SAndroid Build Coastguard Worker                         for (size_t outputLocationIndex = 0u;
427*8975f5c5SAndroid Build Coastguard Worker                              outputLocationIndex < locations.size(); ++outputLocationIndex)
428*8975f5c5SAndroid Build Coastguard Worker                         {
429*8975f5c5SAndroid Build Coastguard Worker                             const gl::VariableLocation &outputLocation =
430*8975f5c5SAndroid Build Coastguard Worker                                 locations[outputLocationIndex];
431*8975f5c5SAndroid Build Coastguard Worker                             if (outputLocation.arrayIndex != 0 || !outputLocation.used() ||
432*8975f5c5SAndroid Build Coastguard Worker                                 outputLocation.ignored)
433*8975f5c5SAndroid Build Coastguard Worker                             {
434*8975f5c5SAndroid Build Coastguard Worker                                 continue;
435*8975f5c5SAndroid Build Coastguard Worker                             }
436*8975f5c5SAndroid Build Coastguard Worker 
437*8975f5c5SAndroid Build Coastguard Worker                             const gl::ProgramOutput &outputVar =
438*8975f5c5SAndroid Build Coastguard Worker                                 executable.getOutputVariables()[outputLocation.index];
439*8975f5c5SAndroid Build Coastguard Worker                             if (outputVar.pod.hasShaderAssignedLocation)
440*8975f5c5SAndroid Build Coastguard Worker                             {
441*8975f5c5SAndroid Build Coastguard Worker                                 continue;
442*8975f5c5SAndroid Build Coastguard Worker                             }
443*8975f5c5SAndroid Build Coastguard Worker 
444*8975f5c5SAndroid Build Coastguard Worker                             // We only need to assign the location and index via the API if the
445*8975f5c5SAndroid Build Coastguard Worker                             // variable doesn't have a shader-assigned location.
446*8975f5c5SAndroid Build Coastguard Worker                             ASSERT(outputVar.pod.index != -1);
447*8975f5c5SAndroid Build Coastguard Worker 
448*8975f5c5SAndroid Build Coastguard Worker                             // Avoid calling glBindFragDataLocationIndexed unless the application
449*8975f5c5SAndroid Build Coastguard Worker                             // did it explicitly to avoid Qualcomm driver bugs with multiple render
450*8975f5c5SAndroid Build Coastguard Worker                             // targets.
451*8975f5c5SAndroid Build Coastguard Worker                             if (mFeatures.avoidBindFragDataLocation.enabled &&
452*8975f5c5SAndroid Build Coastguard Worker                                 !outputVar.pod.hasApiAssignedLocation)
453*8975f5c5SAndroid Build Coastguard Worker                             {
454*8975f5c5SAndroid Build Coastguard Worker                                 continue;
455*8975f5c5SAndroid Build Coastguard Worker                             }
456*8975f5c5SAndroid Build Coastguard Worker 
457*8975f5c5SAndroid Build Coastguard Worker                             mFunctions->bindFragDataLocationIndexed(
458*8975f5c5SAndroid Build Coastguard Worker                                 mProgramID, static_cast<int>(outputLocationIndex),
459*8975f5c5SAndroid Build Coastguard Worker                                 outputVar.pod.index, outputVar.mappedName.c_str());
460*8975f5c5SAndroid Build Coastguard Worker                         }
461*8975f5c5SAndroid Build Coastguard Worker                     };
462*8975f5c5SAndroid Build Coastguard Worker 
463*8975f5c5SAndroid Build Coastguard Worker                 ANGLE_GL_CLEAR_ERRORS(mFunctions);
464*8975f5c5SAndroid Build Coastguard Worker 
465*8975f5c5SAndroid Build Coastguard Worker                 assignOutputLocations(executable.getOutputLocations());
466*8975f5c5SAndroid Build Coastguard Worker                 assignOutputLocations(executable.getSecondaryOutputLocations());
467*8975f5c5SAndroid Build Coastguard Worker 
468*8975f5c5SAndroid Build Coastguard Worker                 GLenum error = mFunctions->getError();
469*8975f5c5SAndroid Build Coastguard Worker                 if (error != GL_NO_ERROR)
470*8975f5c5SAndroid Build Coastguard Worker                 {
471*8975f5c5SAndroid Build Coastguard Worker                     executable.getInfoLog()
472*8975f5c5SAndroid Build Coastguard Worker                         << "Failed to bind frag data locations. See http://anglebug.com/42267082";
473*8975f5c5SAndroid Build Coastguard Worker                     return angle::Result::Stop;
474*8975f5c5SAndroid Build Coastguard Worker                 }
475*8975f5c5SAndroid Build Coastguard Worker             }
476*8975f5c5SAndroid Build Coastguard Worker         }
477*8975f5c5SAndroid Build Coastguard Worker     }
478*8975f5c5SAndroid Build Coastguard Worker 
479*8975f5c5SAndroid Build Coastguard Worker     mFunctions->linkProgram(mProgramID);
480*8975f5c5SAndroid Build Coastguard Worker     return angle::Result::Continue;
481*8975f5c5SAndroid Build Coastguard Worker }
482*8975f5c5SAndroid Build Coastguard Worker 
postLinkJobImpl(const gl::ProgramLinkedResources & resources)483*8975f5c5SAndroid Build Coastguard Worker angle::Result ProgramGL::postLinkJobImpl(const gl::ProgramLinkedResources &resources)
484*8975f5c5SAndroid Build Coastguard Worker {
485*8975f5c5SAndroid Build Coastguard Worker     ANGLE_TRACE_EVENT0("gpu.angle", "ProgramGL::postLinkJobImpl");
486*8975f5c5SAndroid Build Coastguard Worker 
487*8975f5c5SAndroid Build Coastguard Worker     if (mAttachedShaders[gl::ShaderType::Compute] != 0)
488*8975f5c5SAndroid Build Coastguard Worker     {
489*8975f5c5SAndroid Build Coastguard Worker         mFunctions->detachShader(mProgramID, mAttachedShaders[gl::ShaderType::Compute]);
490*8975f5c5SAndroid Build Coastguard Worker     }
491*8975f5c5SAndroid Build Coastguard Worker     else
492*8975f5c5SAndroid Build Coastguard Worker     {
493*8975f5c5SAndroid Build Coastguard Worker         for (const gl::ShaderType shaderType : gl::kAllGraphicsShaderTypes)
494*8975f5c5SAndroid Build Coastguard Worker         {
495*8975f5c5SAndroid Build Coastguard Worker             if (mAttachedShaders[shaderType] != 0)
496*8975f5c5SAndroid Build Coastguard Worker             {
497*8975f5c5SAndroid Build Coastguard Worker                 mFunctions->detachShader(mProgramID, mAttachedShaders[shaderType]);
498*8975f5c5SAndroid Build Coastguard Worker             }
499*8975f5c5SAndroid Build Coastguard Worker         }
500*8975f5c5SAndroid Build Coastguard Worker     }
501*8975f5c5SAndroid Build Coastguard Worker 
502*8975f5c5SAndroid Build Coastguard Worker     // Verify the link
503*8975f5c5SAndroid Build Coastguard Worker     if (!checkLinkStatus())
504*8975f5c5SAndroid Build Coastguard Worker     {
505*8975f5c5SAndroid Build Coastguard Worker         return angle::Result::Stop;
506*8975f5c5SAndroid Build Coastguard Worker     }
507*8975f5c5SAndroid Build Coastguard Worker 
508*8975f5c5SAndroid Build Coastguard Worker     if (mFeatures.alwaysCallUseProgramAfterLink.enabled)
509*8975f5c5SAndroid Build Coastguard Worker     {
510*8975f5c5SAndroid Build Coastguard Worker         mStateManager->forceUseProgram(mProgramID);
511*8975f5c5SAndroid Build Coastguard Worker     }
512*8975f5c5SAndroid Build Coastguard Worker 
513*8975f5c5SAndroid Build Coastguard Worker     linkResources(resources);
514*8975f5c5SAndroid Build Coastguard Worker     getExecutable()->postLink(mFunctions, mStateManager, mFeatures, mProgramID);
515*8975f5c5SAndroid Build Coastguard Worker 
516*8975f5c5SAndroid Build Coastguard Worker     return angle::Result::Continue;
517*8975f5c5SAndroid Build Coastguard Worker }
518*8975f5c5SAndroid Build Coastguard Worker 
validate(const gl::Caps &)519*8975f5c5SAndroid Build Coastguard Worker GLboolean ProgramGL::validate(const gl::Caps & /*caps*/)
520*8975f5c5SAndroid Build Coastguard Worker {
521*8975f5c5SAndroid Build Coastguard Worker     // TODO(jmadill): implement validate
522*8975f5c5SAndroid Build Coastguard Worker     return true;
523*8975f5c5SAndroid Build Coastguard Worker }
524*8975f5c5SAndroid Build Coastguard Worker 
getUniformBlockSize(const std::string &,const std::string & blockMappedName,size_t * sizeOut) const525*8975f5c5SAndroid Build Coastguard Worker bool ProgramGL::getUniformBlockSize(const std::string & /* blockName */,
526*8975f5c5SAndroid Build Coastguard Worker                                     const std::string &blockMappedName,
527*8975f5c5SAndroid Build Coastguard Worker                                     size_t *sizeOut) const
528*8975f5c5SAndroid Build Coastguard Worker {
529*8975f5c5SAndroid Build Coastguard Worker     ASSERT(mProgramID != 0u);
530*8975f5c5SAndroid Build Coastguard Worker 
531*8975f5c5SAndroid Build Coastguard Worker     GLuint blockIndex = mFunctions->getUniformBlockIndex(mProgramID, blockMappedName.c_str());
532*8975f5c5SAndroid Build Coastguard Worker     if (blockIndex == GL_INVALID_INDEX)
533*8975f5c5SAndroid Build Coastguard Worker     {
534*8975f5c5SAndroid Build Coastguard Worker         *sizeOut = 0;
535*8975f5c5SAndroid Build Coastguard Worker         return false;
536*8975f5c5SAndroid Build Coastguard Worker     }
537*8975f5c5SAndroid Build Coastguard Worker 
538*8975f5c5SAndroid Build Coastguard Worker     GLint dataSize = 0;
539*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getActiveUniformBlockiv(mProgramID, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE,
540*8975f5c5SAndroid Build Coastguard Worker                                         &dataSize);
541*8975f5c5SAndroid Build Coastguard Worker     *sizeOut = static_cast<size_t>(dataSize);
542*8975f5c5SAndroid Build Coastguard Worker     return true;
543*8975f5c5SAndroid Build Coastguard Worker }
544*8975f5c5SAndroid Build Coastguard Worker 
getUniformBlockMemberInfo(const std::string &,const std::string & memberUniformMappedName,sh::BlockMemberInfo * memberInfoOut) const545*8975f5c5SAndroid Build Coastguard Worker bool ProgramGL::getUniformBlockMemberInfo(const std::string & /* memberUniformName */,
546*8975f5c5SAndroid Build Coastguard Worker                                           const std::string &memberUniformMappedName,
547*8975f5c5SAndroid Build Coastguard Worker                                           sh::BlockMemberInfo *memberInfoOut) const
548*8975f5c5SAndroid Build Coastguard Worker {
549*8975f5c5SAndroid Build Coastguard Worker     GLuint uniformIndex;
550*8975f5c5SAndroid Build Coastguard Worker     const GLchar *memberNameGLStr = memberUniformMappedName.c_str();
551*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getUniformIndices(mProgramID, 1, &memberNameGLStr, &uniformIndex);
552*8975f5c5SAndroid Build Coastguard Worker 
553*8975f5c5SAndroid Build Coastguard Worker     if (uniformIndex == GL_INVALID_INDEX)
554*8975f5c5SAndroid Build Coastguard Worker     {
555*8975f5c5SAndroid Build Coastguard Worker         *memberInfoOut = sh::kDefaultBlockMemberInfo;
556*8975f5c5SAndroid Build Coastguard Worker         return false;
557*8975f5c5SAndroid Build Coastguard Worker     }
558*8975f5c5SAndroid Build Coastguard Worker 
559*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_OFFSET,
560*8975f5c5SAndroid Build Coastguard Worker                                     &memberInfoOut->offset);
561*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_ARRAY_STRIDE,
562*8975f5c5SAndroid Build Coastguard Worker                                     &memberInfoOut->arrayStride);
563*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_MATRIX_STRIDE,
564*8975f5c5SAndroid Build Coastguard Worker                                     &memberInfoOut->matrixStride);
565*8975f5c5SAndroid Build Coastguard Worker 
566*8975f5c5SAndroid Build Coastguard Worker     // TODO(jmadill): possibly determine this at the gl::Program level.
567*8975f5c5SAndroid Build Coastguard Worker     GLint isRowMajorMatrix = 0;
568*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_IS_ROW_MAJOR,
569*8975f5c5SAndroid Build Coastguard Worker                                     &isRowMajorMatrix);
570*8975f5c5SAndroid Build Coastguard Worker     memberInfoOut->isRowMajorMatrix = gl::ConvertToBool(isRowMajorMatrix);
571*8975f5c5SAndroid Build Coastguard Worker     return true;
572*8975f5c5SAndroid Build Coastguard Worker }
573*8975f5c5SAndroid Build Coastguard Worker 
getShaderStorageBlockMemberInfo(const std::string &,const std::string & memberUniformMappedName,sh::BlockMemberInfo * memberInfoOut) const574*8975f5c5SAndroid Build Coastguard Worker bool ProgramGL::getShaderStorageBlockMemberInfo(const std::string & /* memberName */,
575*8975f5c5SAndroid Build Coastguard Worker                                                 const std::string &memberUniformMappedName,
576*8975f5c5SAndroid Build Coastguard Worker                                                 sh::BlockMemberInfo *memberInfoOut) const
577*8975f5c5SAndroid Build Coastguard Worker {
578*8975f5c5SAndroid Build Coastguard Worker     const GLchar *memberNameGLStr = memberUniformMappedName.c_str();
579*8975f5c5SAndroid Build Coastguard Worker     GLuint index =
580*8975f5c5SAndroid Build Coastguard Worker         mFunctions->getProgramResourceIndex(mProgramID, GL_BUFFER_VARIABLE, memberNameGLStr);
581*8975f5c5SAndroid Build Coastguard Worker 
582*8975f5c5SAndroid Build Coastguard Worker     if (index == GL_INVALID_INDEX)
583*8975f5c5SAndroid Build Coastguard Worker     {
584*8975f5c5SAndroid Build Coastguard Worker         *memberInfoOut = sh::kDefaultBlockMemberInfo;
585*8975f5c5SAndroid Build Coastguard Worker         return false;
586*8975f5c5SAndroid Build Coastguard Worker     }
587*8975f5c5SAndroid Build Coastguard Worker 
588*8975f5c5SAndroid Build Coastguard Worker     constexpr int kPropCount             = 5;
589*8975f5c5SAndroid Build Coastguard Worker     std::array<GLenum, kPropCount> props = {
590*8975f5c5SAndroid Build Coastguard Worker         {GL_ARRAY_STRIDE, GL_IS_ROW_MAJOR, GL_MATRIX_STRIDE, GL_OFFSET, GL_TOP_LEVEL_ARRAY_STRIDE}};
591*8975f5c5SAndroid Build Coastguard Worker     std::array<GLint, kPropCount> params;
592*8975f5c5SAndroid Build Coastguard Worker     GLsizei length;
593*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getProgramResourceiv(mProgramID, GL_BUFFER_VARIABLE, index, kPropCount,
594*8975f5c5SAndroid Build Coastguard Worker                                      props.data(), kPropCount, &length, params.data());
595*8975f5c5SAndroid Build Coastguard Worker     ASSERT(kPropCount == length);
596*8975f5c5SAndroid Build Coastguard Worker     memberInfoOut->arrayStride         = params[0];
597*8975f5c5SAndroid Build Coastguard Worker     memberInfoOut->isRowMajorMatrix    = params[1] != 0;
598*8975f5c5SAndroid Build Coastguard Worker     memberInfoOut->matrixStride        = params[2];
599*8975f5c5SAndroid Build Coastguard Worker     memberInfoOut->offset              = params[3];
600*8975f5c5SAndroid Build Coastguard Worker     memberInfoOut->topLevelArrayStride = params[4];
601*8975f5c5SAndroid Build Coastguard Worker 
602*8975f5c5SAndroid Build Coastguard Worker     return true;
603*8975f5c5SAndroid Build Coastguard Worker }
604*8975f5c5SAndroid Build Coastguard Worker 
getShaderStorageBlockSize(const std::string & name,const std::string & mappedName,size_t * sizeOut) const605*8975f5c5SAndroid Build Coastguard Worker bool ProgramGL::getShaderStorageBlockSize(const std::string &name,
606*8975f5c5SAndroid Build Coastguard Worker                                           const std::string &mappedName,
607*8975f5c5SAndroid Build Coastguard Worker                                           size_t *sizeOut) const
608*8975f5c5SAndroid Build Coastguard Worker {
609*8975f5c5SAndroid Build Coastguard Worker     const GLchar *nameGLStr = mappedName.c_str();
610*8975f5c5SAndroid Build Coastguard Worker     GLuint index =
611*8975f5c5SAndroid Build Coastguard Worker         mFunctions->getProgramResourceIndex(mProgramID, GL_SHADER_STORAGE_BLOCK, nameGLStr);
612*8975f5c5SAndroid Build Coastguard Worker 
613*8975f5c5SAndroid Build Coastguard Worker     if (index == GL_INVALID_INDEX)
614*8975f5c5SAndroid Build Coastguard Worker     {
615*8975f5c5SAndroid Build Coastguard Worker         *sizeOut = 0;
616*8975f5c5SAndroid Build Coastguard Worker         return false;
617*8975f5c5SAndroid Build Coastguard Worker     }
618*8975f5c5SAndroid Build Coastguard Worker 
619*8975f5c5SAndroid Build Coastguard Worker     GLenum prop    = GL_BUFFER_DATA_SIZE;
620*8975f5c5SAndroid Build Coastguard Worker     GLsizei length = 0;
621*8975f5c5SAndroid Build Coastguard Worker     GLint dataSize = 0;
622*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getProgramResourceiv(mProgramID, GL_SHADER_STORAGE_BLOCK, index, 1, &prop, 1,
623*8975f5c5SAndroid Build Coastguard Worker                                      &length, &dataSize);
624*8975f5c5SAndroid Build Coastguard Worker     *sizeOut = static_cast<size_t>(dataSize);
625*8975f5c5SAndroid Build Coastguard Worker     return true;
626*8975f5c5SAndroid Build Coastguard Worker }
627*8975f5c5SAndroid Build Coastguard Worker 
getAtomicCounterBufferSizeMap(std::map<int,unsigned int> * sizeMapOut) const628*8975f5c5SAndroid Build Coastguard Worker void ProgramGL::getAtomicCounterBufferSizeMap(std::map<int, unsigned int> *sizeMapOut) const
629*8975f5c5SAndroid Build Coastguard Worker {
630*8975f5c5SAndroid Build Coastguard Worker     if (mFunctions->getProgramInterfaceiv == nullptr)
631*8975f5c5SAndroid Build Coastguard Worker     {
632*8975f5c5SAndroid Build Coastguard Worker         return;
633*8975f5c5SAndroid Build Coastguard Worker     }
634*8975f5c5SAndroid Build Coastguard Worker 
635*8975f5c5SAndroid Build Coastguard Worker     int resourceCount = 0;
636*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getProgramInterfaceiv(mProgramID, GL_ATOMIC_COUNTER_BUFFER, GL_ACTIVE_RESOURCES,
637*8975f5c5SAndroid Build Coastguard Worker                                       &resourceCount);
638*8975f5c5SAndroid Build Coastguard Worker 
639*8975f5c5SAndroid Build Coastguard Worker     for (int index = 0; index < resourceCount; index++)
640*8975f5c5SAndroid Build Coastguard Worker     {
641*8975f5c5SAndroid Build Coastguard Worker         constexpr int kPropCount             = 2;
642*8975f5c5SAndroid Build Coastguard Worker         std::array<GLenum, kPropCount> props = {{GL_BUFFER_BINDING, GL_BUFFER_DATA_SIZE}};
643*8975f5c5SAndroid Build Coastguard Worker         std::array<GLint, kPropCount> params;
644*8975f5c5SAndroid Build Coastguard Worker         GLsizei length;
645*8975f5c5SAndroid Build Coastguard Worker         mFunctions->getProgramResourceiv(mProgramID, GL_ATOMIC_COUNTER_BUFFER, index, kPropCount,
646*8975f5c5SAndroid Build Coastguard Worker                                          props.data(), kPropCount, &length, params.data());
647*8975f5c5SAndroid Build Coastguard Worker         ASSERT(kPropCount == length);
648*8975f5c5SAndroid Build Coastguard Worker         int bufferBinding           = params[0];
649*8975f5c5SAndroid Build Coastguard Worker         unsigned int bufferDataSize = params[1];
650*8975f5c5SAndroid Build Coastguard Worker         sizeMapOut->insert(std::pair<int, unsigned int>(bufferBinding, bufferDataSize));
651*8975f5c5SAndroid Build Coastguard Worker     }
652*8975f5c5SAndroid Build Coastguard Worker }
653*8975f5c5SAndroid Build Coastguard Worker 
checkLinkStatus()654*8975f5c5SAndroid Build Coastguard Worker bool ProgramGL::checkLinkStatus()
655*8975f5c5SAndroid Build Coastguard Worker {
656*8975f5c5SAndroid Build Coastguard Worker     GLint linkStatus = GL_FALSE;
657*8975f5c5SAndroid Build Coastguard Worker     mFunctions->getProgramiv(mProgramID, GL_LINK_STATUS, &linkStatus);
658*8975f5c5SAndroid Build Coastguard Worker     if (linkStatus == GL_FALSE)
659*8975f5c5SAndroid Build Coastguard Worker     {
660*8975f5c5SAndroid Build Coastguard Worker         // Linking or program binary loading failed, put the error into the info log.
661*8975f5c5SAndroid Build Coastguard Worker         GLint infoLogLength = 0;
662*8975f5c5SAndroid Build Coastguard Worker         mFunctions->getProgramiv(mProgramID, GL_INFO_LOG_LENGTH, &infoLogLength);
663*8975f5c5SAndroid Build Coastguard Worker 
664*8975f5c5SAndroid Build Coastguard Worker         // Info log length includes the null terminator, so 1 means that the info log is an empty
665*8975f5c5SAndroid Build Coastguard Worker         // string.
666*8975f5c5SAndroid Build Coastguard Worker         if (infoLogLength > 1)
667*8975f5c5SAndroid Build Coastguard Worker         {
668*8975f5c5SAndroid Build Coastguard Worker             std::vector<char> buf(infoLogLength);
669*8975f5c5SAndroid Build Coastguard Worker             mFunctions->getProgramInfoLog(mProgramID, infoLogLength, nullptr, &buf[0]);
670*8975f5c5SAndroid Build Coastguard Worker 
671*8975f5c5SAndroid Build Coastguard Worker             mState.getExecutable().getInfoLog() << buf.data();
672*8975f5c5SAndroid Build Coastguard Worker 
673*8975f5c5SAndroid Build Coastguard Worker             WARN() << "Program link or binary loading failed: " << buf.data();
674*8975f5c5SAndroid Build Coastguard Worker         }
675*8975f5c5SAndroid Build Coastguard Worker         else
676*8975f5c5SAndroid Build Coastguard Worker         {
677*8975f5c5SAndroid Build Coastguard Worker             WARN() << "Program link or binary loading failed with no info log.";
678*8975f5c5SAndroid Build Coastguard Worker         }
679*8975f5c5SAndroid Build Coastguard Worker 
680*8975f5c5SAndroid Build Coastguard Worker         // This may happen under normal circumstances if we're loading program binaries and the
681*8975f5c5SAndroid Build Coastguard Worker         // driver or hardware has changed.
682*8975f5c5SAndroid Build Coastguard Worker         ASSERT(mProgramID != 0);
683*8975f5c5SAndroid Build Coastguard Worker         return false;
684*8975f5c5SAndroid Build Coastguard Worker     }
685*8975f5c5SAndroid Build Coastguard Worker 
686*8975f5c5SAndroid Build Coastguard Worker     return true;
687*8975f5c5SAndroid Build Coastguard Worker }
688*8975f5c5SAndroid Build Coastguard Worker 
markUnusedUniformLocations(std::vector<gl::VariableLocation> * uniformLocations,std::vector<gl::SamplerBinding> * samplerBindings,std::vector<gl::ImageBinding> * imageBindings)689*8975f5c5SAndroid Build Coastguard Worker void ProgramGL::markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations,
690*8975f5c5SAndroid Build Coastguard Worker                                            std::vector<gl::SamplerBinding> *samplerBindings,
691*8975f5c5SAndroid Build Coastguard Worker                                            std::vector<gl::ImageBinding> *imageBindings)
692*8975f5c5SAndroid Build Coastguard Worker {
693*8975f5c5SAndroid Build Coastguard Worker     const gl::ProgramExecutable &executable = mState.getExecutable();
694*8975f5c5SAndroid Build Coastguard Worker     const ProgramExecutableGL *executableGL = getExecutable();
695*8975f5c5SAndroid Build Coastguard Worker 
696*8975f5c5SAndroid Build Coastguard Worker     GLint maxLocation = static_cast<GLint>(uniformLocations->size());
697*8975f5c5SAndroid Build Coastguard Worker     for (GLint location = 0; location < maxLocation; ++location)
698*8975f5c5SAndroid Build Coastguard Worker     {
699*8975f5c5SAndroid Build Coastguard Worker         if (executableGL->mUniformRealLocationMap[location] == -1)
700*8975f5c5SAndroid Build Coastguard Worker         {
701*8975f5c5SAndroid Build Coastguard Worker             auto &locationRef = (*uniformLocations)[location];
702*8975f5c5SAndroid Build Coastguard Worker             if (executable.isSamplerUniformIndex(locationRef.index))
703*8975f5c5SAndroid Build Coastguard Worker             {
704*8975f5c5SAndroid Build Coastguard Worker                 GLuint samplerIndex = executable.getSamplerIndexFromUniformIndex(locationRef.index);
705*8975f5c5SAndroid Build Coastguard Worker                 gl::SamplerBinding &samplerBinding = (*samplerBindings)[samplerIndex];
706*8975f5c5SAndroid Build Coastguard Worker                 if (locationRef.arrayIndex <
707*8975f5c5SAndroid Build Coastguard Worker                     static_cast<unsigned int>(samplerBinding.textureUnitsCount))
708*8975f5c5SAndroid Build Coastguard Worker                 {
709*8975f5c5SAndroid Build Coastguard Worker                     // Crop unused sampler bindings in the sampler array.
710*8975f5c5SAndroid Build Coastguard Worker                     SetBitField(samplerBinding.textureUnitsCount, locationRef.arrayIndex);
711*8975f5c5SAndroid Build Coastguard Worker                 }
712*8975f5c5SAndroid Build Coastguard Worker             }
713*8975f5c5SAndroid Build Coastguard Worker             else if (executable.isImageUniformIndex(locationRef.index))
714*8975f5c5SAndroid Build Coastguard Worker             {
715*8975f5c5SAndroid Build Coastguard Worker                 GLuint imageIndex = executable.getImageIndexFromUniformIndex(locationRef.index);
716*8975f5c5SAndroid Build Coastguard Worker                 gl::ImageBinding &imageBinding = (*imageBindings)[imageIndex];
717*8975f5c5SAndroid Build Coastguard Worker                 if (locationRef.arrayIndex < imageBinding.boundImageUnits.size())
718*8975f5c5SAndroid Build Coastguard Worker                 {
719*8975f5c5SAndroid Build Coastguard Worker                     // Crop unused image bindings in the image array.
720*8975f5c5SAndroid Build Coastguard Worker                     imageBinding.boundImageUnits.resize(locationRef.arrayIndex);
721*8975f5c5SAndroid Build Coastguard Worker                 }
722*8975f5c5SAndroid Build Coastguard Worker             }
723*8975f5c5SAndroid Build Coastguard Worker             // If the location has been previously bound by a glBindUniformLocation call, it should
724*8975f5c5SAndroid Build Coastguard Worker             // be marked as ignored. Otherwise it's unused.
725*8975f5c5SAndroid Build Coastguard Worker             if (mState.getUniformLocationBindings().getBindingByLocation(location) != -1)
726*8975f5c5SAndroid Build Coastguard Worker             {
727*8975f5c5SAndroid Build Coastguard Worker                 locationRef.markIgnored();
728*8975f5c5SAndroid Build Coastguard Worker             }
729*8975f5c5SAndroid Build Coastguard Worker             else
730*8975f5c5SAndroid Build Coastguard Worker             {
731*8975f5c5SAndroid Build Coastguard Worker                 locationRef.markUnused();
732*8975f5c5SAndroid Build Coastguard Worker             }
733*8975f5c5SAndroid Build Coastguard Worker         }
734*8975f5c5SAndroid Build Coastguard Worker     }
735*8975f5c5SAndroid Build Coastguard Worker }
736*8975f5c5SAndroid Build Coastguard Worker 
linkResources(const gl::ProgramLinkedResources & resources)737*8975f5c5SAndroid Build Coastguard Worker void ProgramGL::linkResources(const gl::ProgramLinkedResources &resources)
738*8975f5c5SAndroid Build Coastguard Worker {
739*8975f5c5SAndroid Build Coastguard Worker     // Gather interface block info.
740*8975f5c5SAndroid Build Coastguard Worker     auto getUniformBlockSize = [this](const std::string &name, const std::string &mappedName,
741*8975f5c5SAndroid Build Coastguard Worker                                       size_t *sizeOut) {
742*8975f5c5SAndroid Build Coastguard Worker         return this->getUniformBlockSize(name, mappedName, sizeOut);
743*8975f5c5SAndroid Build Coastguard Worker     };
744*8975f5c5SAndroid Build Coastguard Worker 
745*8975f5c5SAndroid Build Coastguard Worker     auto getUniformBlockMemberInfo = [this](const std::string &name, const std::string &mappedName,
746*8975f5c5SAndroid Build Coastguard Worker                                             sh::BlockMemberInfo *infoOut) {
747*8975f5c5SAndroid Build Coastguard Worker         return this->getUniformBlockMemberInfo(name, mappedName, infoOut);
748*8975f5c5SAndroid Build Coastguard Worker     };
749*8975f5c5SAndroid Build Coastguard Worker 
750*8975f5c5SAndroid Build Coastguard Worker     resources.uniformBlockLinker.linkBlocks(getUniformBlockSize, getUniformBlockMemberInfo);
751*8975f5c5SAndroid Build Coastguard Worker 
752*8975f5c5SAndroid Build Coastguard Worker     auto getShaderStorageBlockSize = [this](const std::string &name, const std::string &mappedName,
753*8975f5c5SAndroid Build Coastguard Worker                                             size_t *sizeOut) {
754*8975f5c5SAndroid Build Coastguard Worker         return this->getShaderStorageBlockSize(name, mappedName, sizeOut);
755*8975f5c5SAndroid Build Coastguard Worker     };
756*8975f5c5SAndroid Build Coastguard Worker 
757*8975f5c5SAndroid Build Coastguard Worker     auto getShaderStorageBlockMemberInfo = [this](const std::string &name,
758*8975f5c5SAndroid Build Coastguard Worker                                                   const std::string &mappedName,
759*8975f5c5SAndroid Build Coastguard Worker                                                   sh::BlockMemberInfo *infoOut) {
760*8975f5c5SAndroid Build Coastguard Worker         return this->getShaderStorageBlockMemberInfo(name, mappedName, infoOut);
761*8975f5c5SAndroid Build Coastguard Worker     };
762*8975f5c5SAndroid Build Coastguard Worker     resources.shaderStorageBlockLinker.linkBlocks(getShaderStorageBlockSize,
763*8975f5c5SAndroid Build Coastguard Worker                                                   getShaderStorageBlockMemberInfo);
764*8975f5c5SAndroid Build Coastguard Worker 
765*8975f5c5SAndroid Build Coastguard Worker     // Gather atomic counter buffer info.
766*8975f5c5SAndroid Build Coastguard Worker     std::map<int, unsigned int> sizeMap;
767*8975f5c5SAndroid Build Coastguard Worker     getAtomicCounterBufferSizeMap(&sizeMap);
768*8975f5c5SAndroid Build Coastguard Worker     resources.atomicCounterBufferLinker.link(sizeMap);
769*8975f5c5SAndroid Build Coastguard Worker 
770*8975f5c5SAndroid Build Coastguard Worker     const gl::SharedCompiledShaderState &fragmentShader =
771*8975f5c5SAndroid Build Coastguard Worker         mState.getAttachedShader(gl::ShaderType::Fragment);
772*8975f5c5SAndroid Build Coastguard Worker     if (fragmentShader != nullptr)
773*8975f5c5SAndroid Build Coastguard Worker     {
774*8975f5c5SAndroid Build Coastguard Worker         resources.pixelLocalStorageLinker.link(fragmentShader->pixelLocalStorageFormats);
775*8975f5c5SAndroid Build Coastguard Worker     }
776*8975f5c5SAndroid Build Coastguard Worker }
777*8975f5c5SAndroid Build Coastguard Worker 
onUniformBlockBinding(gl::UniformBlockIndex uniformBlockIndex)778*8975f5c5SAndroid Build Coastguard Worker void ProgramGL::onUniformBlockBinding(gl::UniformBlockIndex uniformBlockIndex)
779*8975f5c5SAndroid Build Coastguard Worker {
780*8975f5c5SAndroid Build Coastguard Worker     getExecutable()->mDirtyUniformBlockBindings.set(uniformBlockIndex.value);
781*8975f5c5SAndroid Build Coastguard Worker }
782*8975f5c5SAndroid Build Coastguard Worker }  // namespace rx
783