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//
// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Program.h: Defines the gl::Program class. Implements GL program objects
// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
#ifndef LIBANGLE_PROGRAM_H_
#define LIBANGLE_PROGRAM_H_
#include <GLES2/gl2.h>
#include <GLSLANG/ShaderVars.h>
#include <array>
#include <map>
#include <set>
#include <sstream>
#include <string>
#include <vector>
#include "common/angleutils.h"
#include "common/mathutil.h"
#include "common/Optional.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/RefCountObject.h"
#include "libANGLE/Uniform.h"
#include "libANGLE/angletypes.h"
namespace rx
{
class GLImplFactory;
class ProgramImpl;
struct TranslatedAttribute;
}
namespace gl
{
struct Caps;
class Context;
class ContextState;
class Shader;
class ShaderProgramManager;
class State;
class InfoLog;
class Buffer;
class Framebuffer;
extern const char * const g_fakepath;
class InfoLog : angle::NonCopyable
{
public:
InfoLog();
~InfoLog();
size_t getLength() const;
void getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
void appendSanitized(const char *message);
void reset();
// This helper class ensures we append a newline after writing a line.
class StreamHelper : angle::NonCopyable
{
public:
StreamHelper(StreamHelper &&rhs)
: mStream(rhs.mStream)
{
rhs.mStream = nullptr;
}
StreamHelper &operator=(StreamHelper &&rhs)
{
std::swap(mStream, rhs.mStream);
return *this;
}
~StreamHelper()
{
// Write newline when destroyed on the stack
if (mStream)
{
(*mStream) << std::endl;
}
}
template <typename T>
StreamHelper &operator<<(const T &value)
{
(*mStream) << value;
return *this;
}
private:
friend class InfoLog;
StreamHelper(std::stringstream *stream)
: mStream(stream)
{
ASSERT(stream);
}
std::stringstream *mStream;
};
template <typename T>
StreamHelper operator<<(const T &value)
{
ensureInitialized();
StreamHelper helper(mLazyStream.get());
helper << value;
return helper;
}
std::string str() const { return mLazyStream ? mLazyStream->str() : ""; }
private:
void ensureInitialized()
{
if (!mLazyStream)
{
mLazyStream.reset(new std::stringstream());
}
}
std::unique_ptr<std::stringstream> mLazyStream;
};
// Struct used for correlating uniforms/elements of uniform arrays to handles
struct VariableLocation
{
static constexpr unsigned int kUnused = GL_INVALID_INDEX;
VariableLocation();
VariableLocation(unsigned int arrayIndex, unsigned int index);
// If used is false, it means this location is only used to fill an empty space in an array,
// and there is no corresponding uniform variable for this location. It can also mean the
// uniform was optimized out by the implementation.
bool used() const { return (index != kUnused); }
void markUnused() { index = kUnused; }
void markIgnored() { ignored = true; }
// "arrayIndex" stores the index of the innermost GLSL array. It's zero for non-arrays.
unsigned int arrayIndex;
// "index" is an index of the variable. The variable contains the indices for other than the
// innermost GLSL arrays.
unsigned int index;
// If this location was bound to an unreferenced uniform. Setting data on this uniform is a
// no-op.
bool ignored;
};
// Information about a variable binding.
// Currently used by CHROMIUM_path_rendering
struct BindingInfo
{
// The type of binding, for example GL_FLOAT_VEC3.
// This can be GL_NONE if the variable is optimized away.
GLenum type;
// This is the name of the variable in
// the translated shader program. Note that
// this can be empty in the case where the
// variable has been optimized away.
std::string name;
// True if the binding is valid, otherwise false.
bool valid;
};
// This small structure encapsulates binding sampler uniforms to active GL textures.
struct SamplerBinding
{
SamplerBinding(GLenum textureTypeIn, size_t elementCount, bool unreferenced);
SamplerBinding(const SamplerBinding &other);
~SamplerBinding();
// Necessary for retrieving active textures from the GL state.
GLenum textureType;
// List of all textures bound to this sampler, of type textureType.
std::vector<GLuint> boundTextureUnits;
// A note if this sampler is an unreferenced uniform.
bool unreferenced;
};
// A varying with tranform feedback enabled. If it's an array, either the whole array or one of its
// elements specified by 'arrayIndex' can set to be enabled.
struct TransformFeedbackVarying : public sh::Varying
{
TransformFeedbackVarying(const sh::Varying &varyingIn, GLuint index)
: sh::Varying(varyingIn), arrayIndex(index)
{
ASSERT(!isArrayOfArrays());
}
std::string nameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << name;
if (arrayIndex != GL_INVALID_INDEX)
{
fullNameStr << "[" << arrayIndex << "]";
}
return fullNameStr.str();
}
GLsizei size() const
{
return (isArray() && arrayIndex == GL_INVALID_INDEX ? getOutermostArraySize() : 1);
}
GLuint arrayIndex;
};
struct ImageBinding
{
ImageBinding(size_t count);
ImageBinding(GLuint imageUnit, size_t count);
ImageBinding(const ImageBinding &other);
~ImageBinding();
std::vector<GLuint> boundImageUnits;
};
using ShaderStagesMask = angle::BitSet<SHADER_TYPE_MAX>;
class ProgramState final : angle::NonCopyable
{
public:
ProgramState();
~ProgramState();
const std::string &getLabel();
Shader *getAttachedVertexShader() const { return mAttachedVertexShader; }
Shader *getAttachedFragmentShader() const { return mAttachedFragmentShader; }
Shader *getAttachedComputeShader() const { return mAttachedComputeShader; }
Shader *getAttachedGeometryShader() const { return mAttachedGeometryShader; }
const std::vector<std::string> &getTransformFeedbackVaryingNames() const
{
return mTransformFeedbackVaryingNames;
}
GLint getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const
{
ASSERT(uniformBlockIndex < mUniformBlocks.size());
return mUniformBlocks[uniformBlockIndex].binding;
}
GLuint getShaderStorageBlockBinding(GLuint blockIndex) const
{
ASSERT(blockIndex < mShaderStorageBlocks.size());
return mShaderStorageBlocks[blockIndex].binding;
}
const UniformBlockBindingMask &getActiveUniformBlockBindingsMask() const
{
return mActiveUniformBlockBindings;
}
const std::vector<sh::Attribute> &getAttributes() const { return mAttributes; }
const AttributesMask &getActiveAttribLocationsMask() const
{
return mActiveAttribLocationsMask;
}
unsigned int getMaxActiveAttribLocation() const { return mMaxActiveAttribLocation; }
DrawBufferMask getActiveOutputVariables() const { return mActiveOutputVariables; }
const std::vector<sh::OutputVariable> &getOutputVariables() const { return mOutputVariables; }
const std::vector<VariableLocation> &getOutputLocations() const { return mOutputLocations; }
const std::vector<LinkedUniform> &getUniforms() const { return mUniforms; }
const std::vector<VariableLocation> &getUniformLocations() const { return mUniformLocations; }
const std::vector<InterfaceBlock> &getUniformBlocks() const { return mUniformBlocks; }
const std::vector<InterfaceBlock> &getShaderStorageBlocks() const
{
return mShaderStorageBlocks;
}
const std::vector<BufferVariable> &getBufferVariables() const { return mBufferVariables; }
const std::vector<SamplerBinding> &getSamplerBindings() const { return mSamplerBindings; }
const std::vector<ImageBinding> &getImageBindings() const { return mImageBindings; }
const sh::WorkGroupSize &getComputeShaderLocalSize() const { return mComputeShaderLocalSize; }
const RangeUI &getSamplerUniformRange() const { return mSamplerUniformRange; }
const RangeUI &getImageUniformRange() const { return mImageUniformRange; }
const RangeUI &getAtomicCounterUniformRange() const { return mAtomicCounterUniformRange; }
const std::vector<TransformFeedbackVarying> &getLinkedTransformFeedbackVaryings() const
{
return mLinkedTransformFeedbackVaryings;
}
const std::vector<AtomicCounterBuffer> &getAtomicCounterBuffers() const
{
return mAtomicCounterBuffers;
}
GLuint getUniformIndexFromName(const std::string &name) const;
GLuint getUniformIndexFromLocation(GLint location) const;
Optional<GLuint> getSamplerIndex(GLint location) const;
bool isSamplerUniformIndex(GLuint index) const;
GLuint getSamplerIndexFromUniformIndex(GLuint uniformIndex) const;
GLuint getAttributeLocation(const std::string &name) const;
GLuint getBufferVariableIndexFromName(const std::string &name) const;
int getNumViews() const { return mNumViews; }
bool usesMultiview() const { return mNumViews != -1; }
const ShaderStagesMask &getLinkedShaderStages() const { return mLinkedShaderStages; }
private:
friend class MemoryProgramCache;
friend class Program;
std::string mLabel;
sh::WorkGroupSize mComputeShaderLocalSize;
Shader *mAttachedFragmentShader;
Shader *mAttachedVertexShader;
Shader *mAttachedComputeShader;
Shader *mAttachedGeometryShader;
std::vector<std::string> mTransformFeedbackVaryingNames;
std::vector<TransformFeedbackVarying> mLinkedTransformFeedbackVaryings;
GLenum mTransformFeedbackBufferMode;
// For faster iteration on the blocks currently being bound.
UniformBlockBindingMask mActiveUniformBlockBindings;
std::vector<sh::Attribute> mAttributes;
angle::BitSet<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
unsigned int mMaxActiveAttribLocation;
// Uniforms are sorted in order:
// 1. Non-opaque uniforms
// 2. Sampler uniforms
// 3. Image uniforms
// 4. Atomic counter uniforms
// 5. Uniform block uniforms
// This makes opaque uniform validation easier, since we don't need a separate list.
// For generating the entries and naming them we follow the spec: GLES 3.1 November 2016 section
// 7.3.1.1 Naming Active Resources. There's a separate entry for each struct member and each
// inner array of an array of arrays. Names and mapped names of uniforms that are arrays include
// [0] in the end. This makes implementation of queries simpler.
std::vector<LinkedUniform> mUniforms;
std::vector<VariableLocation> mUniformLocations;
std::vector<InterfaceBlock> mUniformBlocks;
std::vector<BufferVariable> mBufferVariables;
std::vector<InterfaceBlock> mShaderStorageBlocks;
std::vector<AtomicCounterBuffer> mAtomicCounterBuffers;
RangeUI mSamplerUniformRange;
RangeUI mImageUniformRange;
RangeUI mAtomicCounterUniformRange;
// An array of the samplers that are used by the program
std::vector<gl::SamplerBinding> mSamplerBindings;
// An array of the images that are used by the program
std::vector<gl::ImageBinding> mImageBindings;
// Names and mapped names of output variables that are arrays include [0] in the end, similarly
// to uniforms.
std::vector<sh::OutputVariable> mOutputVariables;
std::vector<VariableLocation> mOutputLocations;
DrawBufferMask mActiveOutputVariables;
// Fragment output variable base types: FLOAT, INT, or UINT. Ordered by location.
std::vector<GLenum> mOutputVariableTypes;
bool mBinaryRetrieveableHint;
bool mSeparable;
ShaderStagesMask mLinkedShaderStages;
// ANGLE_multiview.
int mNumViews;
};
class ProgramBindings final : angle::NonCopyable
{
public:
ProgramBindings();
~ProgramBindings();
void bindLocation(GLuint index, const std::string &name);
int getBinding(const std::string &name) const;
using const_iterator = std::unordered_map<std::string, GLuint>::const_iterator;
const_iterator begin() const;
const_iterator end() const;
private:
std::unordered_map<std::string, GLuint> mBindings;
};
struct ProgramVaryingRef
{
const sh::Varying *get() const { return vertex ? vertex : fragment; }
const sh::Varying *vertex = nullptr;
const sh::Varying *fragment = nullptr;
};
using ProgramMergedVaryings = std::map<std::string, ProgramVaryingRef>;
class Program final : angle::NonCopyable, public LabeledObject
{
public:
Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle);
void onDestroy(const Context *context);
GLuint id() const { return mHandle; }
void setLabel(const std::string &label) override;
const std::string &getLabel() const override;
rx::ProgramImpl *getImplementation() const { return mProgram; }
void attachShader(Shader *shader);
void detachShader(const Context *context, Shader *shader);
int getAttachedShadersCount() const;
const Shader *getAttachedVertexShader() const { return mState.mAttachedVertexShader; }
const Shader *getAttachedFragmentShader() const { return mState.mAttachedFragmentShader; }
const Shader *getAttachedComputeShader() const { return mState.mAttachedComputeShader; }
const Shader *getAttachedGeometryShader() const { return mState.mAttachedGeometryShader; }
void bindAttributeLocation(GLuint index, const char *name);
void bindUniformLocation(GLuint index, const char *name);
// CHROMIUM_path_rendering
BindingInfo getFragmentInputBindingInfo(const Context *context, GLint index) const;
void bindFragmentInputLocation(GLint index, const char *name);
void pathFragmentInputGen(const Context *context,
GLint index,
GLenum genMode,
GLint components,
const GLfloat *coeffs);
Error link(const gl::Context *context);
bool isLinked() const;
bool hasLinkedVertexShader() const { return mState.mLinkedShaderStages[SHADER_VERTEX]; }
bool hasLinkedFragmentShader() const { return mState.mLinkedShaderStages[SHADER_FRAGMENT]; }
bool hasLinkedComputeShader() const { return mState.mLinkedShaderStages[SHADER_COMPUTE]; }
Error loadBinary(const Context *context,
GLenum binaryFormat,
const void *binary,
GLsizei length);
Error saveBinary(const Context *context,
GLenum *binaryFormat,
void *binary,
GLsizei bufSize,
GLsizei *length) const;
GLint getBinaryLength(const Context *context) const;
void setBinaryRetrievableHint(bool retrievable);
bool getBinaryRetrievableHint() const;
void setSeparable(bool separable);
bool isSeparable() const;
int getInfoLogLength() const;
void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const;
GLuint getAttributeLocation(const std::string &name) const;
bool isAttribLocationActive(size_t attribLocation) const;
void getActiveAttribute(GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name) const;
GLint getActiveAttributeCount() const;
GLint getActiveAttributeMaxLength() const;
const std::vector<sh::Attribute> &getAttributes() const { return mState.mAttributes; }
GLint getFragDataLocation(const std::string &name) const;
size_t getOutputResourceCount() const;
const std::vector<GLenum> &getOutputVariableTypes() const
{
return mState.mOutputVariableTypes;
}
DrawBufferMask getActiveOutputVariables() const { return mState.mActiveOutputVariables; }
void getActiveUniform(GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name) const;
GLint getActiveUniformCount() const;
size_t getActiveBufferVariableCount() const;
GLint getActiveUniformMaxLength() const;
bool isValidUniformLocation(GLint location) const;
const LinkedUniform &getUniformByLocation(GLint location) const;
const VariableLocation &getUniformLocation(GLint location) const;
const std::vector<VariableLocation> &getUniformLocations() const;
const LinkedUniform &getUniformByIndex(GLuint index) const;
const BufferVariable &getBufferVariableByIndex(GLuint index) const;
enum SetUniformResult
{
SamplerChanged,
NoSamplerChange,
};
GLint getUniformLocation(const std::string &name) const;
GLuint getUniformIndex(const std::string &name) const;
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
SetUniformResult setUniform1iv(GLint location, GLsizei count, const GLint *v);
void setUniform2iv(GLint location, GLsizei count, const GLint *v);
void setUniform3iv(GLint location, GLsizei count, const GLint *v);
void setUniform4iv(GLint location, GLsizei count, const GLint *v);
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void getUniformfv(const Context *context, GLint location, GLfloat *params) const;
void getUniformiv(const Context *context, GLint location, GLint *params) const;
void getUniformuiv(const Context *context, GLint location, GLuint *params) const;
void getActiveUniformBlockName(const GLuint blockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *blockName) const;
void getActiveShaderStorageBlockName(const GLuint blockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *blockName) const;
GLuint getActiveUniformBlockCount() const;
GLuint getActiveAtomicCounterBufferCount() const;
GLuint getActiveShaderStorageBlockCount() const;
GLint getActiveUniformBlockMaxLength() const;
GLuint getUniformBlockIndex(const std::string &name) const;
GLuint getShaderStorageBlockIndex(const std::string &name) const;
void bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding);
GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const;
GLuint getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const;
const InterfaceBlock &getUniformBlockByIndex(GLuint index) const;
const InterfaceBlock &getShaderStorageBlockByIndex(GLuint index) const;
void setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode);
void getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const;
GLsizei getTransformFeedbackVaryingCount() const;
GLsizei getTransformFeedbackVaryingMaxLength() const;
GLenum getTransformFeedbackBufferMode() const;
static bool linkValidateInterfaceBlockFields(InfoLog &infoLog,
const std::string &uniformName,
const sh::InterfaceBlockField &vertexUniform,
const sh::InterfaceBlockField &fragmentUniform,
bool webglCompatibility);
void addRef();
void release(const Context *context);
unsigned int getRefCount() const;
void flagForDeletion();
bool isFlaggedForDeletion() const;
void validate(const Caps &caps);
bool validateSamplers(InfoLog *infoLog, const Caps &caps);
bool isValidated() const;
bool samplesFromTexture(const gl::State &state, GLuint textureID) const;
const AttributesMask &getActiveAttribLocationsMask() const
{
return mState.mActiveAttribLocationsMask;
}
const std::vector<SamplerBinding> &getSamplerBindings() const
{
return mState.mSamplerBindings;
}
const std::vector<ImageBinding> &getImageBindings() const { return mState.mImageBindings; }
const sh::WorkGroupSize &getComputeShaderLocalSize() const
{
return mState.mComputeShaderLocalSize;
}
const ProgramState &getState() const { return mState; }
static bool linkValidateVariablesBase(InfoLog &infoLog,
const std::string &variableName,
const sh::ShaderVariable &vertexVariable,
const sh::ShaderVariable &fragmentVariable,
bool validatePrecision);
GLuint getInputResourceIndex(const GLchar *name) const;
GLuint getOutputResourceIndex(const GLchar *name) const;
void getInputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
void getOutputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
void getUniformResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
void getBufferVariableResourceName(GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name) const;
const sh::Attribute &getInputResource(GLuint index) const;
const sh::OutputVariable &getOutputResource(GLuint index) const;
const ProgramBindings &getAttributeBindings() const { return mAttributeBindings; }
const ProgramBindings &getUniformLocationBindings() const { return mUniformLocationBindings; }
const ProgramBindings &getFragmentInputBindings() const { return mFragmentInputBindings; }
int getNumViews() const { return mState.getNumViews(); }
bool usesMultiview() const { return mState.usesMultiview(); }
private:
~Program() override;
void unlink();
bool linkAttributes(const Context *context, InfoLog &infoLog);
bool validateVertexAndFragmentInterfaceBlocks(
const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks,
const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks,
InfoLog &infoLog,
bool webglCompatibility) const;
bool linkInterfaceBlocks(const Context *context, InfoLog &infoLog);
bool linkVaryings(const Context *context, InfoLog &infoLog) const;
bool linkUniforms(const Context *context,
InfoLog &infoLog,
const ProgramBindings &uniformLocationBindings);
void linkSamplerAndImageBindings();
bool linkAtomicCounterBuffers();
void updateLinkedShaderStages();
bool areMatchingInterfaceBlocks(InfoLog &infoLog,
const sh::InterfaceBlock &vertexInterfaceBlock,
const sh::InterfaceBlock &fragmentInterfaceBlock,
bool webglCompatibility) const;
static bool linkValidateVaryings(InfoLog &infoLog,
const std::string &varyingName,
const sh::Varying &vertexVarying,
const sh::Varying &fragmentVarying,
int shaderVersion);
bool linkValidateBuiltInVaryings(const Context *context, InfoLog &infoLog) const;
bool linkValidateTransformFeedback(const gl::Context *context,
InfoLog &infoLog,
const ProgramMergedVaryings &linkedVaryings,
const Caps &caps) const;
bool linkValidateGlobalNames(const Context *context, InfoLog &infoLog) const;
void gatherTransformFeedbackVaryings(const ProgramMergedVaryings &varyings);
ProgramMergedVaryings getMergedVaryings(const Context *context) const;
void linkOutputVariables(const Context *context);
void setUniformValuesFromBindingQualifiers();
void gatherAtomicCounterBuffers();
void initInterfaceBlockBindings();
// Both these function update the cached uniform values and return a modified "count"
// so that the uniform update doesn't overflow the uniform.
template <typename T>
GLsizei clampUniformCount(const VariableLocation &locationInfo,
GLsizei count,
int vectorSize,
const T *v);
template <size_t cols, size_t rows, typename T>
GLsizei clampMatrixUniformCount(GLint location, GLsizei count, GLboolean transpose, const T *v);
void updateSamplerUniform(const VariableLocation &locationInfo,
GLsizei clampedCount,
const GLint *v);
template <typename DestT>
void getUniformInternal(const Context *context,
DestT *dataOut,
GLint location,
GLenum nativeType,
int components) const;
template <typename T>
void getResourceName(GLuint index,
const std::vector<T> &resources,
GLsizei bufSize,
GLsizei *length,
GLchar *name) const;
ProgramState mState;
rx::ProgramImpl *mProgram;
bool mValidated;
ProgramBindings mAttributeBindings;
// Note that this has nothing to do with binding layout qualifiers that can be set for some
// uniforms in GLES3.1+. It is used to pre-set the location of uniforms.
ProgramBindings mUniformLocationBindings;
// CHROMIUM_path_rendering
ProgramBindings mFragmentInputBindings;
bool mLinked;
bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
unsigned int mRefCount;
ShaderProgramManager *mResourceManager;
const GLuint mHandle;
InfoLog mInfoLog;
// Cache for sampler validation
Optional<bool> mCachedValidateSamplersResult;
std::vector<GLenum> mTextureUnitTypesCache;
};
} // namespace gl
#endif // LIBANGLE_PROGRAM_H_