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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 12:48:32 +09:00
[Fix, Test] (GLState, GLImpl): reserve an inactive uniform's explicit location and pin the link to GL_MAX_UNIFORM_LOCATIONS
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@@ -1692,7 +1692,8 @@ namespace MobileGL::MG_Impl::GLImpl {
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*params = 15; // TODO
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return;
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case GL_MAX_UNIFORM_LOCATIONS:
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*params = 1024 * 4; // TODO
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// The same constant the link's location allocator enforces - see ProgramObject.
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*params = MG_State::GLState::ProgramObject::MAX_UNIFORM_LOCATIONS;
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return;
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case GL_MAX_VARYING_COMPONENTS:
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*params = kFrontendMaxVaryingComponents;
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@@ -848,7 +848,16 @@ namespace MobileGL::MG_State::GLState {
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// MGL_GLOBAL_UBO, so reflection cannot provide them ("source-explicit");
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// - glslang's layoutLocation() for opaque uniforms, where the qualifier
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// survives the relaxed parse (and mapIO auto-assigns the rest).
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constexpr Uint kNoLocation = glslang::TQualifier::layoutLocationEnd;
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//
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// "no effective location yet". Deliberately OUTSIDE the location space rather than
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// glslang::TQualifier::layoutLocationEnd, which is the first location past the pool and
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// therefore only one off a legal one - a sentinel that sits at the boundary it guards has
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// to be re-proved safe every time the ceiling moves, and glslang uses that same value for
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// "this opaque uniform has no location" as well.
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constexpr Uint kNoLocation = ~static_cast<Uint>(0);
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// The ceiling glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS) advertises, which is what the
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// allocator below has to honour: locations 0..kMaxUniformLocations-1 and no others.
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constexpr Uint kMaxUniformLocations = static_cast<Uint>(ProgramObject::MAX_UNIFORM_LOCATIONS);
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Vector<Uint> effectiveLocation(tProgramUniformCount, kNoLocation);
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Vector<Bool> locationIsSourceExplicit(tProgramUniformCount, false);
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UnorderedMap<String, Uint> structExplicitCursor; // declared root -> next member location
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@@ -885,13 +894,19 @@ namespace MobileGL::MG_State::GLState {
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cursor->second += static_cast<Uint>(GetUniformLocationSpan(uniform));
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}
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}
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if (effectiveLocation[i] == kNoLocation && type != nullptr && type->isOpaque()) {
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// glslang parks "no location" at layoutLocationEnd, which is a real location in this
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// table's numbering - test for it explicitly rather than letting it through as one.
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if (effectiveLocation[i] == kNoLocation && type != nullptr && type->isOpaque() &&
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uniform.layoutLocation() != glslang::TQualifier::layoutLocationEnd) {
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effectiveLocation[i] = uniform.layoutLocation();
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}
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if (locationIsSourceExplicit[i] &&
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effectiveLocation[i] + static_cast<Uint>(GetUniformLocationSpan(uniform)) > kNoLocation) {
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effectiveLocation[i] + static_cast<Uint>(GetUniformLocationSpan(uniform)) > kMaxUniformLocations) {
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// Config A rejected out-of-range explicit locations at parse; keep them
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// from growing the location table unboundedly.
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// from growing the location table unboundedly. Stated against the advertised
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// GL_MAX_UNIFORM_LOCATIONS, because that is the rule being enforced (GL 4.6 core
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// 7.6.1): an array whose LAST element passes the ceiling is a link error even
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// though its base compiled fine.
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artifacts.infoLog = std::format("Uniform '{}' explicit location {} is out of range.", uniform.name,
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effectiveLocation[i]);
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ProgramObject::ResetLinkArtifacts(artifacts);
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@@ -899,12 +914,55 @@ namespace MobileGL::MG_State::GLState {
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}
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}
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Int requiredUniformLocations = 0;
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// ARB_explicit_uniform_location / GL 4.6 core 7.6.1: an explicit location is RESERVED
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// whether or not the uniform turned out to be active. The dead default-block uniforms
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// filtered out of glUniformIndexToTProgram above are invisible to every GL query - which
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// is correct - but their locations must still be kept out of the implicit allocator's
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// reach, or an implicit uniform is handed a location the source already claimed.
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//
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// Deliberately NOT written into artifacts.uniformLocations or uniformIndexInTProgram:
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// glGetUniformLocation must keep answering -1 for a dead uniform, and a location no
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// application can legally obtain must not become writable through glUniform*. The
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// occupancy therefore lives in its own bitset, built once the table has been sized.
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Vector<Pair<Uint, Int>> deadExplicitReservations;
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Int deadReservedLocationCount = 0;
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for (Int i = 0; i < tProgramUniformCount; i++) {
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if (artifacts.tProgramUniformIndexToGl[i] >= 0) continue; // GL-visible: handled above
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const auto& uniform = artifacts.program->getUniform(i);
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if (!isGlobalUboMember(uniform) || uniform.stages != 0) continue;
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const Int* explicitLocation = findExplicitLocation(uniform.name);
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if (explicitLocation == nullptr) continue;
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const Uint location = static_cast<Uint>(*explicitLocation);
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const Int locationSpan = GetUniformLocationSpan(uniform);
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if (location + static_cast<Uint>(locationSpan) > kMaxUniformLocations) {
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artifacts.infoLog = std::format("Uniform '{}' explicit location {} is out of range.", uniform.name,
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location);
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ProgramObject::ResetLinkArtifacts(artifacts);
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return false;
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}
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deadExplicitReservations.emplace_back(location, locationSpan);
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deadReservedLocationCount += locationSpan;
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artifacts.maxUniformLocation = std::max(artifacts.maxUniformLocation, location + locationSpan - 1);
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MGLOG_D("ProgramObject %u: Reflection - inactive uniform '%s' reserves locations %u..%u without "
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"becoming GL-visible",
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in.externalIndex, uniform.name.c_str(), location, location + locationSpan - 1);
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}
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Int requiredUniformLocations = deadReservedLocationCount;
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// The same count restricted to DEFAULT-BLOCK uniforms, which is the only thing
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// GL_MAX_UNIFORM_LOCATIONS bounds. requiredUniformLocations cannot serve: it also carries
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// named-block members, which take a slot in this allocator's table (an implementation
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// detail) but consume no GL uniform location at all, so a big UBO array would otherwise
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// fail a link the spec allows.
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Int defaultBlockLocationDemand = deadReservedLocationCount;
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for (const Int i : artifacts.glUniformIndexToTProgram) {
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auto& uniform = artifacts.program->getUniform(i);
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const Uint location = effectiveLocation[i];
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const Int locationSpan = GetUniformLocationSpan(uniform);
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requiredUniformLocations += locationSpan;
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const Bool inNamedBlock = uniform.index >= 0 && !isGlobalUboMember(uniform);
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if (!inNamedBlock) defaultBlockLocationDemand += locationSpan;
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if (location != kNoLocation) {
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artifacts.maxUniformLocation = std::max(artifacts.maxUniformLocation, location + locationSpan - 1);
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}
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@@ -917,6 +975,22 @@ namespace MobileGL::MG_State::GLState {
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MGLOG_D("ProgramObject %u: Reflection - computed maxUniformLocation=%u uniformNameMaxLength=%d",
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in.externalIndex, artifacts.maxUniformLocation, artifacts.uniformNameMaxLength);
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// GL 4.6 core 7.6.1: explicit, implicit and reserved-but-inactive default-block uniforms
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// all draw from the one GL_MAX_UNIFORM_LOCATIONS pool, and a program asking for more than
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// the implementation advertises FAILS TO LINK
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// (KHR-GL43.explicit_uniform_location.uniform-loc-negative-link-max-num-of-locations).
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// A single uniform whose own span passes the ceiling was already rejected above; this is
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// the aggregate half of the same rule.
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if (defaultBlockLocationDemand > static_cast<Int>(kMaxUniformLocations)) {
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artifacts.infoLog =
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std::format("Uniform locations exhausted: the default-block uniforms need {} locations but "
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"GL_MAX_UNIFORM_LOCATIONS is {}.",
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defaultBlockLocationDemand, kMaxUniformLocations);
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DeferLog(std::format("ProgramObject {}: Link failed - {}", in.externalIndex, artifacts.infoLog));
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ProgramObject::ResetLinkArtifacts(artifacts);
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return false;
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}
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if (artifacts.maxUniformLocation + 1 < requiredUniformLocations) {
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MGLOG_D("ProgramObject %u: Reflection - maxUniformLocation+1 (%u) < requiredUniformLocations (%d), "
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"adjusting",
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@@ -931,6 +1005,27 @@ namespace MobileGL::MG_State::GLState {
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glslang::TQualifier::layoutLocationEnd);
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artifacts.uniformSamplerOrImageUnitIndex.resize(artifacts.maxUniformLocation + 1, -1);
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// Occupancy for the inactive explicit uniforms collected above: a set bit means "the
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// source claimed this location", which is enough to keep the two implicit passes off it
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// without making the location reachable through any GL entry point. A location the
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// fallback grow path mints later is past this bitset by construction (every reservation
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// was folded into maxUniformLocation before the table was sized), so the lookup treats
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// out-of-range as free rather than resizing in lockstep.
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// Left empty - and unallocated - when nothing reserved anything, which is every program in
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// the shader-pack corpus; the lookup below reads an empty bitset as "nothing is reserved".
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Vector<Bool> reservedLocation;
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if (!deadExplicitReservations.empty()) {
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reservedLocation.assign(artifacts.maxUniformLocation + 1, false);
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for (const auto& [reservedBase, reservedSpan] : deadExplicitReservations) {
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for (Int element = 0; element < reservedSpan; ++element) {
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reservedLocation[reservedBase + element] = true;
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}
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}
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}
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const auto locationIsReserved = [&reservedLocation](SizeT location) {
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return location < reservedLocation.size() && reservedLocation[location];
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};
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Vector<int> unallocatedUniformIndex;
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// Pass 1: source-explicit locations. These are API contract
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@@ -975,7 +1070,8 @@ namespace MobileGL::MG_State::GLState {
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Bool spanIsFree = location + locationSpan - 1 <= artifacts.maxUniformLocation;
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for (Int element = 0; spanIsFree && element < locationSpan; ++element) {
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spanIsFree =
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artifacts.uniformIndexInTProgram[location + element] == glslang::TQualifier::layoutLocationEnd;
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artifacts.uniformIndexInTProgram[location + element] == glslang::TQualifier::layoutLocationEnd &&
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!locationIsReserved(location + element);
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}
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if (!spanIsFree) {
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artifacts.uniformLocations[uniform.name] = kNoLocation;
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@@ -1007,7 +1103,8 @@ namespace MobileGL::MG_State::GLState {
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bool hasRoom = locNeedle + locationSpan - 1 <= artifacts.maxUniformLocation;
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for (Int element = 0; hasRoom && element < locationSpan; ++element) {
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hasRoom = artifacts.uniformIndexInTProgram[locNeedle + element] ==
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glslang::TQualifier::layoutLocationEnd;
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glslang::TQualifier::layoutLocationEnd &&
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!locationIsReserved(locNeedle + element);
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}
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if (!hasRoom) continue;
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// Found a vacant location at locNeedle
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@@ -24,6 +24,20 @@ namespace MobileGL::MG_State::GLState {
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class ProgramObject {
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public:
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// GL_MAX_UNIFORM_LOCATIONS: locations 0 .. MAX_UNIFORM_LOCATIONS-1 are the whole legal
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// range (GL 4.6 core 7.6.1 / ARB_explicit_uniform_location). Shared with GL_Getter rather
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// than spelled twice, because the link and the query must agree exactly - the CTS declares
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// a uniform at the advertised value minus one and expects it to link
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// (KHR-GL43.explicit_uniform_location.uniform-loc-max).
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//
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// Tied to glslang's own ceiling and NOT raisable past it: ParseHelper rejects
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// `layout(location = N)` for N >= TQualifier::layoutLocationEnd at COMPILE time, so
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// layoutLocationEnd - 1 is the largest location any shader in this stack can declare -
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// which makes exactly layoutLocationEnd locations, 0 .. layoutLocationEnd - 1, the pool.
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// Advertising more would promise a location no shader could name. Comfortably above the
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// 1024 GL 4.3 requires.
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static constexpr Int MAX_UNIFORM_LOCATIONS = static_cast<Int>(glslang::TQualifier::layoutLocationEnd);
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ProgramObject(Uint externalIndex) : m_externalIndex(externalIndex), m_lifetimeId(AllocateLifetimeId()) {}
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// Cancel-not-join, exactly like ~ShaderObject: the link job owns its inputs, so an
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// in-flight link whose program just went away is safe to abandon where it stands.
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@@ -3239,3 +3239,76 @@ TEST_F(ProgramTest, CreateShaderAndCreateShaderProgramvReportTheRightErrorClasse
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EXPECT_NE(program, 0u);
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EXPECT_EQ(GetError(), GL_NO_ERROR);
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}
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// ARB_explicit_uniform_location / GL 4.6 core 7.6.1: a `layout(location = N)` uniform reserves N
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// EVEN WHEN IT IS INACTIVE. Dead default-block uniforms are correctly filtered off the GL surface
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// (glGetUniformLocation must answer -1 for them), but the implicit allocator used to walk straight
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// over the location they claimed and hand it to a uniform that never asked for it
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// (KHR-GL43.explicit_uniform_location.uniform-loc-mix-with-implicit3).
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TEST_F(ProgramTest, InactiveExplicitUniformLocationIsStillReserved) {
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const char* vsSource = R"(#version 430 core
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layout(location = 2) uniform vec4 uDeadAtTwo;
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uniform vec4 uA;
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uniform vec4 uB;
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uniform vec4 uC;
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uniform vec4 uD;
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void main() { gl_Position = uA + uB + uC + uD; }
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)";
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const char* fsSource = R"(#version 430 core
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out vec4 fragColor;
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void main() { fragColor = vec4(1.0); }
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)";
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const GLuint vs = CompileShaderChecked(GL_VERTEX_SHADER, vsSource);
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const GLuint fs = CompileShaderChecked(GL_FRAGMENT_SHADER, fsSource);
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const GLuint program = LinkVsFs(vs, fs, GL_TRUE);
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// Reserving a location must not resurrect the uniform: it is still inactive to GL.
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EXPECT_EQ(GetUniformLocation(program, "uDeadAtTwo"), -1);
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for (const char* name : {"uA", "uB", "uC", "uD"}) {
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const GLint location = GetUniformLocation(program, name);
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EXPECT_GE(location, 0) << name << " lost its implicit location";
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EXPECT_NE(location, 2) << name << " was handed the location uDeadAtTwo reserved";
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}
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EXPECT_EQ(GetError(), GL_NO_ERROR);
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}
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// The GL_MAX_UNIFORM_LOCATIONS boundary, from both sides. MAX_UNIFORM_LOCATIONS - 1 is the LAST
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// LEGAL location: it has to link and read back verbatim
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// (KHR-GL43.explicit_uniform_location.uniform-loc-max), which is only true while the advertised
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// value and what the link accepts are the SAME number - the getter used to advertise one more
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// location than any shader could name.
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//
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// The over-the-ceiling half is asserted through an ARRAY, because that is the only spelling the
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// link gets to judge: a bare `layout(location = MAX)` is already a compile error inside glslang
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// ("location is too large"), while an array's base compiles fine and only its last element passes
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// the ceiling (...uniform-loc-negative-link-max-num-of-locations).
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TEST_F(ProgramTest, ExplicitUniformLocationsHonourMaxUniformLocations) {
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GLint maxLocations = 0;
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GetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &maxLocations);
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ASSERT_GE(maxLocations, 1024) << "GL 4.3 requires at least 1024 uniform locations";
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const char* fsSource = R"(#version 430 core
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out vec4 fragColor;
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void main() { fragColor = vec4(1.0); }
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)";
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const GLuint fs = CompileShaderChecked(GL_FRAGMENT_SHADER, fsSource);
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{
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const String source = String("#version 430 core\nlayout(location = ") +
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std::to_string(maxLocations - 1) +
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") uniform vec4 uAtLimit;\nvoid main() { gl_Position = uAtLimit; }\n";
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const GLuint vs = CompileShaderChecked(GL_VERTEX_SHADER, source.c_str());
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const GLuint program = LinkVsFs(vs, fs, GL_TRUE);
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EXPECT_EQ(GetUniformLocation(program, "uAtLimit"), maxLocations - 1)
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<< "the last location in the pool is legal and must come back verbatim";
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}
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{
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const String source = String("#version 430 core\nlayout(location = ") +
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std::to_string(maxLocations - 4) +
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") uniform vec4 uSpill[8];\nvoid main() { gl_Position = uSpill[0]; }\n";
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const GLuint vs = CompileShaderChecked(GL_VERTEX_SHADER, source.c_str());
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(void)LinkVsFs(vs, fs, GL_FALSE);
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}
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EXPECT_EQ(GetError(), GL_NO_ERROR);
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}
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