Files
MobileGL/MobileGL/MG_State/GLState/ProgramState/ProgramObject.h
T
swung0x48 fee3902472 [Refactor] (Program): stop ProgramObject.h including SpvcSession.h - it names no spirv-cross or SPIRV-Reflect symbol
- The include line was the header's only match for spvc_*/SpvReflect*/SpvcMetadata/
  SpvcSession; it only ever forwarded <spirv_reflect.h> and the session type to the
  eight includers, every one of which builds without it (no consumer needed a direct
  include added).
- One less transpiler header behind ProgramObject.h, on the way to a ProgramArtifacts.h
  closure that stays clear of MG_Util/ShaderTranspiler/ (P0.5 gate A).
2026-09-05 23:11:00 -04:00

1446 lines
92 KiB
C++

// MobileGL - MobileGL/MG_State/GLState/ProgramState/ProgramObject.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
#include "ShaderObject.h"
#include "ProgramArtifacts.h"
#include <MG_Util/Metrics/BufferMetrics.h>
namespace MobileGL::MG_State::GLState {
// The link job. Only ever held by SharedPtr here, so a forward declaration is enough -
// ProgramLinkTask.h includes THIS header (it outputs a LinkArtifacts), so including it
// back would be circular. The destructor is therefore out of line.
class ProgramLinkTask;
// Phase B of the same link: SPIR-V generation, spirv-opt and the global-UBO routing
// tables. Chained behind the ProgramLinkTask, forward-declared for the same reason.
class ProgramSpirvTask;
class ProgramObject {
public:
// GL_MAX_UNIFORM_LOCATIONS: locations 0 .. MAX_UNIFORM_LOCATIONS-1 are the whole legal
// range (GL 4.6 core 7.6.1 / ARB_explicit_uniform_location). Shared with GL_Getter rather
// than spelled twice, because the link and the query must agree exactly - the CTS declares
// a uniform at the advertised value minus one and expects it to link
// (KHR-GL43.explicit_uniform_location.uniform-loc-max).
//
// Tied to glslang's own ceiling and NOT raisable past it: ParseHelper rejects
// `layout(location = N)` for N >= TQualifier::layoutLocationEnd at COMPILE time, so
// layoutLocationEnd - 1 is the largest location any shader in this stack can declare -
// which makes exactly layoutLocationEnd locations, 0 .. layoutLocationEnd - 1, the pool.
// Advertising more would promise a location no shader could name. Comfortably above the
// 1024 GL 4.3 requires.
static constexpr Int MAX_UNIFORM_LOCATIONS = static_cast<Int>(glslang::TQualifier::layoutLocationEnd);
// The five reflection/artifact types live at namespace scope in ProgramArtifacts.h
// (P0.5). Re-exported here so every existing spelling (ProgramObject::LinkArtifacts,
// ProgramObject::TypeFacts, ...) compiles unchanged. Fully qualified on the right-hand
// side on purpose: an unqualified `TypeFacts` would name the alias being declared.
using TypeFacts = MobileGL::MG_State::GLState::TypeFacts;
using ResourceReflection = MobileGL::MG_State::GLState::ResourceReflection;
using UniformReflection = ResourceReflection;
using BlockReflection = ResourceReflection;
using PipeInputReflection = ResourceReflection;
using PipeOutputReflection = ResourceReflection;
using XfbVarying = MobileGL::MG_State::GLState::XfbVarying;
using LinkArtifacts = MobileGL::MG_State::GLState::LinkArtifacts;
using SpirvArtifacts = MobileGL::MG_State::GLState::SpirvArtifacts;
ProgramObject(Uint externalIndex) : m_externalIndex(externalIndex), m_lifetimeId(AllocateLifetimeId()) {}
// Cancel-not-join, exactly like ~ShaderObject: the link job owns its inputs, so an
// in-flight link whose program just went away is safe to abandon where it stands.
// Nothing can observe its result any more - this object was the only route to it.
// Out of line because ProgramLinkTask is incomplete here.
~ProgramObject();
ProgramObject(const ProgramObject&) = delete;
ProgramObject& operator=(const ProgramObject&) = delete;
bool ShaderIsAttached(const SharedPtr<ShaderObject>& shader);
// GL-visible attachment: in the attach list and not pending detach (glDetachShader
// defers the actual removal to the next link).
Bool ShaderIsAttachedGLVisible(const SharedPtr<ShaderObject>& shader) const {
const auto matches = [&shader](const SharedPtr<ShaderObject>& s) { return s.get() == shader.get(); };
if (std::none_of(m_shaders.begin(), m_shaders.end(), matches)) return false;
return std::none_of(m_detachedShaders.begin(), m_detachedShaders.end(), matches);
}
bool AttachShader(const SharedPtr<ShaderObject>& shader);
SizeT DetachShader(const SharedPtr<ShaderObject>& shader);
SizeT RemoveShader(const SharedPtr<ShaderObject>& shader);
void Link(Bool addDefaultFSIfMissingForRenderingPipelineProgram = false);
void MarkAsDeleted();
void SetExplicitVertexInLocation(Uint index, const char* name);
void SetExplicitFragmentOutLocation(Uint index, const char* name);
// Dual-source blend color index (glBindFragDataLocationIndexed). Takes effect on next link.
void SetExplicitFragmentOutIndex(Uint colorIndex, const char* name);
void SetMaxFragmentOutputColorNumber(Int maxDrawBuffers) {
m_maxFragmentOutputColorNumber = maxDrawBuffers;
}
Int GetFragmentDataLocation(const char* name);
// Bound color index for an active fragment output (0 by default), or -1 if name is not one.
Int GetFragmentDataIndex(const char* name);
Vector<SharedPtr<ShaderObject>>& GetAttachedShaders();
const Vector<SharedPtr<ShaderObject>>& GetAttachedShaders() const;
// One shader exactly as this program's last Link() consumed it: the object, the
// source snapshot, and the compile node taken at that link's enqueue. GL 4.6 7.3/7.4
// makes this triple - not the live attach list, not the shader's current compile -
// what a program pipeline stage executes ("as last linked"): glAttachShader and
// glCompileShader take effect only at the program's next link, yet neither moves
// m_linkVersion, so anything keyed on the link generation must consume this
// snapshot rather than re-read the live state.
struct LinkedShaderRef {
SharedPtr<ShaderObject> shader;
SharedPtr<const String> source;
SharedPtr<ShaderCompileTask> node;
};
// The last link's full input set; empty when this program has never linked (or its
// last link had no shaders attached). GL-thread-owned, rebuilt in Link()'s prologue.
const Vector<LinkedShaderRef>& GetLinkedShaderSnapshot() const { return m_linkedShaderSnapshot; }
// "Does this program's EXECUTABLE have this stage" - the only form of the question a
// draw may ask. GetShaderIndexByStage answers it of the live attach list, which by the
// rule above is a different set: glAttachShader adds to that list immediately while
// leaving the executable (and LINK_STATUS) alone, and glDetachShader defers the removal
// to the next Link(), so between an attach and the relink the two disagree in both
// directions. A draw-time stage test that reads the live list therefore starts rejecting
// draws GL requires to execute, against an executable that does not carry the stage at
// all - and stays wrong until the application happens to relink.
Bool HasLinkedShaderStage(ShaderStage stage) const {
return std::any_of(m_linkedShaderSnapshot.begin(), m_linkedShaderSnapshot.end(),
[stage](const LinkedShaderRef& ref) {
return ref.shader && ref.shader->GetShaderStage() == stage;
});
}
// The stage of each module of GetGeneratedSpirv(), at the SAME index and with the same
// size: phase B emits exactly one module per entry of the snapshot above, in that order
// (Link() fills ProgramLinkTask::in.shaders from the snapshot loop, phase A copies the
// stages straight across into SpirvHandoff::shaderTypes, and GetSpirvBinaryFromProgram
// walks that list). This - never GetAttachedShaders() - is what a consumer of the
// generated SPIR-V must size its loop by and index alongside.
//
// The two lists are NOT interchangeable and cannot be made so: the attach list is live
// and the SPIR-V is a link artifact, so a glAttachShader after a link grows one and not
// the other, with no link in between at which they could be reconciled. A loop that runs
// over the attach list and indexes the SPIR-V therefore reads off the end of it - which
// is a plain out-of-bounds Vector read, not a wrong answer.
//
// Deliberately a Vector<ShaderStage> and not the shader objects: every consumer wants
// only the stage, and a distinct type is what makes handing it the attach list by
// mistake a compile error rather than a segfault. Built on demand because these callers
// are program-BUILD paths (a backend rebuild, a pipeline cache miss), each of which then
// spends milliseconds compiling the very modules this indexes.
Vector<ShaderStage> GetLinkedShaderStages() const {
Vector<ShaderStage> stages;
stages.reserve(m_linkedShaderSnapshot.size());
for (const LinkedShaderRef& ref : m_linkedShaderSnapshot) {
stages.push_back(ref.shader ? ref.shader->GetShaderStage() : ShaderStage::Unknown);
}
return stages;
}
// Pipeline-composite attach: AttachShader plus a pin that makes THIS program's
// Link() consume ref's (source, node) instead of the shader's current ones, so a
// post-link recompile of the stage program's shader cannot leak into the composite.
bool AttachShaderWithPinnedLinkInput(const LinkedShaderRef& ref);
const String& GetInfoLog() const { return Artifacts().infoLog; }
// glCreateShaderProgramv folds the shader's compile log into the program's log, which
// is the only place a caller can read it from once the shader name is gone.
void AppendInfoLog(const String& text) {
if (text.empty()) return;
if (!Artifacts().infoLog.empty() && Artifacts().infoLog.back() != '\n') Artifacts().infoLog += '\n';
Artifacts().infoLog += text;
}
Int GetUniformMaxLength() const { return Artifacts().uniformNameMaxLength; }
Uint GetUniformCount() const { return Artifacts().activeUniformCount; }
Uint GetMaxUniformLocation() const { return Artifacts().maxUniformLocation; }
Int GetUniformLocation(const String& name) const {
const auto it = Artifacts().uniformLocations.find(name);
if (it != Artifacts().uniformLocations.end()) return (Int)it->second;
// Reflection stores GL-style names: an array uniform is keyed "arr[0]" (its base
// location). A bare "arr" query resolves to that entry; an "arr[k]" query resolves
// to base + k because DoReflection reserves one location per array element.
if (name.empty()) return -1;
if (name.back() != ']') {
const auto suffixedIt = Artifacts().uniformLocations.find(name + "[0]");
if (suffixedIt != Artifacts().uniformLocations.end()) return (Int)suffixedIt->second;
return -1;
}
if (name.length() < 4) return -1;
// An array of arrays is keyed by its full "[0]"-terminated spelling
// ("a[2][1][0]"), so a query that already ends in a subscript may still be the
// NAME of an array rather than an element of one. Try that first; only then
// treat the trailing subscript as an element index.
{
const auto arrayOfArraysIt = Artifacts().uniformLocations.find(name + "[0]");
if (arrayOfArraysIt != Artifacts().uniformLocations.end()) return (Int)arrayOfArraysIt->second;
}
const SizeT bracket = name.rfind('[');
// Require at least one digit between the brackets.
if (bracket == String::npos || bracket + 1 >= name.length() - 1) return -1;
Uint element = 0;
for (SizeT i = bracket + 1; i < name.length() - 1; ++i) {
if (name[i] < '0' || name[i] > '9') return -1;
element = element * 10 + static_cast<Uint>(name[i] - '0');
if (element > 0x0FFFFFFFu) return -1;
}
auto baseIt = Artifacts().uniformLocations.find(name.substr(0, bracket) + "[0]");
if (baseIt == Artifacts().uniformLocations.end()) {
// Legacy key without the "[0]" suffix (defensive; reflection normally
// stores the suffixed form for arrays).
baseIt = Artifacts().uniformLocations.find(name.substr(0, bracket));
if (baseIt == Artifacts().uniformLocations.end()) return -1;
}
const Int base = (Int)baseIt->second;
if (!IsValidUniformLocation(base)) return -1;
const Int index = Artifacts().uniformIndexInTProgram[base];
// "[k]" only addresses arrays ("scalar[0]" is not a uniform name), and only
// in-range elements.
if (!UniformAt(index).type.isArray) return -1;
if (static_cast<GLint>(element) >= GetUniformArraySizeByTIndex(index)) return -1;
const Int location = base + (Int)element;
if (!UniformLocationsAliasSameUniform(base, location)) return -1;
return location;
}
// True when both locations are element slots of the same uniform variable.
Bool UniformLocationsAliasSameUniform(Int a, Int b) const {
if (!IsValidUniformLocation(a) || !IsValidUniformLocation(b)) return false;
return Artifacts().uniformIndexInTProgram[a] == Artifacts().uniformIndexInTProgram[b];
}
// ---- GL index <-> glslang TProgram index translation ----
// The single relaxed parse enumerates artifacts GL must not see: every declared
// default-block uniform (even dead ones) as a member of the synthesized
// MGL_GLOBAL_UBO, and that block itself. DoReflection builds filtered GL-facing
// index spaces; every public "index"-taking getter translates through them, so
// GL and backend consumers keep seeing exactly the pre-P0a surface.
Int TProgramUniformIndex(Uint glIndex) const {
return Artifacts().glUniformIndexToTProgram[glIndex];
}
Int GlUniformIndexFromTProgram(Int tIndex) const {
if (tIndex < 0 || tIndex >= static_cast<Int>(Artifacts().tProgramUniformIndexToGl.size())) return -1;
return Artifacts().tProgramUniformIndexToGl[tIndex];
}
// Block index -> glslang TProgram block index (the inverse of
// GlBlockIndexFromTProgram). The interface-query layer needs it to reach block
// properties glslang exposes but no typed getter here does.
Int TProgramBlockIndex(Uint blockIndex) const {
return blockIndex < Artifacts().glBlockIndexToTProgram.size()
? Artifacts().glBlockIndexToTProgram[blockIndex]
: -1;
}
Int GlBlockIndexFromTProgram(Int tBlockIndex) const {
if (tBlockIndex < 0 || tBlockIndex >= static_cast<Int>(Artifacts().tProgramBlockIndexToGl.size())) return -1;
return Artifacts().tProgramBlockIndexToGl[tBlockIndex];
}
// ---- GL_UNIFORM_BLOCK index <-> block index translation ----
// The block index space above carries the storage blocks and the synthesized atomic
// counter blocks as well; GL_ACTIVE_UNIFORM_BLOCKS counts only actual uniform blocks
// (GL 4.6 core 7.6). Every glGetActiveUniformBlock* / glGetUniformBlockIndex /
// glUniformBlockBinding entry point speaks THIS space and translates into the block
// space before touching any of the block-keyed tables; the backends keep speaking the
// block space directly. See LinkArtifacts::glUniformBlockIndexToBlock.
Int GetGlUniformBlockCount() const {
return static_cast<Int>(Artifacts().glUniformBlockIndexToBlock.size());
}
Bool IsActiveGlUniformBlock(Uint glUniformBlockIndex) const {
return glUniformBlockIndex < Artifacts().glUniformBlockIndexToBlock.size();
}
Int BlockIndexFromGlUniformBlock(Uint glUniformBlockIndex) const {
return glUniformBlockIndex < Artifacts().glUniformBlockIndexToBlock.size()
? Artifacts().glUniformBlockIndexToBlock[glUniformBlockIndex]
: -1;
}
Int GlUniformBlockIndexFromBlock(Int blockIndex) const {
if (blockIndex < 0 || blockIndex >= static_cast<Int>(Artifacts().blockIndexToGlUniformBlock.size())) {
return -1;
}
return Artifacts().blockIndexToGlUniformBlock[blockIndex];
}
// glGetUniformBlockIndex: GL_INVALID_INDEX for a name that is not an active UNIFORM
// block, which includes every storage block and every atomic counter block even though
// GetUniformBlockIndex() below resolves them (it answers in the block space, which the
// backends need to keep reaching them by name).
Uint GetGlUniformBlockIndex(const char* name) const {
const Uint blockIndex = GetUniformBlockIndex(name);
if (blockIndex == 0xFFFFFFFFu) return 0xFFFFFFFFu;
const Int glIndex = GlUniformBlockIndexFromBlock(static_cast<Int>(blockIndex));
return glIndex < 0 ? 0xFFFFFFFFu : static_cast<Uint>(glIndex);
}
Int GetActiveUniformIndex(const String& name) const {
// uniformIndexByName is keyed by the REFLECTED name, so a lookup that hits is
// already the exact-match the old code re-verified with a string compare after
// glslang's getUniformIndex(); a lookup that misses needs no bounds check.
const auto& byName = Artifacts().uniformIndexByName;
if (const auto direct = byName.find(name); direct != byName.end()) {
return GlUniformIndexFromTProgram(direct->second);
}
// Reflection stores an array uniform under "arr[0]"; accept the bare "arr"
// spelling too. The reverse ("arr[0]" against a bare "arr" entry) is kept for
// robustness against non-suffixed reflection entries.
if (!name.empty() && name.back() != ']') {
const auto suffixed = byName.find(name + "[0]");
return suffixed != byName.end() ? GlUniformIndexFromTProgram(suffixed->second) : -1;
}
if (name.length() <= 3 || name.compare(name.length() - 3, 3, "[0]") != 0) return -1;
const auto base = byName.find(name.substr(0, name.length() - 3));
return base != byName.end() ? GlUniformIndexFromTProgram(base->second) : -1;
}
Bool IsValidUniformLocation(Int location) const { return IsValidUniformLocation(Artifacts(), location); }
GLenum GetUniformType(Uint location) const {
return UniformAt(Artifacts().uniformIndexInTProgram[location]).glDefineType;
}
GLenum GetActiveUniformType(Uint index) const {
// The lowered counter is a plain uint inside a synthesized block; what the GL
// client declared - and what glGetActiveUniform must report - is an atomic_uint.
if (IsActiveUniformAtomicCounter(index)) return GL_UNSIGNED_INT_ATOMIC_COUNTER;
return UniformAt(TProgramUniformIndex(index)).glDefineType;
}
// Number of active array elements (GL_UNIFORM_SIZE / GL_ARRAY_SIZE); 1 for a non-array.
// glslang's TObjectReflection.size only carries the element count for a NON-block array; for
// a block array member it reports 1, so take the count from the TType, which is authoritative
// for both. GL 3.3 core uniforms are always sized. Takes a TProgram uniform index (the space
// the artifacts' uniformIndexInTProgram stores).
GLint GetUniformArraySizeByTIndex(Int tIndex) const {
return GetUniformArraySizeByTIndex(Artifacts(), tIndex);
}
GLint GetActiveUniformArraySize(Uint index) const {
return GetUniformArraySizeByTIndex(TProgramUniformIndex(index));
}
// The BLOCK index of the block owning this active uniform, or -1 when it owns none as
// far as GL is concerned. Internal: pair it with another block-space index, never with
// a GL_UNIFORM_BLOCK one (GetActiveUniformBlockIndex below is that one).
Int GetActiveUniformOwnerBlockIndex(Uint index) const {
// An atomic counter is a DEFAULT-BLOCK uniform to GL, whatever block the
// transpiler lowered it onto (GL 4.6 core 7.6, table 7.6): -1.
if (IsActiveUniformAtomicCounter(index)) return -1;
// Members of the synthesized global UBO are default-block uniforms to GL: -1.
return GlBlockIndexFromTProgram(UniformAt(TProgramUniformIndex(index)).index);
}
// GL_UNIFORM_BLOCK_INDEX: an index into the GL_ACTIVE_UNIFORM_BLOCKS list, or -1. A
// buffer variable owns a storage block, which is not in that list, so it answers -1 too
// (and after the enumeration filter it is not an active uniform in the first place).
Int GetActiveUniformBlockIndex(Uint index) const {
return GlUniformBlockIndexFromBlock(GetActiveUniformOwnerBlockIndex(index));
}
// The transpiler lowers every atomic_uint onto a synthesized gl_AtomicCounterBlock_N
// block, but GL keeps seeing an atomic counter as a default-block uniform of type
// GL_UNSIGNED_INT_ATOMIC_COUNTER that points at an atomic-counter BUFFER. These two
// answer for that GL-level declaration; without them the query surface reports the
// lowering instead (GL_UNSIGNED_INT, block index 0) and
// KHR-GL43.shader_atomic_counters.basic-program-query fails on both.
//
// The returned value is an index into the GL_ACTIVE_ATOMIC_COUNTER_BUFFERS list, i.e.
// the RANK of the owning counter block among the counter blocks in glslang's block
// order - exactly how ProgramInterface numbers the GL_ATOMIC_COUNTER_BUFFER
// resources glGetActiveAtomicCounterBufferiv answers from. -1 when this uniform is
// not an atomic counter.
// Answered from the OWNED reflection snapshot, never from Artifacts().program. This
// arrived reading the live TProgram, which is null for every program served from the
// translation cache's L1 - and unlike the other query-surface accessors that made the
// same mistake, this one DEREFERENCES it, so the second program built from a given set
// of sources would have taken the process down rather than answered wrongly. The
// snapshot carries the same three facts in the same TPROGRAM index space:
// getUniform(i).index -> UniformAt(i).index, getNumUniformBlocks() ->
// blockReflection.size(), getUniformBlock(i).name -> BlockAt(i).name.
Int GetActiveUniformAtomicCounterBufferIndex(Uint index) const {
const Int tIndex = TProgramUniformIndex(index);
if (tIndex < 0) return -1;
const Int owner = UniformAt(tIndex).index;
if (owner < 0) return -1;
const Int blockCount = static_cast<Int>(Artifacts().blockReflection.size());
if (owner >= blockCount) return -1;
const SizeT prefixLength = StringView(MG_Util::ShaderTranspiler::ATOMIC_COUNTER_BLOCK_PREFIX).size();
Int counterBufferIndex = 0;
for (Int i = 0; i < blockCount; ++i) {
const auto& blockName = BlockAt(i).name;
if (blockName.compare(0, prefixLength, MG_Util::ShaderTranspiler::ATOMIC_COUNTER_BLOCK_PREFIX) != 0) {
continue;
}
if (i == owner) return counterBufferIndex;
++counterBufferIndex;
}
return -1;
}
Bool IsActiveUniformAtomicCounter(Uint index) const {
return GetActiveUniformAtomicCounterBufferIndex(index) >= 0;
}
// GL_UNIFORM_OFFSET: byte offset within the owning named block; -1 for a default-block
// uniform. The relaxed parse gives global-UBO members real byte offsets, but GL must keep
// seeing them as default-block uniforms, so gate on the GL-visible block index.
GLint GetActiveUniformOffset(Uint index) const {
const auto& uniform = UniformAt(TProgramUniformIndex(index));
if (GlBlockIndexFromTProgram(uniform.index) < 0) return -1;
return uniform.offset;
}
// GL_UNIFORM_ARRAY_STRIDE: byte stride of an array member in a named block; 0 for a non-array
// block member; -1 for a default-block uniform (glslang yields arrayStride==0 there, so gate
// on block membership for the spec-mandated -1). The stride itself is derived from the type
// instead of glslang's reflected arrayStride: for an array nested inside a struct member,
// glslang computes that field against the enclosing STRUCT's (unset) packing and reports a
// tight std430-like stride (ivec2 a[7] -> 8), even though its own member offsets and the
// generated SPIR-V lay the array out with std140 16-byte-rounded strides. MobileGL's UBO
// layout is always std140, where every array element stride rounds up to a vec4.
GLint GetActiveUniformArrayStride(Uint index) const {
const auto& uniform = UniformAt(TProgramUniformIndex(index));
if (GlBlockIndexFromTProgram(uniform.index) < 0) return -1;
if (!uniform.type.isArray) return 0;
// An atomic counter reaches the std140 branch below only because the transpiler
// lowered it onto a synthesized block; the buffer it actually addresses is an
// ATOMIC COUNTER buffer, whose elements are tightly packed uints (GL 4.6 core 7.6:
// "each counter is a single 4-byte value"). Its array stride is therefore 4, not the
// vec4 round-up std140 would apply
// (KHR-GL43.shader_atomic_counters.basic-program-query wants 4 for ac_counter67[0]).
if (IsActiveUniformAtomicCounter(index)) return 4;
if (uniform.type.isMatrix) {
const bool rowMajor = GetActiveUniformIsRowMajor(index) != 0;
const int vectors = rowMajor ? uniform.type.matrixRows : uniform.type.matrixCols;
return GetActiveUniformMatrixStride(index) * vectors;
}
return 16; // scalars and vectors: std140 rounds the element stride up to a vec4
}
// GL_UNIFORM_IS_ROW_MAJOR: 1 only for a row-major matrix in a named block, else 0. The
// isMatrix() guard is required -- glslang stamps a block-level layout(row_major) onto
// non-matrix members too, so a float/vec in a row_major block would otherwise report 1.
// For the glslang build here a block-level layout(row_major) is also resolved onto each
// matrix member's own qualifier (verified by GetActiveUniformsivRowMajorBlock), so the member
// check suffices; the getUniformBlock() fallback is defensive for a config that instead leaves
// an inheriting member's layoutMatrix == ElmNone.
GLint GetActiveUniformIsRowMajor(Uint index) const {
const auto& uniform = UniformAt(TProgramUniformIndex(index));
if (GlBlockIndexFromTProgram(uniform.index) < 0) return 0;
if (!uniform.type.isMatrix) return 0;
// layoutMatrix is already resolved against the owning block's qualifier at
// snapshot time, so the getUniformBlock() fallback this used to carry is gone.
return (uniform.type.layoutMatrix == static_cast<Int>(glslang::ElmRowMajor)) ? 1 : 0;
}
// GL_UNIFORM_MATRIX_STRIDE: byte stride between columns (col-major) / rows (row-major) of a
// matrix in a named block; 0 for a non-matrix block member; -1 for a default-block uniform.
// glslang exposes no matrix stride, so it is derived from the std140 rule -- each column/row
// vector's base alignment rounded up to a vec4 (16 B). MobileGL's SPIR-V path lays every UBO
// out as std140 (packed/shared are coerced), so this matches the offsets glslang reports. For
// every GL 3.3 float matrix this evaluates to 16, independent of majorness.
GLint GetActiveUniformMatrixStride(Uint index) const {
const auto& uniform = UniformAt(TProgramUniformIndex(index));
if (GlBlockIndexFromTProgram(uniform.index) < 0) return -1;
if (!uniform.type.isMatrix) return 0;
const bool rowMajor = (uniform.type.layoutMatrix == static_cast<Int>(glslang::ElmRowMajor));
const int strideVectorComponents = rowMajor ? uniform.type.matrixCols : uniform.type.matrixRows;
constexpr int scalarSize = 4; // GL 3.3 core uniform matrices are float
const int vectorAlignment = (strideVectorComponents <= 1) ? scalarSize
: (strideVectorComponents == 2) ? 2 * scalarSize
: 4 * scalarSize;
return (vectorAlignment + 15) & ~15; // std140 round-up to a vec4
}
// The flattened type of the uniform at `location`. This is what replaced
// GetUniformTType(): the same information, owned by the program instead of by a
// glslang pool, so it stays valid for a link served from the L1 translation memo.
const TypeFacts& GetUniformTypeFacts(Uint location) const {
return UniformAt(Artifacts().uniformIndexInTProgram[location]).type;
}
// Replaces GetUniformTType(), which used to hand a raw glslang::TType* - into a
// pool the program no longer necessarily owns - out to the DirectGLES image-format
// bake. These are the only three things any caller ever read off it.
Bool UniformHasDeclaredImageFormat(Uint location) const {
return UniformAt(Artifacts().uniformIndexInTProgram[location]).type.hasFormat;
}
Uint GetUniformDeclaredImageFormat(Uint location) const {
return UniformAt(Artifacts().uniformIndexInTProgram[location]).type.layoutFormat;
}
// Matrix column count, 0 for a non-matrix. The global-UBO fallback allocator sizes a
// matrix slot from it.
Int GetUniformMatrixColumns(Uint location) const {
const auto& uniform = UniformAt(Artifacts().uniformIndexInTProgram[location]);
return uniform.type.isMatrix ? uniform.type.matrixCols : 0;
}
Bool IsUniformOpaqueAtLocation(Uint location) const {
return UniformAt(Artifacts().uniformIndexInTProgram[location]).type.isOpaque;
}
const String& GetUniformName(Uint location) const {
return UniformAt(Artifacts().uniformIndexInTProgram[location]).name;
}
const String& GetActiveUniformName(Uint index) const {
return UniformAt(TProgramUniformIndex(index)).name;
}
// Sentinel for a uniform location without global-UBO backing storage (should not
// survive linking: GenerateBinary falls back to tail-allocated scratch storage).
static constexpr Uint kInvalidUniformOffset = MobileGL::MG_State::GLState::kInvalidUniformOffset;
// PHASE B (joins the SPIR-V job; see EnsureSpirvJoined).
//
// BOUNDS-CHECKED, and that is not defensive padding - it is the load-bearing half of
// the "linked but not drawable" contract. A phase B that settles CANCELLED rather than
// Complete (its body threw, the pool failed to enqueue it, or teardown cancelled it
// while phase A had already published) publishes nothing, so the shadow is a
// default-constructed SpirvArtifacts with an EMPTY uniformOffsets - while LINK_STATUS
// stays GL_TRUE, because GL gives no way to retract one, and IsValidUniformLocation()
// keeps answering true out of phase-A reflection. Every glUniform*/glGetUniform* call
// site reaches this getter BEFORE its own kInvalidUniformOffset / null-scratch guard,
// so an unchecked operator[] here would be a null dereference on the query surface
// this design promises stays answerable. Reporting kInvalidUniformOffset instead hands
// each of those sites exactly the value their existing guard already handles - the
// same value the routing pass itself uses for a uniform the optimizer deleted.
Uint GetUniformOffset(Uint location) const {
const SpirvArtifacts& spirv = Spirv();
return location < spirv.uniformOffsets.size() ? spirv.uniformOffsets[location]
: kInvalidUniformOffset;
}
Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); }
// std140 column stride of a matrix uniform in the global UBO: every column is padded out
// to the base alignment of a vec4 for 32-bit components, and of a dvec4 for 64-bit ones -
// except that a 2-ROW double column is a dvec2, whose base alignment is already 16.
// (GL 4.6 core 7.6.2.2 rules 2-4; SPIRV-Cross derives the same numbers, which is what
// makes this agree with the reflected module.)
static SizeT UniformMatrixColumnStride(const TypeFacts& type, const Bool nativeFloat64) {
if (type.isDouble && nativeFloat64) {
return type.matrixRows <= 2 ? 2 * sizeof(GLdouble) : 4 * sizeof(GLdouble);
}
return 4 * sizeof(Float);
}
// Bytes a uniform actually occupies in the global UBO, which is not its GL type size,
// for two reasons. std140 pads each column of a matrix out to a vec4 (or a dvec4), so a
// mat3 spans 48 bytes even though only 36 of them carry components. And a 64-bit float
// may have been narrowed to 32 before the module reached the backend
// (ShaderTranspiler::DemoteFloat64Pass) - the global UBO is laid out by reflecting
// whichever module was produced - so on a DEMOTED program a `double` uniform occupies
// exactly what its float-typed twin would, half its GL type size, and a `dmat4` is padded
// like any other 32-bit matrix. On a program that kept its doubles it occupies the full
// GL type size and its matrix columns are twice as far apart. `nativeFloat64` is the
// program's own SpirvArtifacts flag, never a live backend read: it describes the modules
// that were actually built. Anything reading or writing a whole uniform's storage - a
// bounds check, a copy between two programs' shadows - wants this rather than
// GetUniformSizesInBytes.
static SizeT UniformStorageSpanInBytes(const TypeFacts& type, SizeT tightSize,
const Bool nativeFloat64 = false) {
if (type.isMatrix) {
return static_cast<SizeT>(type.matrixCols) * UniformMatrixColumnStride(type, nativeFloat64);
}
if (type.isDouble && !nativeFloat64) {
return tightSize / 2;
}
return tightSize;
}
// Whether this program's modules KEPT their 64-bit floats. Joins phase B, like every
// other question about the global UBO's layout - and it is one: it decides how wide a
// `double` uniform's slot is.
Bool UsesNativeFloat64() const { return Spirv().nativeFloat64; }
// Whether gl_PointSize was demoted out of this program's tessellation/geometry
// modules into the ordinary carrier varying. Joins phase B: it is a fact about the
// generated modules, and its readers (the backends' capture-name respelling) already
// hold the phase-B join.
Bool PointSizeDemoted() const { return Spirv().pointSizeDemoted; }
SizeT GetUniformStorageSpanInBytes(Uint location) const {
return UniformStorageSpanInBytes(GetUniformTypeFacts(location), GetUniformSizesInBytes(location),
UsesNativeFloat64());
}
// ---- "written since link": the per-location dirty set the pipeline composite mirrors from ----
//
// A pipeline's stage programs each own their uniform storage, but the composite the draw
// goes through has ONE slot per name. Mirroring every active uniform of every stage
// therefore lets the last stage that merely DECLARES a name overwrite the value an
// earlier stage was actually written with - the shared-header idiom (the same
// `uniform mat4 u_mvp` in the VS and the FS) rendered nothing because of it. Recording
// which locations an application has written is what lets the mirror carry only those.
//
// WHO PAYS: only a program that could ever be a pipeline stage, decided by the latch
// below. glUseProgram's uniform path - thousands of calls per frame in Minecraft - pays
// one predictable bool branch and nothing else.
//
// GRANULARITY is per LOCATION, not per name: glUniform*v writes array elements at
// element locations, and a program that wrote `arr[3]` and nothing else must mirror
// exactly that element. The compact index list beside it is what keeps the mirror
// O(uniforms actually written) instead of O(active uniforms) - it is the set of GL
// active-uniform indices owning at least one written location, so the mirror does its
// two name lookups once per written uniform rather than once per uniform in the program.
//
// NOT counted as a write: the declared initializers ProgramLinkTask seeds at link
// (ApplyUniformInitialValues). They are a property of the SHADERS, and the composite
// links the very same shader objects, so it seeds itself with the identical values -
// there is nothing to carry. Counting them would also re-introduce the bug this set
// exists to fix, by letting a stage that only declares `uniform float f = 0.0;` clobber
// the value the application wrote for `f` in another stage.
Bool TracksUniformWrites() const { return m_tracksUniformWrites; }
// Generation of the write SET itself, as distinct from the values in it. The refresh
// gate (ProgramPipelineObject::ComputeUniformMirrorVersions) is otherwise built out of
// counters that only move when BYTES move - and a write can enlarge the set without
// moving a byte, because both write funnels drop a value-identical write before
// bumping anything. glProgramUniform1f(fs, f, 0.0f) on an `f` that already reads 0.0
// is exactly that: it makes the FRAGMENT stage the last written-to stage for `f`, so
// the composite must be re-mirrored to hand it the slot, and nothing else in the gate
// would have noticed.
Uint32 GetUniformWriteSetVersion() const { return m_uniformWriteSetVersion; }
// Records that `location` has been written since the last link. Cheap and idempotent;
// a no-op on a program that can never be a pipeline stage.
void MarkUniformWrittenAtLocation(Uint location) {
if (!m_tracksUniformWrites) return;
LinkArtifacts& artifacts = Artifacts();
if (!IsValidUniformLocation(artifacts, static_cast<Int>(location))) return;
// Sized to cover this location AND the whole location space, so a program whose
// highest location is written first does not reallocate on every later write, and
// so the subscript below needs no second guard: the vector provably contains it.
const SizeT locationWord = location / 64u;
if (locationWord >= artifacts.writtenUniformLocationBits.size()) {
artifacts.writtenUniformLocationBits.resize(
std::max<SizeT>(locationWord + 1u, static_cast<SizeT>(artifacts.maxUniformLocation) / 64u + 1u),
0u);
}
const Uint64 locationBit = Uint64{1} << (location % 64u);
if ((artifacts.writtenUniformLocationBits[locationWord] & locationBit) == 0) {
artifacts.writtenUniformLocationBits[locationWord] |= locationBit;
// Only on the 0 -> 1 transition: a re-write of a location already in the set
// changes nothing the mirror would do differently, and moving the version for
// it would re-walk the set on every repeated glUniform* call.
++m_uniformWriteSetVersion;
}
// Add the owning GL active-uniform index to the compact list, once.
const Int tIndex = artifacts.uniformIndexInTProgram[location];
if (tIndex < 0 || static_cast<SizeT>(tIndex) >= artifacts.tProgramUniformIndexToGl.size()) return;
const Int glIndex = artifacts.tProgramUniformIndexToGl[tIndex];
// -1 is a uniform the relaxed parse swept out of the GL-visible index space; the
// mirror enumerates GL indices, so there is nothing it could look such a one up by.
if (glIndex < 0) return;
const SizeT indexWord = static_cast<SizeT>(glIndex) / 64u;
if (indexWord >= artifacts.writtenUniformIndexBits.size()) {
artifacts.writtenUniformIndexBits.resize(
std::max<SizeT>(indexWord + 1u, static_cast<SizeT>(artifacts.activeUniformCount) / 64u + 1u), 0u);
}
const Uint64 indexBit = Uint64{1} << (static_cast<SizeT>(glIndex) % 64u);
if ((artifacts.writtenUniformIndexBits[indexWord] & indexBit) != 0) return;
artifacts.writtenUniformIndexBits[indexWord] |= indexBit;
artifacts.writtenUniformIndices.push_back(static_cast<Uint>(glIndex));
}
Bool IsUniformWrittenAtLocation(Uint location) const {
const auto& bits = Artifacts().writtenUniformLocationBits;
const SizeT locationWord = location / 64u;
return locationWord < bits.size() &&
(bits[locationWord] & (Uint64{1} << (location % 64u))) != 0;
}
// GL active-uniform indices owning at least one written location. Empty for every
// program that has not been written to since its last link - and for every program
// that never asked to be separable, which is what makes the mirror free for them.
const Vector<Uint>& GetWrittenUniformIndices() const { return Artifacts().writtenUniformIndices; }
Int GetAttributeLocation(const String& name) {
const auto it = std::find(Artifacts().attribs.begin(), Artifacts().attribs.end(), name);
return (it == Artifacts().attribs.end()) ? -1 : (Int)std::distance(Artifacts().attribs.begin(), it);
}
Uint32 GetActiveAttributeLocationMask() const {
Uint32 mask = 0;
const SizeT count = std::min<SizeT>(Artifacts().attribs.size(), 32);
for (SizeT index = 0; index < count; ++index) {
if (!Artifacts().attribs[index].empty()) {
mask |= (1u << index);
}
}
return mask;
}
Uint32 GetActiveFragmentOutputLocationMask() const {
if (Artifacts().pipeOutputReflection.empty()) {
return 0;
}
Uint32 mask = 0;
const Int outputCount = static_cast<Int>(Artifacts().pipeOutputReflection.size());
for (Int index = 0; index < outputCount; ++index) {
const Int location = Artifacts().pipeOutputReflection[index].location;
if (location >= 0 && location < 32) {
mask |= (1u << location);
}
}
return mask;
}
Int GetActiveFragmentOutputCount() const {
return static_cast<Int>(Artifacts().pipeOutputReflection.size());
}
const String& GetActiveFragmentOutputName(Uint index) const {
MOBILEGL_ASSERT(index < static_cast<Uint>(Artifacts().pipeOutputReflection.size()),
"ProgramObject::GetActiveFragmentOutputName: index=%u out of range", index);
return Artifacts().pipeOutputReflection[index].name;
}
Int GetFragmentOutputLocation(Uint index) const {
MOBILEGL_ASSERT(index < static_cast<Uint>(Artifacts().pipeOutputReflection.size()),
"ProgramObject::GetFragmentOutputLocation: index=%u out of range",
index);
return Artifacts().pipeOutputReflection[index].location;
}
GLint GetActiveFragmentOutputArraySize(Uint index) const {
MOBILEGL_ASSERT(index < static_cast<Uint>(Artifacts().pipeOutputReflection.size()),
"ProgramObject::GetActiveFragmentOutputArraySize: index=%u out of range", index);
return Artifacts().pipeOutputReflection[index].size;
}
GLenum GetFragmentOutputType(Uint index) const {
MOBILEGL_ASSERT(index < static_cast<Uint>(Artifacts().pipeOutputReflection.size()),
"ProgramObject::GetFragmentOutputType: index=%u out of range",
index);
return Artifacts().pipeOutputReflection[index].glDefineType;
}
GLenum GetAttribType(Uint index) const { return Artifacts().attribTypes[index]; }
const String& GetAttribName(Uint index) const { return Artifacts().attribs[index]; }
GLenum GetActiveAttribType(Uint index) const { return Artifacts().pipeInputReflection[index].glDefineType; }
GLint GetActiveAttribArraySize(Uint index) const { return Artifacts().pipeInputReflection[index].size; }
// The Vulkan-semantics parse reflects the vertex builtins under their SPIR-V names;
// GL must keep reporting the GL spellings (glGetActiveAttrib and the program-input
// resource queries enumerate builtins).
static const String& NormalizeBuiltinPipeInputName(const String& name) {
static const String kGlVertexId = "gl_VertexID";
static const String kGlInstanceId = "gl_InstanceID";
if (name == "gl_VertexIndex") return kGlVertexId;
if (name == "gl_InstanceIndex") return kGlInstanceId;
return name;
}
const String& GetActiveAttribName(Uint index) const {
return NormalizeBuiltinPipeInputName(Artifacts().pipeInputReflection[index].name);
}
// PHASE B, all three (see EnsureSpirvJoined): the shadow buffer's layout is decided
// by the OPTIMIZED SPIR-V, so it does not exist until the SPIR-V job has settled - and
// never exists at all for a program whose SPIR-V job settled cancelled. These three
// degrade to nullptr/nullptr/0 in that case, which is exactly the "no backing storage"
// shape every caller already tests for (see GetUniformOffset's note).
void* MapUBO() { return Spirv().globalUboScratch.data(); }
const void* GetUBOData() const { return Spirv().globalUboScratch.data(); }
Uint GetUBOSize() const { return static_cast<Uint>(Spirv().globalUboScratch.size()); }
// Content version of the CPU-side global-UBO shadow: writers bump it so backends
// can skip re-uploading an unchanged UBO on every draw. ~0u is reserved as the
// backends' "never uploaded" sentinel, so skip over it on wrap.
Uint32 GetUBOContentVersion() const { return m_uboContentVersion; }
void MarkUBOContentDirty() const {
if (++m_uboContentVersion == ~0u) m_uboContentVersion = 0;
}
// ---- the reserved gl_NumSamples stand-in (ShaderTranspiler::NUM_SAMPLES_UNIFORM_NAME) ----
//
// PHASE A: answerable without joining the SPIR-V job, which is what lets the draw path ask
// every program this question and pay nothing for the overwhelming majority that say no.
Bool UsesReservedNumSamples() const { return Artifacts().usesReservedNumSamples; }
// Publishes `samples` into the global-UBO shadow. Returns false when there is nowhere to
// put it - no shim in this program, no SPIR-V (a cancelled phase B), or the optimizer
// dropped the member because nothing read it after all - all of which are ordinary states,
// not errors. A value-identical write is dropped without bumping the content version, so a
// steady stream of draws into one framebuffer does not force a re-upload per draw.
Bool WriteReservedNumSamples(Int samples) {
if (!UsesReservedNumSamples()) return false;
SpirvArtifacts& spirv = Spirv();
const Uint offset = spirv.reservedNumSamplesOffset;
if (offset == kInvalidUniformOffset) return false;
if (static_cast<SizeT>(offset) + sizeof(Int) > spirv.globalUboScratch.size()) return false;
Uint8* const slot = spirv.globalUboScratch.data() + offset;
Int current = 0;
Memcpy(&current, slot, sizeof(Int));
if (current == samples) return true;
Memcpy(slot, &samples, sizeof(Int));
MarkUBOContentDirty();
return true;
}
// ---- glUniform* inside the phase-A -> phase-B window ----
//
// True while the program is fully linked and fully queryable but its uniform shadow's
// LAYOUT (which the optimized SPIR-V decides) does not exist yet. A non-opaque
// glUniform* write in that window is RECORDED rather than joined, and replayed into
// the shadow at the phase-B publish - so a pack that sets its uniforms immediately
// after glLinkProgram never waits for SPIR-V.
//
// Nothing can observe the difference: the only route to those bytes is glGetUniform*
// (and a draw), and both of those go through the phase-B gate, which replays first.
// The OPAQUE branch of glUniform* is deliberately not buffered - a sampler unit is
// phase-A state (uniformSamplerOrImageUnitIndex), so glUniform1i(samplerLoc, unit)
// right after a link stays a zero-join operation, which is exactly what Iris does.
Bool IsSpirvPending() const { return m_pendingSpirv != nullptr; }
// Records one write. Returns false if it declined to buffer - the caller must then
// perform the write directly (which joins). Declining is the pressure valve for an
// application that writes megabytes of uniforms into a single pending window.
Bool BufferUniformWrite(Uint location, SizeT byteOffsetInUniform, const void* source, SizeT byteSize);
Uint32 GetBackendStateVersion() const { return m_backendStateVersion; }
// Bumped only by (re)linking — lets backends detect that every piece of
// link-derived reflection (locations, block order, UBO layout) is stale.
Uint32 GetLinkVersion() const { return m_linkVersion; }
// Content-hash memo for backends: avoids re-hashing the generated SPIR-V on every
// draw. The memo is keyed by (backendStateVersion, flags); ResetLinkArtifacts and
// the binding setters below invalidate it by bumping m_backendStateVersion.
Bool GetBackendHashMemo(Uint flags, Uint64& outHash) const {
if (m_backendHashMemoVersion != m_backendStateVersion) return false;
for (const auto& slot : m_backendHashMemoSlots) {
if (slot.valid && slot.flags == flags) {
outHash = slot.hash;
return true;
}
}
return false;
}
void SetBackendHashMemo(Uint flags, Uint64 hash) const {
if (m_backendHashMemoVersion != m_backendStateVersion) {
for (auto& slot : m_backendHashMemoSlots) slot.valid = false;
m_backendHashMemoVersion = m_backendStateVersion;
m_backendHashMemoNextSlot = 0;
}
for (auto& slot : m_backendHashMemoSlots) {
if (slot.valid && slot.flags == flags) {
slot.hash = hash;
return;
}
}
auto& slot = m_backendHashMemoSlots[m_backendHashMemoNextSlot];
slot.flags = flags;
slot.hash = hash;
slot.valid = true;
m_backendHashMemoNextSlot = (m_backendHashMemoNextSlot + 1) % kBackendHashMemoSlotCount;
}
void SetUniformSamplerOrImageUnitIndex(Uint location, Int unit) {
if (location >= Artifacts().uniformSamplerOrImageUnitIndex.size()) return;
// BEFORE the equality bail-out, not after: "written" is about the application
// having addressed the uniform, not about the bytes changing. glUniform1i(s, 0) on
// a sampler that already reads 0 still has to beat another stage's untouched
// declaration of the same name in the composite - which is only possible if the
// write is recorded. (The mirror is the only reader, and it runs this same setter
// on the composite, where the latch is off.)
MarkUniformWrittenAtLocation(location);
if (Artifacts().uniformSamplerOrImageUnitIndex[location] == unit) return;
Artifacts().uniformSamplerOrImageUnitIndex[location] = unit;
++m_backendStateVersion;
// IMAGE units get their own generation, and it is not redundant with the one
// above. A sampler unit is re-issued to the driver per draw as a plain
// glUniform1i, so a backend can honour a change without rebuilding anything; an
// image unit cannot be, because ES forbids glUniform1i on image uniforms - Espryt
// has to BAKE it into the ESSL it generates (RebindImageUniformsToFrontendUnits),
// which means the change is only honoured by regenerating the program. That
// regeneration is gated on link-shaped versions, so without a counter that moves
// here the new unit would never reach the driver.
if (GetUniformTypeFacts(location).isImage) {
++m_imageUnitVersion;
}
}
// Generation of the image-uniform unit assignment; see SetUniformSamplerOrImageUnitIndex.
// A backend that compiles the unit into its program source compares this to decide
// whether what it built is still describing the right binding.
Uint32 GetImageUnitVersion() const { return m_imageUnitVersion; }
Int GetUniformSamplerOrImageUnitIndex(Uint location) const {
return Artifacts().uniformSamplerOrImageUnitIndex[location];
}
Bool GetDeleteStatus() const { return m_deleteStatus; }
Bool GetLinkStatus() const { return Artifacts().linkStatus; }
// GL_PROGRAM_BINARY_RETRIEVABLE_HINT. MobileGL exposes no program binary format
// (GL_NUM_PROGRAM_BINARY_FORMATS is 0), so the hint is pure state - which is all
// ARB_get_program_binary requires of it.
Bool GetBinaryRetrievableHint() const { return m_binaryRetrievableHint; }
void SetBinaryRetrievableHint(Bool hint) { m_binaryRetrievableHint = hint; }
// GL_PROGRAM_SEPARABLE (GL_ARB_separate_shader_objects): the program may supply a
// subset of the stages of a program pipeline. Only takes effect on the next link,
// which is why it is plain state here rather than something Link() consults.
Bool GetSeparable() const { return m_separable; }
// What GL_PROGRAM_SEPARABLE actually reports, and what glUseProgramStages actually
// requires: the value the flag held at the program's LAST LINK, not the live flag.
// GL 4.6 core 7.3 - "the flag takes effect the next time the program is linked" - so a
// program that was told to be separable and then never linked is still NOT separable,
// which is precisely what es31cSeparateShaderObjsTests's PipelineApi and CreateShadProgApi
// assert. The live flag stays available as GetSeparable() for glGetProgramiv's sibling
// state and for the next link to latch.
Bool GetLinkedSeparable() const { return m_linkedSeparable; }
void SetSeparable(Bool separable) {
m_separable = separable;
// ---- arming the uniform-write tracking latch ----
//
// The predicate wanted is "this program can ever be a pipeline stage", and
// GetSeparable() is NOT it in either direction. GL_PROGRAM_SEPARABLE takes effect
// at the NEXT link, so it can read true on a program glUseProgramStages would
// still reject; that direction is merely wasteful. The other direction is a
// correctness hole: glProgramParameteri may clear the flag AFTER a separable link,
// and glUseProgramStages tests the state the program was LINKED with, so such a
// program is still a legal stage while GetSeparable() reads false. Tracking driven
// by the live flag would stop recording writes on a program the composite is still
// mirroring from, and those uniforms would silently stop reaching the draw.
//
// "Attached to a pipeline" is not usable either, and for a more basic reason:
// glProgramUniform* legitimately runs before glUseProgramStages, so the marks have
// to already exist by the time the program becomes a stage.
//
// So: a MONOTONE latch, armed the first time GL_PROGRAM_SEPARABLE is requested
// true and never cleared. It over-approximates - a program that was separable once
// keeps paying the bookkeeping - and over-approximating only ever costs a bitset,
// never a wrong value. glCreateShaderProgramv arms it through this same setter.
// A program that never asks (every monolithic glUseProgram program, which is the
// hot uniform path) never arms it and pays one bool branch per glUniform*.
if (separable) m_tracksUniformWrites = true;
}
// glProgramBinary always fails here (there is no format it could accept) and the
// spec then requires the program's LINK_STATUS to read FALSE.
void MarkLinkFailedByProgramBinary() {
// Before anything reads m_artifacts: a pending link would otherwise publish its
// (possibly successful) result over the failure this call is required to install
// - and Artifacts() below would be the thing that let it. Cancel-not-join: GL
// gives glProgramBinary no reason to wait for a link it is about to invalidate.
CancelLink();
BumpLinkObservableVersions();
ResetLinkArtifacts(Artifacts());
// ResetLinkArtifacts is a LinkArtifacts-only operation (the link body calls it on
// its own block, where no phase-B output exists yet), so the phase-B half is
// cleared here. CancelLink() above already dropped the pending SPIR-V job, so
// this cannot be racing a publish.
m_spirv = {};
Artifacts().infoLog = "No program binary format is supported.";
}
Bool GetValidateStatus() const { return m_validateStatus; }
// Artifacts().program is null until a link produces reflection, and glGetProgramiv is
// perfectly legal on a program that never linked (GL 4.6 sec. 7.3: the queried state is
// simply its initial value, zero). Dereferencing it there took the process down with a
// SIGSEGV inside glslang::TProgram::getNumPipeInputs - KHR-GL30.api.coverage does exactly
// this after a failed glGetAttribLocation, and reached it as soon as the CopyTexImage2D
// throw ahead of it stopped killing the run first.
Int GetActiveAttributesCount() const {
return static_cast<Int>(Artifacts().pipeInputReflection.size());
}
// Size of the BLOCK index space - every block the relaxed parse produced except the
// synthesized MGL_GLOBAL_UBO, which DoReflection filters out. NOT the answer to
// glGetProgramiv(GL_ACTIVE_UNIFORM_BLOCKS): storage blocks and atomic counter blocks
// live in here too, and GetGlUniformBlockCount() is the one that excludes them.
Int GetActiveUniformBlocksCount() const { return static_cast<Int>(Artifacts().glBlockIndexToTProgram.size()); }
GLuint GetComputeLocalSize(Uint dim) const {
return dim < 3u ? Artifacts().computeLocalSize[dim] : 0u;
}
Int GetActiveAttributesMaxLength() const { return Artifacts().attribInNameMaxLength; }
Int GetActiveUniformBlocksMaxNameLength() const { return Artifacts().uniformBlockNameMaxLength; }
// Answers in the BLOCK space, so it resolves storage and atomic counter blocks too -
// the backends reach those by name. glGetUniformBlockIndex must NOT: use
// GetGlUniformBlockIndex() for the GL entry point.
Uint GetUniformBlockIndex(const char* name) const {
auto it = Artifacts().uniformBlockIndexByName.find(name);
if (it != Artifacts().uniformBlockIndexByName.end()) return it->second;
// Instances of an arrayed block are reflected as "Block[0]".."Block[N-1]";
// a bare "Block" query resolves to the first instance per GL semantics.
const String suffixedName = String(name) + "[0]";
it = Artifacts().uniformBlockIndexByName.find(suffixedName);
if (it != Artifacts().uniformBlockIndexByName.end()) return it->second;
return 0xFFFFFFFFu; // GL_INVALID_INDEX
}
// Takes a BLOCK index. The GL entry points validate their argument against the
// GL_UNIFORM_BLOCK space with IsActiveGlUniformBlock() first and translate; the bound
// test here is only the range of the space this index actually lives in.
Uint GetUBOSizeAt(Uint index) const {
if (index >= Artifacts().glBlockIndexToTProgram.size()) return 0;
// glslang reports the unpadded end offset of the last member, but a std140 block
// (like a std140 struct) occupies a vec4-rounded size, and that is what the
// backend compiles: ES drivers reject draws whose bound UBO range is smaller
// than the block (a block ending in ivec3 reported 12 while the driver needs 16).
return (static_cast<Uint>(BlockAt(Artifacts().glBlockIndexToTProgram[index]).size) + 15u) & ~15u;
}
const String& GetUniformBlockName(Uint index) const {
const auto& ubo = BlockAt(Artifacts().glBlockIndexToTProgram[index]);
return ubo.name;
}
// Uniform entries that belong to an arrayed uniform block are reflected once, against
// the first instance ("Block[0]"); per GL semantics every other instance shares that
// member set. Maps any instance's block index to the index owning the member entries.
Uint GetUniformBlockMemberOwnerIndex(Uint index) const {
const String& name = GetUniformBlockName(index);
if (name.empty() || name.back() != ']') return index;
const SizeT bracket = name.rfind('[');
if (bracket == String::npos) return index;
const auto it = Artifacts().uniformBlockIndexByName.find(name.substr(0, bracket) + "[0]");
if (it != Artifacts().uniformBlockIndexByName.end()) return it->second;
return index;
}
// GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: derived from the same active-uniform scan that
// fills GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, so the two queries always agree
// (glslang's numMembers counts declared members, which diverges from the reflected
// entry list for struct arrays and arrayed block instances).
// Takes a BLOCK index, and scans in the block space: GetUniformBlockMemberOwnerIndex
// answers there, so pairing it with the GL_UNIFORM_BLOCK-space
// GetActiveUniformBlockIndex would compare two different numberings.
Int GetUniformBlockActiveUniformCount(Uint index) const {
const Int ownerIndex = static_cast<Int>(GetUniformBlockMemberOwnerIndex(index));
Int count = 0;
for (Uint uniformIndex = 0; uniformIndex < Artifacts().activeUniformCount; ++uniformIndex) {
if (GetActiveUniformOwnerBlockIndex(uniformIndex) == ownerIndex) ++count;
}
return count;
}
Bool IsUniformBlockReferencedByStage(Uint index, EShLanguage stage) const {
const auto& ubo = BlockAt(Artifacts().glBlockIndexToTProgram[index]);
const auto stageMask = static_cast<EShLanguageMask>(1 << stage);
return (ubo.stages & stageMask) != 0;
}
// Bumped by both block-binding setters below. A program pipeline's flattened composite
// is a different program object from the stage programs the application rebinds blocks
// on, so it has to be told - and this is what tells it something is worth re-reading.
// Separate from m_backendStateVersion because the storage-block setter deliberately
// does not disturb that one (see SetShaderStorageBlockBinding).
Uint32 GetBlockBindingVersion() const { return m_blockBindingVersion; }
// Set by glUniformBlockBinding. The vector is seeded at link with each block's DECLARED
// binding (layout(binding=N)), and with GL's default of 0 for a block that declared none
// - which the reflection cannot tell apart on its own, so the seeder consults
// uniformBlocksWithoutBinding. Either way an untouched program already reports what GL
// says it should.
void SetUniformBlockBinding(Uint index, Uint binding) {
if (index >= Artifacts().uniformBlockBinding.size() || Artifacts().uniformBlockBinding[index] == static_cast<Int>(binding)) {
return;
}
Artifacts().uniformBlockBinding[index] = static_cast<Int>(binding);
++m_backendStateVersion;
++m_blockBindingVersion;
}
Uint GetUniformBlockBinding(Uint index) const { return Artifacts().uniformBlockBinding[index]; }
// Set by glShaderStorageBlockBinding, keyed by the block's GL name rather than by any
// index. A shader storage block has THREE index spaces - the frontend interface-query
// enumeration, DirectVulkan's SPIR-V descriptor order and DirectGLES's real-driver
// order - and the name is the only coordinate all three agree on. Absent from the map
// means "never rebound", and the shader's declared binding still stands.
void SetShaderStorageBlockBinding(const String& blockName, Uint binding) {
// Equality bail-out like SetUniformBlockBinding's: the pipeline composite
// mirror replays every override each draw, and without this every replay
// would churn m_blockBindingVersion and rebuild whatever keys on it.
const auto it = Artifacts().shaderStorageBlockBinding.find(blockName);
if (it != Artifacts().shaderStorageBlockBinding.end() && it->second == static_cast<Int>(binding)) {
return;
}
Artifacts().shaderStorageBlockBinding[blockName] = static_cast<Int>(binding);
// Deliberately NOT m_backendStateVersion: Espryt's entry point never forces a
// program build off this, and bumping that version would start doing so. The
// dedicated counter carries the news to the pipeline composite instead.
++m_blockBindingVersion;
}
// -1 when the block has never been rebound. `blockName` is the interface-query
// spelling; an arrayed block's elements ("B[0]", "B[1]") are separate GL resources
// with separate bindings, so they are separate keys.
Int GetShaderStorageBlockBindingOverride(const String& blockName) const {
const auto it = Artifacts().shaderStorageBlockBinding.find(blockName);
if (it != Artifacts().shaderStorageBlockBinding.end()) return it->second;
// A backend that collapses an arrayed block down to one resource knows it only by
// the bare block name; answer that with element zero's binding.
const auto zeroth = Artifacts().shaderStorageBlockBinding.find(blockName + "[0]");
return zeroth != Artifacts().shaderStorageBlockBinding.end() ? zeroth->second : -1;
}
// Every rebinding recorded so far, for a backend that has to REPLAY them onto a
// driver program it just (re)built. Empty for the overwhelming majority of programs -
// check .empty() before doing any per-block work.
const UnorderedMap<String, Int>& GetShaderStorageBlockBindingOverrides() const {
return Artifacts().shaderStorageBlockBinding;
}
// PHASE B (see EnsureSpirvJoined). Empty for a program whose SPIR-V job was
// cancelled; GetSpirvStatus() below is how a backend tells that apart from a program
// that never linked.
Vector<Vector<unsigned>>& GetGeneratedSpirv() { return Spirv().generatedSpirv; }
const Vector<Vector<unsigned>>& GetGeneratedSpirv() const { return Spirv().generatedSpirv; }
// Whether phase B produced usable SPIR-V. Joins, like the four getters above: a
// backend asks this exactly where it used to ask GetLinkStatus(), i.e. right before
// it builds or draws with the program.
Bool GetSpirvStatus() const { return Spirv().spirvStatus; }
// Copied from the link task that generated this program's SPIR-V. Backends use it for
// their final transforms, which must honor the same diagnostic setting as phase B.
Bool GetSpirvValidationEnabled() const { return Spirv().enableSpirvValidation; }
// The linked glslang reflection itself, for the ONE consumer that needs resource
// lists no typed getter above exposes: the GL program-interface query layer
// (MG_Impl/GLImpl/Program/ProgramInterface.cpp), which has to enumerate buffer
// blocks, buffer variables, atomic counters and per-stage reference masks. Null
// until a link has succeeded. Read through the join gate like everything else.
Int GetShaderIndexByStage(ShaderStage stage) const {
auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [stage](const SharedPtr<ShaderObject>& shader) {
return shader->GetShaderStage() == stage;
});
return it == m_shaders.end() ? -1 : (Int)std::distance(m_shaders.begin(), it);
}
// ---- artifacts-only helpers, shared with ProgramLinkTask ----
// Static and taking the block explicitly, because from stage 4 the link BODY needs
// them while its artifacts still live on the job node, not on any ProgramObject. The
// member overloads above are the same functions read through the join gate.
// Clears every field one link produces, EXCEPT infoLog, linkedFragDataLocation/Index
// and the geometry strip-capture pair. That exception is load-bearing: the callers
// that survive (glProgramBinary's mandated failure, and the link body's own mid-link
// aborts) write infoLog immediately AFTER calling here. Link()'s prologue does not
// use this at all - it assigns a whole default-constructed LinkArtifacts, where the
// ordering is explicit and nothing is exempt.
static void ResetLinkArtifacts(LinkArtifacts& artifacts);
// The owned reflection snapshot, for the program-interface query layer. Replaces
// GetReflection(), which handed out the live glslang::TProgram - the last thing that
// forced a linked program to keep its parse alive.
const LinkArtifacts& GetLinkReflection() const {
EnsureLinkJoined();
return Artifacts();
}
static Bool IsValidUniformLocation(const LinkArtifacts& artifacts, Int location) {
if (location < 0 || location > static_cast<Int>(artifacts.maxUniformLocation)) return false;
if (static_cast<SizeT>(location) >= artifacts.uniformIndexInTProgram.size()) return false;
const Int uniformIndexInProgram = artifacts.uniformIndexInTProgram[location];
return uniformIndexInProgram != glslang::TQualifier::layoutLocationEnd &&
uniformIndexInProgram >= 0 &&
uniformIndexInProgram < static_cast<Int>(artifacts.tProgramUniformIndexToGl.size());
}
// Number of active array elements (GL_UNIFORM_SIZE / GL_ARRAY_SIZE); 1 for a non-array.
// glslang's TObjectReflection.size only carries the element count for a NON-block array; for
// a block array member it reports 1, so take the count from the TType, which is authoritative
// for both. GL 3.3 core uniforms are always sized. Takes a TProgram uniform index (the space
// the artifacts' uniformIndexInTProgram stores).
static GLint GetUniformArraySizeByTIndex(const LinkArtifacts& artifacts, Int tIndex) {
return UniformAtIn(artifacts, tIndex).arraySize;
}
// Bounds-checked mirror lookup. Out of range yields a default-constructed entry
// rather than UB, which is the same shape the phase-B getters use: a program whose
// reflection is missing must stay answerable, not crash the query surface.
static const UniformReflection& UniformAtIn(const LinkArtifacts& artifacts, Int tIndex) {
static const UniformReflection kEmpty;
if (tIndex < 0 || static_cast<SizeT>(tIndex) >= artifacts.uniformReflection.size()) return kEmpty;
return artifacts.uniformReflection[tIndex];
}
const UniformReflection& UniformAt(Int tIndex) const { return UniformAtIn(Artifacts(), tIndex); }
const BlockReflection& BlockAt(Int tBlockIndex) const {
static const BlockReflection kEmpty;
if (tBlockIndex < 0 || static_cast<SizeT>(tBlockIndex) >= Artifacts().blockReflection.size()) {
return kEmpty;
}
return Artifacts().blockReflection[tBlockIndex];
}
// Blocks until a pending link has published its artifacts. Public because a few call
// sites have to join without reading anything - see the explicit-join list (J1-J8) in
// the P1 design. GL thread only.
//
// PHASE A ONLY. After this returns, LINK_STATUS and the whole GL query surface are
// final and truthful, but the SPIR-V and the uniform shadow may still be in flight.
void JoinLink() const { EnsureLinkJoined(); }
// Both phases. The draw path uses this, and must: the backends sample lifetimeId /
// backendStateVersion / the UBO content version OUTSIDE the gate, so a draw that
// joined only phase A would sample a version, join phase B later inside the same draw
// (through GetGeneratedSpirv), and memoize under a version the phase-B publish had
// already superseded - the exact lost-invalidation hazard J1 exists to prevent.
void JoinLinkAndSpirv() const { EnsureSpirvJoined(); }
// Drops BOTH phases of a link that is still in flight, without waiting for either.
// Called at the points
// where the pending link's result stops being the answer to "what did this program
// link to": a re-link supersedes it, glProgramBinary must force LINK_STATUS false,
// and a destroyed program has no observers left.
//
// Deliberately NOT called by the "takes effect at the next link" setters
// (glBindAttribLocation, glBindFragDataLocation(Indexed), glTransformFeedbackVaryings,
// glProgramParameteri) NOR by glAttachShader/glDetachShader. Every one of those is
// defined by GL to leave the CURRENT link result alone, and the pending link already
// snapshotted its own inputs at enqueue, so it is computing exactly the answer GL
// requires. Cancelling on any of them would make
// glLinkProgram(p); <setter>; glGetProgramiv(p, GL_LINK_STATUS)
// report FALSE for a link that succeeded - and for the attach/detach pair it would
// additionally break glCreateShaderProgramv, which detaches immediately after linking.
void CancelLink();
// MUST NOT JOIN - this is what GL_COMPLETION_STATUS_KHR reads when the extension
// surface lands. "No job at all" counts as complete: there is nothing outstanding to
// wait for.
//
// BOTH phases, deliberately: an application that polls GL_COMPLETION_STATUS_KHR and
// then draws must not be told "done" while the SPIR-V is still being generated, or
// the draw it was cleared for is the thing that blocks.
Bool IsLinkComplete() const { return IsPhaseALinkComplete() && IsSpirvComplete(); }
// Phase A alone, for the callers that only care about the query surface (and for the
// tests that pin the two phases apart).
Bool IsPhaseALinkComplete() const { return m_pendingLink == nullptr || IsPendingLinkTerminal(); }
Bool IsSpirvComplete() const { return m_pendingSpirv == nullptr || IsPendingSpirvTerminal(); }
void SetTransformFeedbackVaryings(Vector<String>&& names, GLenum bufferMode) {
m_requestedXfbVaryings = Move(names);
m_requestedXfbBufferMode = bufferMode;
}
// NO ACCESSOR FOR THE PENDING REQUEST, deliberately. A program pipeline's draw composite
// needs the capture list of the stage program it flattens, and the obvious source - what
// glTransformFeedbackVaryings last recorded - is the wrong one: that request does not take
// effect until the stage program's next link, and it bumps no version, so reading it makes
// the composite's capture list depend on when the composite cache happened to be
// invalidated. GetTransformFeedbackInterfaceNames() below is the source that is correct
// AND cache-safe, because linked state only moves at a link and the composite signature
// already keys on the link version. See GLContext::GetProgramForDraw.
GLenum GetTransformFeedbackBufferMode() const { return Artifacts().xfbBufferMode; }
SizeT GetTransformFeedbackVaryingCount() const { return Artifacts().xfbVaryings.size(); }
const XfbVarying* GetTransformFeedbackVarying(SizeT index) const {
return index < Artifacts().xfbVaryings.size() ? &Artifacts().xfbVaryings[index] : nullptr;
}
const Vector<XfbVarying>& GetTransformFeedbackVaryings() const { return Artifacts().xfbVaryings; }
// The GL_TRANSFORM_FEEDBACK_VARYING resource list: every name the last successful
// link was asked to capture, in request order, pseudo-varyings included.
const Vector<String>& GetTransformFeedbackInterfaceNames() const { return Artifacts().xfbInterfaceNames; }
// Stride of one captured vertex in the given capture buffer slot.
Uint32 GetTransformFeedbackStride(Uint32 bufferIndex) const {
return bufferIndex < Artifacts().xfbStrides.size() ? Artifacts().xfbStrides[bufferIndex] : 0;
}
SizeT GetTransformFeedbackBufferCount() const { return Artifacts().xfbStrides.size(); }
Int GetTransformFeedbackVaryingMaxLength() const { return Artifacts().xfbVaryingNameMaxLength; }
// True when the capture layout uses gl_SkipComponents / gl_NextBuffer
// (ARB_transform_feedback3), which no ES driver can express: it can only pack every
// captured varying into one record with no gaps. A backend that captures through
// such a driver has to capture into scratch storage and scatter the records into the
// application's buffers itself, using packedOffsetBytes as the source offset and
// (bufferIndex, offsetBytes, stride) as the destination.
Bool NeedsScatteredTransformFeedbackCapture() const { return Artifacts().xfbNeedsScatteredCapture; }
// Bytes one gap-free captured record occupies.
Uint32 GetTransformFeedbackPackedStride() const { return Artifacts().xfbPackedStride; }
// True when the capture stage is a triangle-strip geometry shader with a
// statically-known emit sequence: the Vulkan capture order then needs the GL
// odd-triangle vertex swap after EndTransformFeedback.
Bool HasGsTriangleStripCaptureFixup() const { return Artifacts().gsStripCaptureFixup; }
// Triangles per strip, in emission order, for ONE geometry invocation.
const Vector<Uint32>& GetGsStripTriangles() const { return Artifacts().gsStripTriangles; }
// GL_GEOMETRY_INPUT_TYPE of the linked geometry stage (GL_POINTS, GL_LINES,
// GL_LINES_ADJACENCY, GL_TRIANGLES or GL_TRIANGLES_ADJACENCY), or GL_NONE when the
// program has no geometry stage. Draws must present a compatible primitive type.
GLenum GetGeometryInputType() const { return Artifacts().gsInputPrimitive; }
// GL_GEOMETRY_OUTPUT_TYPE (GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP),
// GL_GEOMETRY_VERTICES_OUT and GL_GEOMETRY_SHADER_INVOCATIONS of the linked geometry
// stage. Meaningless without one - glGetProgramiv raises INVALID_OPERATION there.
GLenum GetGeometryOutputType() const { return Artifacts().gsOutputPrimitive; }
Int GetGeometryVerticesOut() const { return Artifacts().gsMaxVertices; }
Int GetGeometryShaderInvocations() const { return Artifacts().gsInvocations; }
// GL_TESS_CONTROL_OUTPUT_VERTICES of the linked tessellation control stage, or 0 when
// the program has no such stage. Never greater than GL_MAX_PATCH_VERTICES: a program
// that declared more does not link at all (GL 4.6 core 11.2.1.1).
Int GetTessControlOutputVertices() const { return Artifacts().tcsOutputVertices; }
// GL_TESS_GEN_MODE / _SPACING / _VERTEX_ORDER / _POINT_MODE of the linked tessellation
// evaluation stage.
GLenum GetTessGenMode() const { return Artifacts().tessGenMode; }
GLenum GetTessGenSpacing() const { return Artifacts().tessGenSpacing; }
GLenum GetTessGenVertexOrder() const { return Artifacts().tessGenVertexOrder; }
Bool GetTessGenPointMode() const { return Artifacts().tessGenPointMode; }
Uint GetExternalIndex() const { return m_externalIndex; }
// Globally-unique, never-reused id for this program object's lifetime. Unlike the GL
// name (external index), which is freed to a LIFO list and immediately handed back by
// the next glCreateProgram, this distinguishes a deleted-and-recreated program from the
// original, so an identity cache can't false-hit on name recycling.
Uint64 GetLifetimeId() const { return m_lifetimeId; }
private:
// ---- The one and only join gate for link output (P1 invariant I5) ----
// Blocks until a pending link has finished and its LinkArtifacts have been
// published into m_artifacts. It exists so that the ~120 readers of link output are
// routed through it by the compiler rather than by review: m_artifacts is private
// and Artifacts() is the only spelling that reaches it.
//
// The fast path - no pending link - is one predictable branch and stays inline: it
// runs on every Artifacts() read (~1200 call sites project-wide) and the project
// never builds with LTO (MOBILEGL_ENABLE_LTO=OFF), so an out-of-line body would be a
// real cross-TU call at every one of them. The blocking half is out of line.
void EnsureLinkJoined() const {
if (m_pendingLink) JoinPendingLink();
}
void JoinPendingLink() const;
// ProgramLinkTask is incomplete here, so IsLinkComplete()'s non-joining peek at the
// node's state goes through this out-of-line helper.
Bool IsPendingLinkTerminal() const;
// ---- the second join gate: phase-B (SPIR-V) output only ----
// Phase A FIRST, always. Two reasons: the phase-B publish replays the uniform writes
// that were buffered during its window, and those need the phase-A reflection to
// validate against; and a caller that reaches a phase-B getter without having settled
// phase A would otherwise leave the link half-published.
//
// Same inline/out-of-line split as the phase-A gate, for the same reason: the five
// getters behind this one include the per-draw uniform upload path.
void EnsureSpirvJoined() const {
if (m_pendingLink) JoinPendingLink();
if (m_pendingSpirv) JoinPendingSpirv();
}
void JoinPendingSpirv() const;
Bool IsPendingSpirvTerminal() const;
// One buffered non-opaque glUniform* write. `dataOffset` indexes m_pendingUniformBytes,
// which is one append-only blob rather than a per-record allocation.
struct PendingUniformWrite {
Uint location = 0;
Uint byteOffsetInUniform = 0;
Uint byteSize = 0;
Uint dataOffset = 0;
};
// Replays the buffer into the freshly published shadow, in write order, and drains it.
// Each record re-does the bounds check and the bytes-equal dedupe the live write path
// performs, so "an identical write does not move the content version" survives the
// detour exactly - and a record that really does change bytes moves the version, which
// is what makes a backend re-upload the UBO it cached during the window.
void ReplayBufferedUniformWrites() const;
// Seeds the freshly published uniform shadow with the declared initializers. Runs at
// the phase-B publish, BEFORE ReplayBufferedUniformWrites, so an application write
// made during the A->B window still wins - which is the GL ordering.
void ApplyUniformInitialValues() const;
// Past this, BufferUniformWrite declines and the write joins instead. Sized so an
// ordinary pack load never reaches it (a pending window is one program's worth of
// uniforms) while a pathological writer cannot grow the heap without bound.
static constexpr SizeT kMaxBufferedUniformBytes = 4u << 20;
LinkArtifacts& Artifacts() {
EnsureLinkJoined();
return m_artifacts;
}
const LinkArtifacts& Artifacts() const {
EnsureLinkJoined();
return m_artifacts;
}
SpirvArtifacts& Spirv() {
EnsureSpirvJoined();
return m_spirv;
}
const SpirvArtifacts& Spirv() const {
EnsureSpirvJoined();
return m_spirv;
}
// GL-thread-only companion to ResetLinkArtifacts (see its definition). Const because
// the publish half of the join calls it; see the mutable counters below.
void BumpLinkObservableVersions() const;
void AddDefaultFragmentShaderIfMissing();
static Uint64 AllocateLifetimeId();
// ---- GL-thread-owned state: never joins ----
// Most of this is never produced by a link at all. The three version counters
// (m_backendStateVersion / m_uboContentVersion / m_linkVersion) ARE
// link-observable, but they are bumped exclusively on the GL thread
// (BumpLinkObservableVersions in Link()'s prologue and glProgramBinary's
// failure path) - the link BODY, which stage 4 moves to a worker, never
// writes them.
const Uint m_externalIndex = 0;
const Uint64 m_lifetimeId = 0;
// The attach lists are mutated only in Link()'s GL-thread prologue, which is why
// glGetAttachedShaders / GL_ATTACHED_SHADERS / the orphan-shader sweep need no join.
Vector<SharedPtr<ShaderObject>> m_shaders;
Vector<SharedPtr<ShaderObject>> m_detachedShaders; // Store detached shaders and remove on next link
// See GetLinkedShaderSnapshot. Holding the SharedPtrs here is deliberate: the
// "as last linked" set must survive detach-and-delete of its shaders (the
// glCreateShaderProgramv shape) until the next link replaces it.
Vector<LinkedShaderRef> m_linkedShaderSnapshot;
// See AttachShaderWithPinnedLinkInput. Populated only on pipeline composites,
// which never detach, so entries need no removal path. GL-thread-owned.
UnorderedMap<const ShaderObject*, LinkedShaderRef> m_pinnedLinkInputs;
// Link INPUTS (all "take effect at the next link" per GL): glBindAttribLocation,
// glBindFragDataLocation(Indexed), glTransformFeedbackVaryings, and the draw-buffer
// count stamped in by the entry point. A pending link snapshots these at enqueue.
UnorderedMap<String, Uint> m_explicitAttribLocations;
UnorderedMap<String, Uint> m_explicitFragDataLocation;
// Dual-source blend color index per output name (glBindFragDataLocationIndexed); snapshotted
// into the linked map at link time, like the location maps above.
UnorderedMap<String, Uint> m_explicitFragDataIndex;
Int m_maxFragmentOutputColorNumber = 8;
Vector<String> m_requestedXfbVaryings;
GLenum m_requestedXfbBufferMode = GL_INTERLEAVED_ATTRIBS;
Bool m_deleteStatus = false;
Bool m_binaryRetrievableHint = false;
Bool m_separable = false;
// m_separable as of the last link; see GetLinkedSeparable. Latched by Link() rather than
// carried in LinkArtifacts because it is a GL-thread-owned decision made at enqueue time,
// not a result the worker computes - and because a FAILED link still latches it, exactly
// as a successful one does.
Bool m_linkedSeparable = false;
// Monotone "this program may ever be a pipeline stage" latch; see SetSeparable for why
// it is a latch and not just m_separable. Outside LinkArtifacts on purpose: a relink
// clears the write SET, but a program that was separable is still separable after it.
Bool m_tracksUniformWrites = false;
// Generation counters that must NOT be reset by a link, for the same reason the memo
// versions above are not: a reader compares them for INEQUALITY, so a reset could make
// a stale cache compare equal to a fresh program. See their getters.
Uint32 m_uniformWriteSetVersion = 0;
Uint32 m_imageUnitVersion = 0;
Bool m_validateStatus = true;
// Mutable, like m_artifacts and for the same reason: publishing a pending link is a
// READ-side operation (the first gated getter is what pulls the result in), and the
// publish has to bump these. Still GL-thread-only - a worker never touches them.
mutable Uint32 m_backendStateVersion = 0;
// Interface-block binding generation; see GetBlockBindingVersion.
Uint32 m_blockBindingVersion = 0;
// Backend-owned content-hash memo (see GetBackendHashMemo): valid only while
// m_backendStateVersion matches. Several slots, not one: a backend may resolve the same
// program under more than one compile-flag set within a frame (surface rotation, and the
// explicit-LOD sampling variant), and a single slot would then miss on every lookup and
// re-hash the program's whole SPIR-V once per draw.
static constexpr SizeT kBackendHashMemoSlotCount = 4;
struct BackendHashMemoSlot {
Uint64 hash = 0;
Uint flags = 0;
Bool valid = false;
};
mutable Array<BackendHashMemoSlot, kBackendHashMemoSlotCount> m_backendHashMemoSlots{};
mutable SizeT m_backendHashMemoNextSlot = 0;
mutable Uint32 m_backendHashMemoVersion = ~0u;
mutable Uint32 m_uboContentVersion = 0;
mutable Uint32 m_linkVersion = 0;
// ---- Link OUTPUT ----
// Written by the link and by the post-link setters GL allows (glUniform1i's sampler
// unit, glUniformBlockBinding). Reachable only through Artifacts(); see LinkArtifacts.
//
// Mutable because publishing is a READ-side operation: a const getter has to be able
// to settle an outstanding link before answering it.
mutable LinkArtifacts m_artifacts;
// Phase-B output. Same mutability argument as m_artifacts, reached only through
// Spirv().
mutable SpirvArtifacts m_spirv;
// The link job, from enqueue until the first observable read pulls its result. Null
// means m_artifacts is already the answer - which is the state every reader outside
// the pending window sees, and the whole reason the gate above is one branch.
mutable SharedPtr<ProgramLinkTask> m_pendingLink;
// The SPIR-V job, chained behind m_pendingLink. Null means m_spirv is already the
// answer. A program can be in the window where m_pendingLink is already null (phase A
// published, the query surface is live) while this is still set.
mutable SharedPtr<ProgramSpirvTask> m_pendingSpirv;
// glUniform* writes taken while m_pendingSpirv was set, in call order, plus their
// bytes. Drained by the phase-B publish and cleared by every cancel site (a relink's
// uniforms are not the previous link's uniforms).
mutable Vector<PendingUniformWrite> m_pendingUniformWrites;
mutable Vector<Uint8> m_pendingUniformBytes;
};
} // namespace MobileGL::MG_State::GLState