Files
MobileGL/MobileGL/MG_State/GLState/ProgramState/ProgramObject.h
T
BZLZHH 2dcc15bb0e [Feat] (MG_Impl, DirectGLES): advertise GL_ARB_get_program_binary with no binary format
glProgramParameteri is not core before GL 4.1, so in the 4.0 context the CTS runs it
only exists through GL_ARB_get_program_binary or GL_ARB_separate_shader_objects.
MobileGL advertised neither, so dEQP's loader left the entry point null - and
KHR-GL40.api.coverage, which registers glProgramParameteri from GL 3.2 upwards, called
straight through the null pointer and took the process down.

GL_NUM_PROGRAM_BINARY_FORMATS was already 0, and the extension explicitly allows an
implementation to support no binary format at all; that is the honest state of things
here, since a MobileGL program is a glslang link plus a per-backend translation with no
serialised form. So the extension is advertised for what it really provides:
glProgramParameteri stores GL_PROGRAM_BINARY_RETRIEVABLE_HINT (reported back by
glGetProgramiv alongside a GL_PROGRAM_BINARY_LENGTH of zero), glGetProgramBinary is the
INVALID_OPERATION the spec requires when that length is zero, and glProgramBinary
rejects every format with INVALID_ENUM and leaves the program's LINK_STATUS false.

Applications that ask for a binary get the documented "no formats" answer and fall
back, which is what they already had to do - only now they can ask.
2026-08-04 10:27:23 -04:00

642 lines
35 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 <MG_Util/Metrics/BufferMetrics.h>
#include <MG_Util/ShaderTranspiler/SpvcSession.h>
namespace MobileGL::MG_State::GLState {
class ProgramObject {
public:
ProgramObject(Uint externalIndex) : m_externalIndex(externalIndex), m_lifetimeId(AllocateLifetimeId()) {}
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;
const String& GetInfoLog() const { return m_infoLog; }
Int GetUniformMaxLength() const { return m_uniformNameMaxLength; }
Uint GetUniformCount() const { return m_activeUniformCount; }
Uint GetMaxUniformLocation() const { return m_maxUniformLocation; }
Int GetUniformLocation(const String& name) const {
const auto it = m_uniformLocations.find(name);
if (it != m_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 = m_uniformLocations.find(name + "[0]");
if (suffixedIt != m_uniformLocations.end()) return (Int)suffixedIt->second;
return -1;
}
if (name.length() < 4) return -1;
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 = m_uniformLocations.find(name.substr(0, bracket) + "[0]");
if (baseIt == m_uniformLocations.end()) {
// Legacy key without the "[0]" suffix (defensive; reflection normally
// stores the suffixed form for arrays).
baseIt = m_uniformLocations.find(name.substr(0, bracket));
if (baseIt == m_uniformLocations.end()) return -1;
}
const Int base = (Int)baseIt->second;
if (!IsValidUniformLocation(base)) return -1;
const Int index = m_uniformIndexInTProgram[base];
// "[k]" only addresses arrays ("scalar[0]" is not a uniform name), and only
// in-range elements.
const glslang::TType* type = m_program->getUniform(index).getType();
if (type == nullptr || !type->isArray()) return -1;
if (static_cast<GLint>(element) >= GetActiveUniformArraySize(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 m_uniformIndexInTProgram[a] == m_uniformIndexInTProgram[b];
}
Int GetActiveUniformIndex(const String& name) const {
const Int uniformIndex = m_program->getUniformIndex(name.c_str());
if (uniformIndex >= 0 && uniformIndex < m_activeUniformCount &&
m_program->getUniform(uniformIndex).name == name) {
return uniformIndex;
}
// 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 String suffixedName = name + "[0]";
const Int suffixedIndex = m_program->getUniformIndex(suffixedName.c_str());
if (suffixedIndex >= 0 && suffixedIndex < m_activeUniformCount &&
m_program->getUniform(suffixedIndex).name == suffixedName) {
return suffixedIndex;
}
return -1;
}
if (name.length() <= 3 || name.compare(name.length() - 3, 3, "[0]") != 0) return -1;
const String baseName = name.substr(0, name.length() - 3);
const Int baseIndex = m_program->getUniformIndex(baseName.c_str());
if (baseIndex < 0 || baseIndex >= m_activeUniformCount) return -1;
return m_program->getUniform(baseIndex).name == baseName ? baseIndex : -1;
}
Bool IsValidUniformLocation(Int location) const {
if (location < 0 || location > static_cast<Int>(m_maxUniformLocation)) return false;
if (static_cast<SizeT>(location) >= m_uniformIndexInTProgram.size()) return false;
const Int uniformIndexInProgram = m_uniformIndexInTProgram[location];
return uniformIndexInProgram != glslang::TQualifier::layoutLocationEnd &&
uniformIndexInProgram >= 0 && uniformIndexInProgram < m_activeUniformCount;
}
GLenum GetUniformType(Uint location) const {
auto& uniform = m_program->getUniform(m_uniformIndexInTProgram[location]);
return uniform.glDefineType;
}
GLenum GetActiveUniformType(Uint index) const {
auto& uniform = m_program->getUniform(static_cast<Int>(index));
return uniform.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.
GLint GetActiveUniformArraySize(Uint index) const {
const auto& uniform = m_program->getUniform(static_cast<Int>(index));
const glslang::TType* type = uniform.getType();
if (type != nullptr && type->isSizedArray()) {
return type->getOuterArraySize();
}
return uniform.size < 1 ? 1 : uniform.size;
}
Int GetActiveUniformBlockIndex(Uint index) const {
auto& uniform = m_program->getUniform(static_cast<Int>(index));
return uniform.index;
}
// GL_UNIFORM_OFFSET: byte offset within the owning named block. glslang already reports -1
// for a default-block uniform, which is exactly the spec value there.
GLint GetActiveUniformOffset(Uint index) const {
return m_program->getUniform(static_cast<Int>(index)).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 = m_program->getUniform(static_cast<Int>(index));
if (uniform.index < 0) return -1;
const glslang::TType* type = uniform.getType();
if (type == nullptr || !type->isArray()) return 0;
if (type->isMatrix()) {
const bool rowMajor = GetActiveUniformIsRowMajor(index) != 0;
const int vectors = rowMajor ? type->getMatrixRows() : type->getMatrixCols();
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 = m_program->getUniform(static_cast<Int>(index));
if (uniform.index < 0) return 0;
const glslang::TType* type = uniform.getType();
if (type == nullptr || !type->isMatrix()) return 0;
glslang::TLayoutMatrix layoutMatrix = type->getQualifier().layoutMatrix;
if (layoutMatrix == glslang::ElmNone) {
layoutMatrix = m_program->getUniformBlock(uniform.index).getType()->getQualifier().layoutMatrix;
}
return (layoutMatrix == 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 = m_program->getUniform(static_cast<Int>(index));
if (uniform.index < 0) return -1;
const glslang::TType* type = uniform.getType();
if (type == nullptr || !type->isMatrix()) return 0;
glslang::TLayoutMatrix layoutMatrix = type->getQualifier().layoutMatrix;
if (layoutMatrix == glslang::ElmNone) {
layoutMatrix = m_program->getUniformBlock(uniform.index).getType()->getQualifier().layoutMatrix;
}
const bool rowMajor = (layoutMatrix == glslang::ElmRowMajor);
const int strideVectorComponents = rowMajor ? type->getMatrixCols() : type->getMatrixRows();
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
}
const glslang::TType* GetUniformTType(Uint location) const {
auto& uniform = m_program->getUniform(m_uniformIndexInTProgram[location]);
return uniform.getType();
}
Bool IsUniformOpaqueAtLocation(Uint location) const { return GetUniformTType(location)->isOpaque(); }
const String& GetUniformName(Uint location) const {
auto& uniform = m_program->getUniform(m_uniformIndexInTProgram[location]);
return uniform.name;
}
const String& GetActiveUniformName(Uint index) const {
auto& uniform = m_program->getUniform(static_cast<Int>(index));
return uniform.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 = ~0u;
Uint GetUniformOffset(Uint location) const { return m_uniformOffsets[location]; }
Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); }
Int GetAttributeLocation(const String& name) {
const auto it = std::find(m_attribs.begin(), m_attribs.end(), name);
return (it == m_attribs.end()) ? -1 : (Int)std::distance(m_attribs.begin(), it);
}
Uint32 GetActiveAttributeLocationMask() const {
Uint32 mask = 0;
const SizeT count = std::min<SizeT>(m_attribs.size(), 32);
for (SizeT index = 0; index < count; ++index) {
if (!m_attribs[index].empty()) {
mask |= (1u << index);
}
}
return mask;
}
Uint32 GetActiveFragmentOutputLocationMask() const {
if (!m_program) {
return 0;
}
Uint32 mask = 0;
const Int outputCount = m_program->getNumPipeOutputs();
for (Int index = 0; index < outputCount; ++index) {
const Int location = static_cast<Int>(m_program->getPipeOutput(index).layoutLocation());
if (location >= 0 && location < 32) {
mask |= (1u << location);
}
}
return mask;
}
Int GetActiveFragmentOutputCount() const {
return m_program ? m_program->getNumPipeOutputs() : 0;
}
const String& GetActiveFragmentOutputName(Uint index) const {
MOBILEGL_ASSERT(m_program != nullptr, "ProgramObject::GetActiveFragmentOutputName: program is null");
MOBILEGL_ASSERT(index < static_cast<Uint>(m_program->getNumPipeOutputs()),
"ProgramObject::GetActiveFragmentOutputName: index=%u out of range", index);
return m_program->getPipeOutput(static_cast<Int>(index)).name;
}
Int GetFragmentOutputLocation(Uint index) const {
MOBILEGL_ASSERT(m_program != nullptr, "ProgramObject::GetFragmentOutputLocation: program is null");
MOBILEGL_ASSERT(index < static_cast<Uint>(m_program->getNumPipeOutputs()),
"ProgramObject::GetFragmentOutputLocation: index=%u out of range",
index);
return static_cast<Int>(m_program->getPipeOutput(static_cast<Int>(index)).layoutLocation());
}
GLint GetActiveFragmentOutputArraySize(Uint index) const {
MOBILEGL_ASSERT(m_program != nullptr, "ProgramObject::GetActiveFragmentOutputArraySize: program is null");
MOBILEGL_ASSERT(index < static_cast<Uint>(m_program->getNumPipeOutputs()),
"ProgramObject::GetActiveFragmentOutputArraySize: index=%u out of range", index);
return m_program->getPipeOutput(static_cast<Int>(index)).size;
}
GLenum GetFragmentOutputType(Uint index) const {
MOBILEGL_ASSERT(m_program != nullptr, "ProgramObject::GetFragmentOutputType: program is null");
MOBILEGL_ASSERT(index < static_cast<Uint>(m_program->getNumPipeOutputs()),
"ProgramObject::GetFragmentOutputType: index=%u out of range",
index);
return m_program->getPipeOutput(static_cast<Int>(index)).glDefineType;
}
GLenum GetAttribType(Uint index) const { return m_attribTypes[index]; }
const String& GetAttribName(Uint index) const { return m_attribs[index]; }
GLenum GetActiveAttribType(Uint index) const { return m_program->getPipeInput(static_cast<Int>(index)).glDefineType; }
GLint GetActiveAttribArraySize(Uint index) const { return m_program->getPipeInput(static_cast<Int>(index)).size; }
const String& GetActiveAttribName(Uint index) const { return m_program->getPipeInput(static_cast<Int>(index)).name; }
void* MapUBO() { return m_globalUboScratch.data(); }
const void* GetUBOData() const { return m_globalUboScratch.data(); }
Uint GetUBOSize() const { return static_cast<Uint>(m_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() {
if (++m_uboContentVersion == ~0u) m_uboContentVersion = 0;
}
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 >= m_uniformSamplerOrImageUnitIndex.size() ||
m_uniformSamplerOrImageUnitIndex[location] == unit) {
return;
}
m_uniformSamplerOrImageUnitIndex[location] = unit;
++m_backendStateVersion;
}
Int GetUniformSamplerOrImageUnitIndex(Uint location) const {
return m_uniformSamplerOrImageUnitIndex[location];
}
Bool GetDeleteStatus() const { return m_deleteStatus; }
Bool GetLinkStatus() const { return m_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; }
// 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() {
ResetLinkArtifacts();
m_infoLog = "No program binary format is supported.";
}
Bool GetValidateStatus() const { return m_validateStatus; }
Int GetActiveAtomicCounterCount() const { return m_program->getNumAtomicCounters(); }
Int GetActiveAttributesCount() const { return m_program->getNumPipeInputs(); }
Int GetActiveUniformBlocksCount() const { return m_program->getNumUniformBlocks(); }
GLuint GetComputeLocalSize(Uint dim) const { return m_program->getLocalSize(static_cast<Int>(dim)); }
Int GetActiveAttributesMaxLength() const { return m_attribInNameMaxLength; }
Int GetActiveUniformBlocksMaxNameLength() const { return m_uniformBlockNameMaxLength; }
Uint GetUniformBlockIndex(const char* name) const {
auto it = m_uniformBlockIndexByName.find(name);
if (it != m_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 = m_uniformBlockIndexByName.find(suffixedName);
if (it != m_uniformBlockIndexByName.end()) return it->second;
return 0xFFFFFFFFu; // GL_INVALID_INDEX
}
Bool IsActiveUniformBlock(Uint index) const {
if (index >= GetActiveUniformBlocksCount()) return false;
return true;
}
Uint GetUBOSizeAt(Uint index) const {
if (!IsActiveUniformBlock(index)) 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 (m_program->getUniformBlock((Int)index).size + 15u) & ~15u;
}
const String& GetUniformBlockName(Uint index) const {
auto& ubo = m_program->getUniformBlock((Int)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 = m_uniformBlockIndexByName.find(name.substr(0, bracket) + "[0]");
if (it != m_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).
Int GetUniformBlockActiveUniformCount(Uint index) const {
const Int ownerIndex = static_cast<Int>(GetUniformBlockMemberOwnerIndex(index));
Int count = 0;
for (Uint uniformIndex = 0; uniformIndex < m_activeUniformCount; ++uniformIndex) {
if (GetActiveUniformBlockIndex(uniformIndex) == ownerIndex) ++count;
}
return count;
}
Bool IsUniformBlockReferencedByStage(Uint index, EShLanguage stage) const {
const auto& ubo = m_program->getUniformBlock((Int)index);
const auto stageMask = static_cast<EShLanguageMask>(1 << stage);
return (ubo.stages & stageMask) != 0;
}
// Set by glUniformBlockBinding
void SetUniformBlockBinding(Uint index, Uint binding) {
if (index >= m_uniformBlockBinding.size() || m_uniformBlockBinding[index] == static_cast<Int>(binding)) {
return;
}
m_uniformBlockBinding[index] = static_cast<Int>(binding);
++m_backendStateVersion;
}
Uint GetUniformBlockBinding(Uint index) const { return m_uniformBlockBinding[index]; }
Vector<Vector<unsigned>>& GetGeneratedSpirv() { return m_generatedSpirv; }
const Vector<Vector<unsigned>>& GetGeneratedSpirv() const { return m_generatedSpirv; }
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);
}
// Transform feedback (GL 3.0 core: glTransformFeedbackVaryings applies on
// the NEXT link; the linked snapshot below is what draws and queries see).
struct XfbVarying {
String name;
GLenum type = GL_FLOAT;
GLint size = 1; // array element count
Uint32 bufferIndex = 0; // capture buffer slot
Uint32 offsetBytes = 0; // offset within the capture buffer
Uint32 byteSize = 0; // bytes captured per vertex for this varying
// Offset within the gap-free record a backend that cannot express the GL
// layout captures into; see NeedsScatteredTransformFeedbackCapture.
Uint32 packedOffsetBytes = 0;
};
void SetTransformFeedbackVaryings(Vector<String>&& names, GLenum bufferMode) {
m_requestedXfbVaryings = Move(names);
m_requestedXfbBufferMode = bufferMode;
}
GLenum GetTransformFeedbackBufferMode() const { return m_xfbBufferMode; }
SizeT GetTransformFeedbackVaryingCount() const { return m_xfbVaryings.size(); }
const XfbVarying* GetTransformFeedbackVarying(SizeT index) const {
return index < m_xfbVaryings.size() ? &m_xfbVaryings[index] : nullptr;
}
const Vector<XfbVarying>& GetTransformFeedbackVaryings() const { return m_xfbVaryings; }
// Stride of one captured vertex in the given capture buffer slot.
Uint32 GetTransformFeedbackStride(Uint32 bufferIndex) const {
return bufferIndex < m_xfbStrides.size() ? m_xfbStrides[bufferIndex] : 0;
}
SizeT GetTransformFeedbackBufferCount() const { return m_xfbStrides.size(); }
Int GetTransformFeedbackVaryingMaxLength() const { return m_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 m_xfbNeedsScatteredCapture; }
// Bytes one gap-free captured record occupies.
Uint32 GetTransformFeedbackPackedStride() const { return m_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 m_gsStripCaptureFixup; }
// Triangles per strip, in emission order, for ONE geometry invocation.
const Vector<Uint32>& GetGsStripTriangles() const { return m_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 m_gsInputPrimitive; }
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:
void ResetLinkArtifacts();
void DoReflection();
// Resolves the requested transform feedback varyings against the linked
// vertex stage; fails the link (GL semantics) on unknown or duplicate
// names or exceeded capture limits.
Bool ResolveTransformFeedbackVaryings();
void ResolveGsTriangleStripCapture(const glslang::TIntermediate* captureIntermediate);
void GenerateBinary();
void WaitUntilGenerationCompleted() const;
void AddDefaultFragmentShaderIfMissing();
Bool ValidateFragmentOutputLocations();
static Uint64 AllocateLifetimeId();
const Uint m_externalIndex = 0;
const Uint64 m_lifetimeId = 0;
Vector<SharedPtr<ShaderObject>> m_shaders;
Vector<SharedPtr<ShaderObject>> m_detachedShaders; // Store detached shaders and remove on next link
SharedPtr<glslang::TProgram> m_program;
Vector<Vector<unsigned>> m_generatedSpirv;
// Attributes (Vertex in)
UnorderedMap<String, Uint> m_explicitAttribLocations;
Vector<String> m_attribs;
Vector<GLenum> m_attribTypes;
// FragData (Frag out)
UnorderedMap<String, Uint> m_explicitFragDataLocation;
UnorderedMap<String, Uint> m_linkedFragDataLocation;
// 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;
UnorderedMap<String, Uint> m_linkedFragDataIndex;
Int m_maxFragmentOutputColorNumber = 8;
// Uniforms
UnorderedMap<String, Uint> m_uniformLocations;
// Ordered by location,
// aka. m_uniformIndexInTProgram[loc] == "uniform index of TProgram at location `loc`"
Vector<Int> m_uniformIndexInTProgram;
// ditto. Will be set at glUniform1i
Vector<Int> m_uniformSamplerOrImageUnitIndex;
UnorderedMap<String, Uint> m_explicitOpaqueUniformBindings;
// Ordered by uniform block index
// index is DIFFERENT from binding!!!
//
// Let's define UniformBlockIndex == the order at glslang getUniformBlock()
// aka `i = glGetUniformBlockIndex(prog, "BlockName")` implies:
// `prog->getUniformBlock(i) == "BlockName"`
// These stuff are present for GL semantics, not for backend inspection
// These may change after-link (because GL spec decided to have `glUniformBlockBinding`)
UnorderedMap<String, Uint> m_uniformBlockIndexByName;
Vector<Int> m_uniformBlockBinding;
// Need to be reflected after linking of SPIR-V binary
Vector<Uint> m_uniformOffsets;
Vector<Uint> m_uniformSizesInBytes;
Vector<Uint8> m_globalUboScratch;
Uint m_activeUniformCount = 0;
Uint m_maxUniformLocation = 0;
Int m_uniformNameMaxLength = 0;
Int m_attribInNameMaxLength = 0;
Int m_uniformBlockNameMaxLength = 0;
String m_infoLog;
Bool m_deleteStatus = false;
Bool m_linkStatus = false;
Bool m_binaryRetrievableHint = false;
Bool m_validateStatus = true;
Uint32 m_backendStateVersion = 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;
Uint32 m_uboContentVersion = 0;
Uint32 m_linkVersion = 0;
// Transform feedback: request (applies at next link) and linked snapshot.
Vector<String> m_requestedXfbVaryings;
GLenum m_requestedXfbBufferMode = GL_INTERLEAVED_ATTRIBS;
Vector<XfbVarying> m_xfbVaryings;
Vector<Uint32> m_xfbStrides;
Vector<Uint32> m_gsStripTriangles;
Bool m_gsStripCaptureFixup = false;
GLenum m_gsInputPrimitive = GL_NONE;
GLenum m_xfbBufferMode = GL_INTERLEAVED_ATTRIBS;
Int m_xfbVaryingNameMaxLength = 0;
Bool m_xfbNeedsScatteredCapture = false;
Uint32 m_xfbPackedStride = 0;
};
} // namespace MobileGL::MG_State::GLState