//
// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

// Program.cpp: Implements the gl::Program class. Implements GL program objects
// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.

#include "libANGLE/Program.h"

#include <algorithm>

#include "common/bitset_utils.h"
#include "common/debug.h"
#include "common/platform.h"
#include "common/string_utils.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/Context.h"
#include "libANGLE/MemoryProgramCache.h"
#include "libANGLE/ProgramLinkedResources.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/Uniform.h"
#include "libANGLE/VaryingPacking.h"
#include "libANGLE/features.h"
#include "libANGLE/histogram_macros.h"
#include "libANGLE/queryconversions.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "platform/Platform.h"

namespace gl
{

namespace
{

// This simplified cast function doesn't need to worry about advanced concepts like
// depth range values, or casting to bool.
template <typename DestT, typename SrcT>
DestT UniformStateQueryCast(SrcT value);

// From-Float-To-Integer Casts
template <>
GLint UniformStateQueryCast(GLfloat value)
{
    return clampCast<GLint>(roundf(value));
}

template <>
GLuint UniformStateQueryCast(GLfloat value)
{
    return clampCast<GLuint>(roundf(value));
}

// From-Integer-to-Integer Casts
template <>
GLint UniformStateQueryCast(GLuint value)
{
    return clampCast<GLint>(value);
}

template <>
GLuint UniformStateQueryCast(GLint value)
{
    return clampCast<GLuint>(value);
}

// From-Boolean-to-Anything Casts
template <>
GLfloat UniformStateQueryCast(GLboolean value)
{
    return (value == GL_TRUE ? 1.0f : 0.0f);
}

template <>
GLint UniformStateQueryCast(GLboolean value)
{
    return (value == GL_TRUE ? 1 : 0);
}

template <>
GLuint UniformStateQueryCast(GLboolean value)
{
    return (value == GL_TRUE ? 1u : 0u);
}

// Default to static_cast
template <typename DestT, typename SrcT>
DestT UniformStateQueryCast(SrcT value)
{
    return static_cast<DestT>(value);
}

template <typename SrcT, typename DestT>
void UniformStateQueryCastLoop(DestT *dataOut, const uint8_t *srcPointer, int components)
{
    for (int comp = 0; comp < components; ++comp)
    {
        // We only work with strides of 4 bytes for uniform components. (GLfloat/GLint)
        // Don't use SrcT stride directly since GLboolean has a stride of 1 byte.
        size_t offset               = comp * 4;
        const SrcT *typedSrcPointer = reinterpret_cast<const SrcT *>(&srcPointer[offset]);
        dataOut[comp]               = UniformStateQueryCast<DestT>(*typedSrcPointer);
    }
}

// true if varying x has a higher priority in packing than y
bool ComparePackedVarying(const PackedVarying &x, const PackedVarying &y)
{
    // If the PackedVarying 'x' or 'y' to be compared is an array element, this clones an equivalent
    // non-array shader variable 'vx' or 'vy' for actual comparison instead.
    sh::ShaderVariable vx, vy;
    const sh::ShaderVariable *px, *py;
    if (x.isArrayElement())
    {
        vx           = *x.varying;
        vx.arraySize = 0;
        px           = &vx;
    }
    else
    {
        px = x.varying;
    }

    if (y.isArrayElement())
    {
        vy           = *y.varying;
        vy.arraySize = 0;
        py           = &vy;
    }
    else
    {
        py = y.varying;
    }

    return gl::CompareShaderVar(*px, *py);
}

template <typename VarT>
GLuint GetResourceIndexFromName(const std::vector<VarT> &list, const std::string &name)
{
    std::string nameAsArrayName = name + "[0]";
    for (size_t index = 0; index < list.size(); index++)
    {
        const VarT &resource = list[index];
        if (resource.name == name || (resource.isArray() && resource.name == nameAsArrayName))
        {
            return static_cast<GLuint>(index);
        }
    }

    return GL_INVALID_INDEX;
}

template <typename VarT>
GLint GetVariableLocation(const std::vector<VarT> &list,
                          const std::vector<VariableLocation> &locationList,
                          const std::string &name)
{
    size_t nameLengthWithoutArrayIndex;
    unsigned int arrayIndex = ParseArrayIndex(name, &nameLengthWithoutArrayIndex);

    for (size_t location = 0u; location < locationList.size(); ++location)
    {
        const VariableLocation &variableLocation = locationList[location];
        if (!variableLocation.used())
        {
            continue;
        }

        const VarT &variable = list[variableLocation.index];

        if (angle::BeginsWith(variable.name, name))
        {
            if (name.length() == variable.name.length())
            {
                ASSERT(name == variable.name);
                // GLES 3.1 November 2016 page 87.
                // The string exactly matches the name of the active variable.
                return static_cast<GLint>(location);
            }
            if (name.length() + 3u == variable.name.length() && variable.isArray())
            {
                ASSERT(name + "[0]" == variable.name);
                // The string identifies the base name of an active array, where the string would
                // exactly match the name of the variable if the suffix "[0]" were appended to the
                // string.
                return static_cast<GLint>(location);
            }
        }
        if (variable.isArray() && variableLocation.arrayIndex == arrayIndex &&
            nameLengthWithoutArrayIndex + 3u == variable.name.length() &&
            angle::BeginsWith(variable.name, name, nameLengthWithoutArrayIndex))
        {
            ASSERT(name.substr(0u, nameLengthWithoutArrayIndex) + "[0]" == variable.name);
            // The string identifies an active element of the array, where the string ends with the
            // concatenation of the "[" character, an integer (with no "+" sign, extra leading
            // zeroes, or whitespace) identifying an array element, and the "]" character, the
            // integer is less than the number of active elements of the array variable, and where
            // the string would exactly match the enumerated name of the array if the decimal
            // integer were replaced with zero.
            return static_cast<GLint>(location);
        }
    }

    return -1;
}

void CopyStringToBuffer(GLchar *buffer, const std::string &string, GLsizei bufSize, GLsizei *length)
{
    ASSERT(bufSize > 0);
    strncpy(buffer, string.c_str(), bufSize);
    buffer[bufSize - 1] = '\0';

    if (length)
    {
        *length = static_cast<GLsizei>(strlen(buffer));
    }
}

bool IncludeSameArrayElement(const std::set<std::string> &nameSet, const std::string &name)
{
    std::vector<unsigned int> subscripts;
    std::string baseName = ParseResourceName(name, &subscripts);
    for (auto nameInSet : nameSet)
    {
        std::vector<unsigned int> arrayIndices;
        std::string arrayName = ParseResourceName(nameInSet, &arrayIndices);
        if (baseName == arrayName &&
            (subscripts.empty() || arrayIndices.empty() || subscripts == arrayIndices))
        {
            return true;
        }
    }
    return false;
}

bool validateInterfaceBlocksCount(GLuint maxInterfaceBlocks,
                                  const std::vector<sh::InterfaceBlock> &interfaceBlocks,
                                  const std::string &errorMessage,
                                  InfoLog &infoLog)
{
    GLuint blockCount = 0;
    for (const sh::InterfaceBlock &block : interfaceBlocks)
    {
        if (block.staticUse || block.layout != sh::BLOCKLAYOUT_PACKED)
        {
            blockCount += (block.arraySize ? block.arraySize : 1);
            if (blockCount > maxInterfaceBlocks)
            {
                infoLog << errorMessage << maxInterfaceBlocks << ")";
                return false;
            }
        }
    }
    return true;
}

GLuint GetInterfaceBlockIndex(const std::vector<InterfaceBlock> &list, const std::string &name)
{
    std::vector<unsigned int> subscripts;
    std::string baseName = ParseResourceName(name, &subscripts);

    unsigned int numBlocks = static_cast<unsigned int>(list.size());
    for (unsigned int blockIndex = 0; blockIndex < numBlocks; blockIndex++)
    {
        const auto &block = list[blockIndex];
        if (block.name == baseName)
        {
            const bool arrayElementZero =
                (subscripts.empty() && (!block.isArray || block.arrayElement == 0));
            const bool arrayElementMatches =
                (subscripts.size() == 1 && subscripts[0] == block.arrayElement);
            if (arrayElementMatches || arrayElementZero)
            {
                return blockIndex;
            }
        }
    }

    return GL_INVALID_INDEX;
}

void GetInterfaceBlockName(const GLuint index,
                           const std::vector<InterfaceBlock> &list,
                           GLsizei bufSize,
                           GLsizei *length,
                           GLchar *name)
{
    ASSERT(index < list.size());

    const auto &block = list[index];

    if (bufSize > 0)
    {
        std::string blockName = block.name;

        if (block.isArray)
        {
            blockName += ArrayString(block.arrayElement);
        }
        CopyStringToBuffer(name, blockName, bufSize, length);
    }
}

void InitUniformBlockLinker(const gl::Context *context,
                            const ProgramState &state,
                            UniformBlockLinker *blockLinker)
{
    if (state.getAttachedVertexShader())
    {
        blockLinker->addShaderBlocks(GL_VERTEX_SHADER,
                                     &state.getAttachedVertexShader()->getUniformBlocks(context));
    }

    if (state.getAttachedFragmentShader())
    {
        blockLinker->addShaderBlocks(GL_FRAGMENT_SHADER,
                                     &state.getAttachedFragmentShader()->getUniformBlocks(context));
    }

    if (state.getAttachedComputeShader())
    {
        blockLinker->addShaderBlocks(GL_COMPUTE_SHADER,
                                     &state.getAttachedComputeShader()->getUniformBlocks(context));
    }
}

void InitShaderStorageBlockLinker(const gl::Context *context,
                                  const ProgramState &state,
                                  ShaderStorageBlockLinker *blockLinker)
{
    if (state.getAttachedVertexShader())
    {
        blockLinker->addShaderBlocks(
            GL_VERTEX_SHADER, &state.getAttachedVertexShader()->getShaderStorageBlocks(context));
    }

    if (state.getAttachedFragmentShader())
    {
        blockLinker->addShaderBlocks(
            GL_FRAGMENT_SHADER,
            &state.getAttachedFragmentShader()->getShaderStorageBlocks(context));
    }

    if (state.getAttachedComputeShader())
    {
        blockLinker->addShaderBlocks(
            GL_COMPUTE_SHADER, &state.getAttachedComputeShader()->getShaderStorageBlocks(context));
    }
}

}  // anonymous namespace

const char *const g_fakepath = "C:\\fakepath";

InfoLog::InfoLog()
{
}

InfoLog::~InfoLog()
{
}

size_t InfoLog::getLength() const
{
    if (!mLazyStream)
    {
        return 0;
    }

    const std::string &logString = mLazyStream->str();
    return logString.empty() ? 0 : logString.length() + 1;
}

void InfoLog::getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
{
    size_t index = 0;

    if (bufSize > 0)
    {
        const std::string logString(str());

        if (!logString.empty())
        {
            index = std::min(static_cast<size_t>(bufSize) - 1, logString.length());
            memcpy(infoLog, logString.c_str(), index);
        }

        infoLog[index] = '\0';
    }

    if (length)
    {
        *length = static_cast<GLsizei>(index);
    }
}

// append a santized message to the program info log.
// The D3D compiler includes a fake file path in some of the warning or error
// messages, so lets remove all occurrences of this fake file path from the log.
void InfoLog::appendSanitized(const char *message)
{
    ensureInitialized();

    std::string msg(message);

    size_t found;
    do
    {
        found = msg.find(g_fakepath);
        if (found != std::string::npos)
        {
            msg.erase(found, strlen(g_fakepath));
        }
    }
    while (found != std::string::npos);

    *mLazyStream << message << std::endl;
}

void InfoLog::reset()
{
}

VariableLocation::VariableLocation() : arrayIndex(0), index(kUnused), ignored(false)
{
}

VariableLocation::VariableLocation(unsigned int arrayIndex, unsigned int index)
    : arrayIndex(arrayIndex), index(index), ignored(false)
{
    ASSERT(arrayIndex != GL_INVALID_INDEX);
}

void Program::Bindings::bindLocation(GLuint index, const std::string &name)
{
    mBindings[name] = index;
}

int Program::Bindings::getBinding(const std::string &name) const
{
    auto iter = mBindings.find(name);
    return (iter != mBindings.end()) ? iter->second : -1;
}

Program::Bindings::const_iterator Program::Bindings::begin() const
{
    return mBindings.begin();
}

Program::Bindings::const_iterator Program::Bindings::end() const
{
    return mBindings.end();
}

ProgramState::ProgramState()
    : mLabel(),
      mAttachedFragmentShader(nullptr),
      mAttachedVertexShader(nullptr),
      mAttachedComputeShader(nullptr),
      mTransformFeedbackBufferMode(GL_INTERLEAVED_ATTRIBS),
      mMaxActiveAttribLocation(0),
      mSamplerUniformRange(0, 0),
      mImageUniformRange(0, 0),
      mAtomicCounterUniformRange(0, 0),
      mBinaryRetrieveableHint(false),
      mNumViews(-1)
{
    mComputeShaderLocalSize.fill(1);
}

ProgramState::~ProgramState()
{
    ASSERT(!mAttachedVertexShader && !mAttachedFragmentShader && !mAttachedComputeShader);
}

const std::string &ProgramState::getLabel()
{
    return mLabel;
}

GLuint ProgramState::getUniformIndexFromName(const std::string &name) const
{
    return GetResourceIndexFromName(mUniforms, name);
}

GLuint ProgramState::getBufferVariableIndexFromName(const std::string &name) const
{
    return GetResourceIndexFromName(mBufferVariables, name);
}

GLuint ProgramState::getUniformIndexFromLocation(GLint location) const
{
    ASSERT(location >= 0 && static_cast<size_t>(location) < mUniformLocations.size());
    return mUniformLocations[location].index;
}

Optional<GLuint> ProgramState::getSamplerIndex(GLint location) const
{
    GLuint index = getUniformIndexFromLocation(location);
    if (!isSamplerUniformIndex(index))
    {
        return Optional<GLuint>::Invalid();
    }

    return getSamplerIndexFromUniformIndex(index);
}

bool ProgramState::isSamplerUniformIndex(GLuint index) const
{
    return mSamplerUniformRange.contains(index);
}

GLuint ProgramState::getSamplerIndexFromUniformIndex(GLuint uniformIndex) const
{
    ASSERT(isSamplerUniformIndex(uniformIndex));
    return uniformIndex - mSamplerUniformRange.low();
}

GLuint ProgramState::getAttributeLocation(const std::string &name) const
{
    for (const sh::Attribute &attribute : mAttributes)
    {
        if (attribute.name == name)
        {
            return attribute.location;
        }
    }

    return static_cast<GLuint>(-1);
}

Program::Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle)
    : mProgram(factory->createProgram(mState)),
      mValidated(false),
      mLinked(false),
      mDeleteStatus(false),
      mRefCount(0),
      mResourceManager(manager),
      mHandle(handle)
{
    ASSERT(mProgram);

    unlink();
}

Program::~Program()
{
    ASSERT(!mProgram);
}

void Program::onDestroy(const Context *context)
{
    if (mState.mAttachedVertexShader != nullptr)
    {
        mState.mAttachedVertexShader->release(context);
        mState.mAttachedVertexShader = nullptr;
    }

    if (mState.mAttachedFragmentShader != nullptr)
    {
        mState.mAttachedFragmentShader->release(context);
        mState.mAttachedFragmentShader = nullptr;
    }

    if (mState.mAttachedComputeShader != nullptr)
    {
        mState.mAttachedComputeShader->release(context);
        mState.mAttachedComputeShader = nullptr;
    }

    mProgram->destroy(context);

    ASSERT(!mState.mAttachedVertexShader && !mState.mAttachedFragmentShader &&
           !mState.mAttachedComputeShader);
    SafeDelete(mProgram);

    delete this;
}

void Program::setLabel(const std::string &label)
{
    mState.mLabel = label;
}

const std::string &Program::getLabel() const
{
    return mState.mLabel;
}

void Program::attachShader(Shader *shader)
{
    switch (shader->getType())
    {
        case GL_VERTEX_SHADER:
        {
            ASSERT(!mState.mAttachedVertexShader);
            mState.mAttachedVertexShader = shader;
            mState.mAttachedVertexShader->addRef();
            break;
        }
        case GL_FRAGMENT_SHADER:
        {
            ASSERT(!mState.mAttachedFragmentShader);
            mState.mAttachedFragmentShader = shader;
            mState.mAttachedFragmentShader->addRef();
            break;
        }
        case GL_COMPUTE_SHADER:
        {
            ASSERT(!mState.mAttachedComputeShader);
            mState.mAttachedComputeShader = shader;
            mState.mAttachedComputeShader->addRef();
            break;
        }
        default:
            UNREACHABLE();
    }
}

void Program::detachShader(const Context *context, Shader *shader)
{
    switch (shader->getType())
    {
        case GL_VERTEX_SHADER:
        {
            ASSERT(mState.mAttachedVertexShader == shader);
            shader->release(context);
            mState.mAttachedVertexShader = nullptr;
            break;
        }
        case GL_FRAGMENT_SHADER:
        {
            ASSERT(mState.mAttachedFragmentShader == shader);
            shader->release(context);
            mState.mAttachedFragmentShader = nullptr;
            break;
        }
        case GL_COMPUTE_SHADER:
        {
            ASSERT(mState.mAttachedComputeShader == shader);
            shader->release(context);
            mState.mAttachedComputeShader = nullptr;
            break;
        }
        default:
            UNREACHABLE();
    }
}

int Program::getAttachedShadersCount() const
{
    return (mState.mAttachedVertexShader ? 1 : 0) + (mState.mAttachedFragmentShader ? 1 : 0) +
           (mState.mAttachedComputeShader ? 1 : 0);
}

void Program::bindAttributeLocation(GLuint index, const char *name)
{
    mAttributeBindings.bindLocation(index, name);
}

void Program::bindUniformLocation(GLuint index, const char *name)
{
    mUniformLocationBindings.bindLocation(index, name);
}

void Program::bindFragmentInputLocation(GLint index, const char *name)
{
    mFragmentInputBindings.bindLocation(index, name);
}

BindingInfo Program::getFragmentInputBindingInfo(const Context *context, GLint index) const
{
    BindingInfo ret;
    ret.type  = GL_NONE;
    ret.valid = false;

    Shader *fragmentShader = mState.getAttachedFragmentShader();
    ASSERT(fragmentShader);

    // Find the actual fragment shader varying we're interested in
    const std::vector<sh::Varying> &inputs = fragmentShader->getInputVaryings(context);

    for (const auto &binding : mFragmentInputBindings)
    {
        if (binding.second != static_cast<GLuint>(index))
            continue;

        ret.valid = true;

        size_t nameLengthWithoutArrayIndex;
        unsigned int arrayIndex = ParseArrayIndex(binding.first, &nameLengthWithoutArrayIndex);

        for (const auto &in : inputs)
        {
            if (in.name.length() == nameLengthWithoutArrayIndex &&
                angle::BeginsWith(in.name, binding.first, nameLengthWithoutArrayIndex))
            {
                if (in.isArray())
                {
                    // The client wants to bind either "name" or "name[0]".
                    // GL ES 3.1 spec refers to active array names with language such as:
                    // "if the string identifies the base name of an active array, where the
                    // string would exactly match the name of the variable if the suffix "[0]"
                    // were appended to the string".
                    if (arrayIndex == GL_INVALID_INDEX)
                        arrayIndex = 0;

                    ret.name = in.mappedName + "[" + ToString(arrayIndex) + "]";
                }
                else
                {
                    ret.name = in.mappedName;
                }
                ret.type = in.type;
                return ret;
            }
        }
    }

    return ret;
}

void Program::pathFragmentInputGen(const Context *context,
                                   GLint index,
                                   GLenum genMode,
                                   GLint components,
                                   const GLfloat *coeffs)
{
    // If the location is -1 then the command is silently ignored
    if (index == -1)
        return;

    const auto &binding = getFragmentInputBindingInfo(context, index);

    // If the input doesn't exist then then the command is silently ignored
    // This could happen through optimization for example, the shader translator
    // decides that a variable is not actually being used and optimizes it away.
    if (binding.name.empty())
        return;

    mProgram->setPathFragmentInputGen(binding.name, genMode, components, coeffs);
}

// The attached shaders are checked for linking errors by matching up their variables.
// Uniform, input and output variables get collected.
// The code gets compiled into binaries.
Error Program::link(const gl::Context *context)
{
    const auto &data = context->getContextState();

    auto *platform   = ANGLEPlatformCurrent();
    double startTime = platform->currentTime(platform);

    unlink();

    ProgramHash programHash;
    auto *cache = context->getMemoryProgramCache();
    if (cache)
    {
        ANGLE_TRY_RESULT(cache->getProgram(context, this, &mState, &programHash), mLinked);
        ANGLE_HISTOGRAM_BOOLEAN("GPU.ANGLE.ProgramCache.LoadBinarySuccess", mLinked);
    }

    if (mLinked)
    {
        double delta = platform->currentTime(platform) - startTime;
        int us       = static_cast<int>(delta * 1000000.0);
        ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheHitTimeUS", us);
        return NoError();
    }

    // Cache load failed, fall through to normal linking.
    unlink();
    mInfoLog.reset();

    const Caps &caps = data.getCaps();

    auto vertexShader   = mState.mAttachedVertexShader;
    auto fragmentShader = mState.mAttachedFragmentShader;
    auto computeShader  = mState.mAttachedComputeShader;

    bool isComputeShaderAttached   = (computeShader != nullptr);
    bool nonComputeShadersAttached = (vertexShader != nullptr || fragmentShader != nullptr);
    // Check whether we both have a compute and non-compute shaders attached.
    // If there are of both types attached, then linking should fail.
    // OpenGL ES 3.10, 7.3 Program Objects, under LinkProgram
    if (isComputeShaderAttached == true && nonComputeShadersAttached == true)
    {
        mInfoLog << "Both a compute and non-compute shaders are attached to the same program.";
        return NoError();
    }

    if (computeShader)
    {
        if (!computeShader->isCompiled(context))
        {
            mInfoLog << "Attached compute shader is not compiled.";
            return NoError();
        }
        ASSERT(computeShader->getType() == GL_COMPUTE_SHADER);

        mState.mComputeShaderLocalSize = computeShader->getWorkGroupSize(context);

        // GLSL ES 3.10, 4.4.1.1 Compute Shader Inputs
        // If the work group size is not specified, a link time error should occur.
        if (!mState.mComputeShaderLocalSize.isDeclared())
        {
            mInfoLog << "Work group size is not specified.";
            return NoError();
        }

        if (!linkUniforms(context, mInfoLog, mUniformLocationBindings))
        {
            return NoError();
        }

        if (!linkInterfaceBlocks(context, mInfoLog))
        {
            return NoError();
        }

        ProgramLinkedResources resources = {
            {0, PackMode::ANGLE_RELAXED},
            {&mState.mUniformBlocks, &mState.mUniforms},
            {&mState.mShaderStorageBlocks, &mState.mBufferVariables}};

        InitUniformBlockLinker(context, mState, &resources.uniformBlockLinker);
        InitShaderStorageBlockLinker(context, mState, &resources.shaderStorageBlockLinker);

        ANGLE_TRY_RESULT(mProgram->link(context, resources, mInfoLog), mLinked);
        if (!mLinked)
        {
            return NoError();
        }
    }
    else
    {
        if (!fragmentShader || !fragmentShader->isCompiled(context))
        {
            return NoError();
        }
        ASSERT(fragmentShader->getType() == GL_FRAGMENT_SHADER);

        if (!vertexShader || !vertexShader->isCompiled(context))
        {
            return NoError();
        }
        ASSERT(vertexShader->getType() == GL_VERTEX_SHADER);

        if (fragmentShader->getShaderVersion(context) != vertexShader->getShaderVersion(context))
        {
            mInfoLog << "Fragment shader version does not match vertex shader version.";
            return NoError();
        }

        if (!linkAttributes(context, mInfoLog))
        {
            return NoError();
        }

        if (!linkVaryings(context, mInfoLog))
        {
            return NoError();
        }

        if (!linkUniforms(context, mInfoLog, mUniformLocationBindings))
        {
            return NoError();
        }

        if (!linkInterfaceBlocks(context, mInfoLog))
        {
            return NoError();
        }

        if (!linkValidateGlobalNames(context, mInfoLog))
        {
            return NoError();
        }

        const auto &mergedVaryings = getMergedVaryings(context);

        mState.mNumViews = vertexShader->getNumViews(context);

        linkOutputVariables(context);

        // Validate we can pack the varyings.
        std::vector<PackedVarying> packedVaryings = getPackedVaryings(mergedVaryings);

        // Map the varyings to the register file
        // In WebGL, we use a slightly different handling for packing variables.
        auto packMode = data.getExtensions().webglCompatibility ? PackMode::WEBGL_STRICT
                                                                : PackMode::ANGLE_RELAXED;

        ProgramLinkedResources resources = {
            {data.getCaps().maxVaryingVectors, packMode},
            {&mState.mUniformBlocks, &mState.mUniforms},
            {&mState.mShaderStorageBlocks, &mState.mBufferVariables}};

        InitUniformBlockLinker(context, mState, &resources.uniformBlockLinker);
        InitShaderStorageBlockLinker(context, mState, &resources.shaderStorageBlockLinker);

        if (!resources.varyingPacking.packUserVaryings(mInfoLog, packedVaryings,
                                                       mState.getTransformFeedbackVaryingNames()))
        {
            return NoError();
        }

        if (!linkValidateTransformFeedback(context, mInfoLog, mergedVaryings, caps))
        {
            return NoError();
        }

        ANGLE_TRY_RESULT(mProgram->link(context, resources, mInfoLog), mLinked);
        if (!mLinked)
        {
            return NoError();
        }

        gatherTransformFeedbackVaryings(mergedVaryings);
    }

    gatherAtomicCounterBuffers();
    initInterfaceBlockBindings();

    setUniformValuesFromBindingQualifiers();

    // Mark implementation-specific unreferenced uniforms as ignored.
    mProgram->markUnusedUniformLocations(&mState.mUniformLocations, &mState.mSamplerBindings);

    // Save to the program cache.
    if (cache && (mState.mLinkedTransformFeedbackVaryings.empty() ||
                  !context->getWorkarounds().disableProgramCachingForTransformFeedback))
    {
        cache->putProgram(programHash, context, this);
    }

    double delta = platform->currentTime(platform) - startTime;
    int us       = static_cast<int>(delta * 1000000.0);
    ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ProgramCache.ProgramCacheMissTimeUS", us);

    return NoError();
}

// Returns the program object to an unlinked state, before re-linking, or at destruction
void Program::unlink()
{
    mState.mAttributes.clear();
    mState.mActiveAttribLocationsMask.reset();
    mState.mMaxActiveAttribLocation = 0;
    mState.mLinkedTransformFeedbackVaryings.clear();
    mState.mUniforms.clear();
    mState.mUniformLocations.clear();
    mState.mUniformBlocks.clear();
    mState.mActiveUniformBlockBindings.reset();
    mState.mAtomicCounterBuffers.clear();
    mState.mOutputVariables.clear();
    mState.mOutputLocations.clear();
    mState.mOutputVariableTypes.clear();
    mState.mActiveOutputVariables.reset();
    mState.mComputeShaderLocalSize.fill(1);
    mState.mSamplerBindings.clear();
    mState.mImageBindings.clear();
    mState.mNumViews = -1;

    mValidated = false;

    mLinked = false;
}

bool Program::isLinked() const
{
    return mLinked;
}

Error Program::loadBinary(const Context *context,
                          GLenum binaryFormat,
                          const void *binary,
                          GLsizei length)
{
    unlink();

#if ANGLE_PROGRAM_BINARY_LOAD != ANGLE_ENABLED
    return NoError();
#else
    ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE);
    if (binaryFormat != GL_PROGRAM_BINARY_ANGLE)
    {
        mInfoLog << "Invalid program binary format.";
        return NoError();
    }

    const uint8_t *bytes = reinterpret_cast<const uint8_t *>(binary);
    ANGLE_TRY_RESULT(
        MemoryProgramCache::Deserialize(context, this, &mState, bytes, length, mInfoLog), mLinked);

    // Currently we require the full shader text to compute the program hash.
    // TODO(jmadill): Store the binary in the internal program cache.

    return NoError();
#endif  // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
}

Error Program::saveBinary(const Context *context,
                          GLenum *binaryFormat,
                          void *binary,
                          GLsizei bufSize,
                          GLsizei *length) const
{
    if (binaryFormat)
    {
        *binaryFormat = GL_PROGRAM_BINARY_ANGLE;
    }

    angle::MemoryBuffer memoryBuf;
    MemoryProgramCache::Serialize(context, this, &memoryBuf);

    GLsizei streamLength       = static_cast<GLsizei>(memoryBuf.size());
    const uint8_t *streamState = memoryBuf.data();

    if (streamLength > bufSize)
    {
        if (length)
        {
            *length = 0;
        }

        // TODO: This should be moved to the validation layer but computing the size of the binary before saving
        // it causes the save to happen twice.  It may be possible to write the binary to a separate buffer, validate
        // sizes and then copy it.
        return InternalError();
    }

    if (binary)
    {
        char *ptr = reinterpret_cast<char*>(binary);

        memcpy(ptr, streamState, streamLength);
        ptr += streamLength;

        ASSERT(ptr - streamLength == binary);
    }

    if (length)
    {
        *length = streamLength;
    }

    return NoError();
}

GLint Program::getBinaryLength(const Context *context) const
{
    GLint length;
    Error error = saveBinary(context, nullptr, nullptr, std::numeric_limits<GLint>::max(), &length);
    if (error.isError())
    {
        return 0;
    }

    return length;
}

void Program::setBinaryRetrievableHint(bool retrievable)
{
    // TODO(jmadill) : replace with dirty bits
    mProgram->setBinaryRetrievableHint(retrievable);
    mState.mBinaryRetrieveableHint = retrievable;
}

bool Program::getBinaryRetrievableHint() const
{
    return mState.mBinaryRetrieveableHint;
}

void Program::setSeparable(bool separable)
{
    // TODO(yunchao) : replace with dirty bits
    if (mState.mSeparable != separable)
    {
        mProgram->setSeparable(separable);
        mState.mSeparable = separable;
    }
}

bool Program::isSeparable() const
{
    return mState.mSeparable;
}

void Program::release(const Context *context)
{
    mRefCount--;

    if (mRefCount == 0 && mDeleteStatus)
    {
        mResourceManager->deleteProgram(context, mHandle);
    }
}

void Program::addRef()
{
    mRefCount++;
}

unsigned int Program::getRefCount() const
{
    return mRefCount;
}

int Program::getInfoLogLength() const
{
    return static_cast<int>(mInfoLog.getLength());
}

void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
{
    return mInfoLog.getLog(bufSize, length, infoLog);
}

void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const
{
    int total = 0;

    if (mState.mAttachedComputeShader)
    {
        if (total < maxCount)
        {
            shaders[total] = mState.mAttachedComputeShader->getHandle();
            total++;
        }
    }

    if (mState.mAttachedVertexShader)
    {
        if (total < maxCount)
        {
            shaders[total] = mState.mAttachedVertexShader->getHandle();
            total++;
        }
    }

    if (mState.mAttachedFragmentShader)
    {
        if (total < maxCount)
        {
            shaders[total] = mState.mAttachedFragmentShader->getHandle();
            total++;
        }
    }

    if (count)
    {
        *count = total;
    }
}

GLuint Program::getAttributeLocation(const std::string &name) const
{
    return mState.getAttributeLocation(name);
}

bool Program::isAttribLocationActive(size_t attribLocation) const
{
    ASSERT(attribLocation < mState.mActiveAttribLocationsMask.size());
    return mState.mActiveAttribLocationsMask[attribLocation];
}

void Program::getActiveAttribute(GLuint index,
                                 GLsizei bufsize,
                                 GLsizei *length,
                                 GLint *size,
                                 GLenum *type,
                                 GLchar *name) const
{
    if (!mLinked)
    {
        if (bufsize > 0)
        {
            name[0] = '\0';
        }

        if (length)
        {
            *length = 0;
        }

        *type = GL_NONE;
        *size = 1;
        return;
    }

    ASSERT(index < mState.mAttributes.size());
    const sh::Attribute &attrib = mState.mAttributes[index];

    if (bufsize > 0)
    {
        CopyStringToBuffer(name, attrib.name, bufsize, length);
    }

    // Always a single 'type' instance
    *size = 1;
    *type = attrib.type;
}

GLint Program::getActiveAttributeCount() const
{
    if (!mLinked)
    {
        return 0;
    }

    return static_cast<GLint>(mState.mAttributes.size());
}

GLint Program::getActiveAttributeMaxLength() const
{
    if (!mLinked)
    {
        return 0;
    }

    size_t maxLength = 0;

    for (const sh::Attribute &attrib : mState.mAttributes)
    {
        maxLength = std::max(attrib.name.length() + 1, maxLength);
    }

    return static_cast<GLint>(maxLength);
}

GLuint Program::getInputResourceIndex(const GLchar *name) const
{
    return GetResourceIndexFromName(mState.mAttributes, std::string(name));
}

GLuint Program::getOutputResourceIndex(const GLchar *name) const
{
    return GetResourceIndexFromName(mState.mOutputVariables, std::string(name));
}

size_t Program::getOutputResourceCount() const
{
    return (mLinked ? mState.mOutputVariables.size() : 0);
}

template <typename T>
void Program::getResourceName(GLuint index,
                              const std::vector<T> &resources,
                              GLsizei bufSize,
                              GLsizei *length,
                              GLchar *name) const
{
    if (length)
    {
        *length = 0;
    }

    if (!mLinked)
    {
        if (bufSize > 0)
        {
            name[0] = '\0';
        }
        return;
    }
    ASSERT(index < resources.size());
    const auto &resource = resources[index];

    if (bufSize > 0)
    {
        CopyStringToBuffer(name, resource.name, bufSize, length);
    }
}

void Program::getInputResourceName(GLuint index,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLchar *name) const
{
    getResourceName(index, mState.mAttributes, bufSize, length, name);
}

void Program::getOutputResourceName(GLuint index,
                                    GLsizei bufSize,
                                    GLsizei *length,
                                    GLchar *name) const
{
    getResourceName(index, mState.mOutputVariables, bufSize, length, name);
}

void Program::getUniformResourceName(GLuint index,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLchar *name) const
{
    getResourceName(index, mState.mUniforms, bufSize, length, name);
}

void Program::getBufferVariableResourceName(GLuint index,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLchar *name) const
{
    getResourceName(index, mState.mBufferVariables, bufSize, length, name);
}

const sh::Attribute &Program::getInputResource(GLuint index) const
{
    ASSERT(index < mState.mAttributes.size());
    return mState.mAttributes[index];
}

const sh::OutputVariable &Program::getOutputResource(GLuint index) const
{
    ASSERT(index < mState.mOutputVariables.size());
    return mState.mOutputVariables[index];
}

GLint Program::getFragDataLocation(const std::string &name) const
{
    return GetVariableLocation(mState.mOutputVariables, mState.mOutputLocations, name);
}

void Program::getActiveUniform(GLuint index,
                               GLsizei bufsize,
                               GLsizei *length,
                               GLint *size,
                               GLenum *type,
                               GLchar *name) const
{
    if (mLinked)
    {
        // index must be smaller than getActiveUniformCount()
        ASSERT(index < mState.mUniforms.size());
        const LinkedUniform &uniform = mState.mUniforms[index];

        if (bufsize > 0)
        {
            std::string string = uniform.name;
            CopyStringToBuffer(name, string, bufsize, length);
        }

        *size = uniform.elementCount();
        *type = uniform.type;
    }
    else
    {
        if (bufsize > 0)
        {
            name[0] = '\0';
        }

        if (length)
        {
            *length = 0;
        }

        *size = 0;
        *type = GL_NONE;
    }
}

GLint Program::getActiveUniformCount() const
{
    if (mLinked)
    {
        return static_cast<GLint>(mState.mUniforms.size());
    }
    else
    {
        return 0;
    }
}

size_t Program::getActiveBufferVariableCount() const
{
    return mLinked ? mState.mBufferVariables.size() : 0;
}

GLint Program::getActiveUniformMaxLength() const
{
    size_t maxLength = 0;

    if (mLinked)
    {
        for (const LinkedUniform &uniform : mState.mUniforms)
        {
            if (!uniform.name.empty())
            {
                size_t length = uniform.name.length() + 1u;
                if (uniform.isArray())
                {
                    length += 3;  // Counting in "[0]".
                }
                maxLength = std::max(length, maxLength);
            }
        }
    }

    return static_cast<GLint>(maxLength);
}

bool Program::isValidUniformLocation(GLint location) const
{
    ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size()));
    return (location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size() &&
            mState.mUniformLocations[static_cast<size_t>(location)].used());
}

const LinkedUniform &Program::getUniformByLocation(GLint location) const
{
    ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
    return mState.mUniforms[mState.getUniformIndexFromLocation(location)];
}

const VariableLocation &Program::getUniformLocation(GLint location) const
{
    ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size());
    return mState.mUniformLocations[location];
}

const std::vector<VariableLocation> &Program::getUniformLocations() const
{
    return mState.mUniformLocations;
}

const LinkedUniform &Program::getUniformByIndex(GLuint index) const
{
    ASSERT(index < static_cast<size_t>(mState.mUniforms.size()));
    return mState.mUniforms[index];
}

const BufferVariable &Program::getBufferVariableByIndex(GLuint index) const
{
    ASSERT(index < static_cast<size_t>(mState.mBufferVariables.size()));
    return mState.mBufferVariables[index];
}

GLint Program::getUniformLocation(const std::string &name) const
{
    return GetVariableLocation(mState.mUniforms, mState.mUniformLocations, name);
}

GLuint Program::getUniformIndex(const std::string &name) const
{
    return mState.getUniformIndexFromName(name);
}

void Program::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
    mProgram->setUniform1fv(location, clampedCount, v);
}

void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
    mProgram->setUniform2fv(location, clampedCount, v);
}

void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
    mProgram->setUniform3fv(location, clampedCount, v);
}

void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
    mProgram->setUniform4fv(location, clampedCount, v);
}

Program::SetUniformResult Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);

    mProgram->setUniform1iv(location, clampedCount, v);

    if (mState.isSamplerUniformIndex(locationInfo.index))
    {
        updateSamplerUniform(locationInfo, clampedCount, v);
        return SetUniformResult::SamplerChanged;
    }

    return SetUniformResult::NoSamplerChange;
}

void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
    mProgram->setUniform2iv(location, clampedCount, v);
}

void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
    mProgram->setUniform3iv(location, clampedCount, v);
}

void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
    mProgram->setUniform4iv(location, clampedCount, v);
}

void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 1, v);
    mProgram->setUniform1uiv(location, clampedCount, v);
}

void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 2, v);
    mProgram->setUniform2uiv(location, clampedCount, v);
}

void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 3, v);
    mProgram->setUniform3uiv(location, clampedCount, v);
}

void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];
    GLsizei clampedCount                 = clampUniformCount(locationInfo, count, 4, v);
    mProgram->setUniform4uiv(location, clampedCount, v);
}

void Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
    GLsizei clampedCount = clampMatrixUniformCount<2, 2>(location, count, transpose, v);
    mProgram->setUniformMatrix2fv(location, clampedCount, transpose, v);
}

void Program::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
    GLsizei clampedCount = clampMatrixUniformCount<3, 3>(location, count, transpose, v);
    mProgram->setUniformMatrix3fv(location, clampedCount, transpose, v);
}

void Program::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
    GLsizei clampedCount = clampMatrixUniformCount<4, 4>(location, count, transpose, v);
    mProgram->setUniformMatrix4fv(location, clampedCount, transpose, v);
}

void Program::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
    GLsizei clampedCount = clampMatrixUniformCount<2, 3>(location, count, transpose, v);
    mProgram->setUniformMatrix2x3fv(location, clampedCount, transpose, v);
}

void Program::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
    GLsizei clampedCount = clampMatrixUniformCount<2, 4>(location, count, transpose, v);
    mProgram->setUniformMatrix2x4fv(location, clampedCount, transpose, v);
}

void Program::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
    GLsizei clampedCount = clampMatrixUniformCount<3, 2>(location, count, transpose, v);
    mProgram->setUniformMatrix3x2fv(location, clampedCount, transpose, v);
}

void Program::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
    GLsizei clampedCount = clampMatrixUniformCount<3, 4>(location, count, transpose, v);
    mProgram->setUniformMatrix3x4fv(location, clampedCount, transpose, v);
}

void Program::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
    GLsizei clampedCount = clampMatrixUniformCount<4, 2>(location, count, transpose, v);
    mProgram->setUniformMatrix4x2fv(location, clampedCount, transpose, v);
}

void Program::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
    GLsizei clampedCount = clampMatrixUniformCount<4, 3>(location, count, transpose, v);
    mProgram->setUniformMatrix4x3fv(location, clampedCount, transpose, v);
}

void Program::getUniformfv(const Context *context, GLint location, GLfloat *v) const
{
    const auto &uniformLocation = mState.getUniformLocations()[location];
    const auto &uniform         = mState.getUniforms()[uniformLocation.index];

    GLenum nativeType = gl::VariableComponentType(uniform.type);
    if (nativeType == GL_FLOAT)
    {
        mProgram->getUniformfv(context, location, v);
    }
    else
    {
        getUniformInternal(context, v, location, nativeType,
                           gl::VariableComponentCount(uniform.type));
    }
}

void Program::getUniformiv(const Context *context, GLint location, GLint *v) const
{
    const auto &uniformLocation = mState.getUniformLocations()[location];
    const auto &uniform         = mState.getUniforms()[uniformLocation.index];

    GLenum nativeType = gl::VariableComponentType(uniform.type);
    if (nativeType == GL_INT || nativeType == GL_BOOL)
    {
        mProgram->getUniformiv(context, location, v);
    }
    else
    {
        getUniformInternal(context, v, location, nativeType,
                           gl::VariableComponentCount(uniform.type));
    }
}

void Program::getUniformuiv(const Context *context, GLint location, GLuint *v) const
{
    const auto &uniformLocation = mState.getUniformLocations()[location];
    const auto &uniform         = mState.getUniforms()[uniformLocation.index];

    GLenum nativeType = gl::VariableComponentType(uniform.type);
    if (nativeType == GL_UNSIGNED_INT)
    {
        mProgram->getUniformuiv(context, location, v);
    }
    else
    {
        getUniformInternal(context, v, location, nativeType,
                           gl::VariableComponentCount(uniform.type));
    }
}

void Program::flagForDeletion()
{
    mDeleteStatus = true;
}

bool Program::isFlaggedForDeletion() const
{
    return mDeleteStatus;
}

void Program::validate(const Caps &caps)
{
    mInfoLog.reset();

    if (mLinked)
    {
        mValidated = (mProgram->validate(caps, &mInfoLog) == GL_TRUE);
    }
    else
    {
        mInfoLog << "Program has not been successfully linked.";
    }
}

bool Program::validateSamplers(InfoLog *infoLog, const Caps &caps)
{
    // Skip cache if we're using an infolog, so we get the full error.
    // Also skip the cache if the sample mapping has changed, or if we haven't ever validated.
    if (infoLog == nullptr && mCachedValidateSamplersResult.valid())
    {
        return mCachedValidateSamplersResult.value();
    }

    if (mTextureUnitTypesCache.empty())
    {
        mTextureUnitTypesCache.resize(caps.maxCombinedTextureImageUnits, GL_NONE);
    }
    else
    {
        std::fill(mTextureUnitTypesCache.begin(), mTextureUnitTypesCache.end(), GL_NONE);
    }

    // if any two active samplers in a program are of different types, but refer to the same
    // texture image unit, and this is the current program, then ValidateProgram will fail, and
    // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
    for (const auto &samplerBinding : mState.mSamplerBindings)
    {
        if (samplerBinding.unreferenced)
            continue;

        GLenum textureType = samplerBinding.textureType;

        for (GLuint textureUnit : samplerBinding.boundTextureUnits)
        {
            if (textureUnit >= caps.maxCombinedTextureImageUnits)
            {
                if (infoLog)
                {
                    (*infoLog) << "Sampler uniform (" << textureUnit
                               << ") exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ("
                               << caps.maxCombinedTextureImageUnits << ")";
                }

                mCachedValidateSamplersResult = false;
                return false;
            }

            if (mTextureUnitTypesCache[textureUnit] != GL_NONE)
            {
                if (textureType != mTextureUnitTypesCache[textureUnit])
                {
                    if (infoLog)
                    {
                        (*infoLog) << "Samplers of conflicting types refer to the same texture "
                                      "image unit ("
                                   << textureUnit << ").";
                    }

                    mCachedValidateSamplersResult = false;
                    return false;
                }
            }
            else
            {
                mTextureUnitTypesCache[textureUnit] = textureType;
            }
        }
    }

    mCachedValidateSamplersResult = true;
    return true;
}

bool Program::isValidated() const
{
    return mValidated;
}

GLuint Program::getActiveUniformBlockCount() const
{
    return static_cast<GLuint>(mState.mUniformBlocks.size());
}

GLuint Program::getActiveAtomicCounterBufferCount() const
{
    return static_cast<GLuint>(mState.mAtomicCounterBuffers.size());
}

GLuint Program::getActiveShaderStorageBlockCount() const
{
    return static_cast<GLuint>(mState.mShaderStorageBlocks.size());
}

void Program::getActiveUniformBlockName(const GLuint blockIndex,
                                        GLsizei bufSize,
                                        GLsizei *length,
                                        GLchar *blockName) const
{
    GetInterfaceBlockName(blockIndex, mState.mUniformBlocks, bufSize, length, blockName);
}

void Program::getActiveShaderStorageBlockName(const GLuint blockIndex,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLchar *blockName) const
{

    GetInterfaceBlockName(blockIndex, mState.mShaderStorageBlocks, bufSize, length, blockName);
}

GLint Program::getActiveUniformBlockMaxLength() const
{
    int maxLength = 0;

    if (mLinked)
    {
        unsigned int numUniformBlocks = static_cast<unsigned int>(mState.mUniformBlocks.size());
        for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++)
        {
            const InterfaceBlock &uniformBlock = mState.mUniformBlocks[uniformBlockIndex];
            if (!uniformBlock.name.empty())
            {
                int length = static_cast<int>(uniformBlock.nameWithArrayIndex().length());
                maxLength  = std::max(length + 1, maxLength);
            }
        }
    }

    return maxLength;
}

GLuint Program::getUniformBlockIndex(const std::string &name) const
{
    return GetInterfaceBlockIndex(mState.mUniformBlocks, name);
}

GLuint Program::getShaderStorageBlockIndex(const std::string &name) const
{
    return GetInterfaceBlockIndex(mState.mShaderStorageBlocks, name);
}

const InterfaceBlock &Program::getUniformBlockByIndex(GLuint index) const
{
    ASSERT(index < static_cast<GLuint>(mState.mUniformBlocks.size()));
    return mState.mUniformBlocks[index];
}

const InterfaceBlock &Program::getShaderStorageBlockByIndex(GLuint index) const
{
    ASSERT(index < static_cast<GLuint>(mState.mShaderStorageBlocks.size()));
    return mState.mShaderStorageBlocks[index];
}

void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
    mState.mUniformBlocks[uniformBlockIndex].binding = uniformBlockBinding;
    mState.mActiveUniformBlockBindings.set(uniformBlockIndex, uniformBlockBinding != 0);
    mProgram->setUniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
}

GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const
{
    return mState.getUniformBlockBinding(uniformBlockIndex);
}

GLuint Program::getShaderStorageBlockBinding(GLuint shaderStorageBlockIndex) const
{
    return mState.getShaderStorageBlockBinding(shaderStorageBlockIndex);
}

void Program::setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
{
    mState.mTransformFeedbackVaryingNames.resize(count);
    for (GLsizei i = 0; i < count; i++)
    {
        mState.mTransformFeedbackVaryingNames[i] = varyings[i];
    }

    mState.mTransformFeedbackBufferMode = bufferMode;
}

void Program::getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const
{
    if (mLinked)
    {
        ASSERT(index < mState.mLinkedTransformFeedbackVaryings.size());
        const auto &var     = mState.mLinkedTransformFeedbackVaryings[index];
        std::string varName = var.nameWithArrayIndex();
        GLsizei lastNameIdx = std::min(bufSize - 1, static_cast<GLsizei>(varName.length()));
        if (length)
        {
            *length = lastNameIdx;
        }
        if (size)
        {
            *size = var.size();
        }
        if (type)
        {
            *type = var.type;
        }
        if (name)
        {
            memcpy(name, varName.c_str(), lastNameIdx);
            name[lastNameIdx] = '\0';
        }
    }
}

GLsizei Program::getTransformFeedbackVaryingCount() const
{
    if (mLinked)
    {
        return static_cast<GLsizei>(mState.mLinkedTransformFeedbackVaryings.size());
    }
    else
    {
        return 0;
    }
}

GLsizei Program::getTransformFeedbackVaryingMaxLength() const
{
    if (mLinked)
    {
        GLsizei maxSize = 0;
        for (const auto &var : mState.mLinkedTransformFeedbackVaryings)
        {
            maxSize =
                std::max(maxSize, static_cast<GLsizei>(var.nameWithArrayIndex().length() + 1));
        }

        return maxSize;
    }
    else
    {
        return 0;
    }
}

GLenum Program::getTransformFeedbackBufferMode() const
{
    return mState.mTransformFeedbackBufferMode;
}

bool Program::linkVaryings(const Context *context, InfoLog &infoLog) const
{
    Shader *vertexShader   = mState.mAttachedVertexShader;
    Shader *fragmentShader = mState.mAttachedFragmentShader;

    ASSERT(vertexShader->getShaderVersion(context) == fragmentShader->getShaderVersion(context));

    const std::vector<sh::Varying> &vertexVaryings   = vertexShader->getOutputVaryings(context);
    const std::vector<sh::Varying> &fragmentVaryings = fragmentShader->getInputVaryings(context);

    std::map<GLuint, std::string> staticFragmentInputLocations;

    for (const sh::Varying &output : fragmentVaryings)
    {
        bool matched = false;

        // Built-in varyings obey special rules
        if (output.isBuiltIn())
        {
            continue;
        }

        for (const sh::Varying &input : vertexVaryings)
        {
            if (output.name == input.name)
            {
                ASSERT(!input.isBuiltIn());
                if (!linkValidateVaryings(infoLog, output.name, input, output,
                                          vertexShader->getShaderVersion(context)))
                {
                    return false;
                }

                matched = true;
                break;
            }
        }

        // We permit unmatched, unreferenced varyings
        if (!matched && output.staticUse)
        {
            infoLog << "Fragment varying " << output.name << " does not match any vertex varying";
            return false;
        }

        // Check for aliased path rendering input bindings (if any).
        // If more than one binding refer statically to the same
        // location the link must fail.

        if (!output.staticUse)
            continue;

        const auto inputBinding = mFragmentInputBindings.getBinding(output.name);
        if (inputBinding == -1)
            continue;

        const auto it = staticFragmentInputLocations.find(inputBinding);
        if (it == std::end(staticFragmentInputLocations))
        {
            staticFragmentInputLocations.insert(std::make_pair(inputBinding, output.name));
        }
        else
        {
            infoLog << "Binding for fragment input " << output.name << " conflicts with "
                    << it->second;
            return false;
        }
    }

    if (!linkValidateBuiltInVaryings(context, infoLog))
    {
        return false;
    }

    // TODO(jmadill): verify no unmatched vertex varyings?

    return true;
}

bool Program::linkUniforms(const Context *context,
                           InfoLog &infoLog,
                           const Bindings &uniformLocationBindings)
{
    UniformLinker linker(mState);
    if (!linker.link(context, infoLog, uniformLocationBindings))
    {
        return false;
    }

    linker.getResults(&mState.mUniforms, &mState.mUniformLocations);

    linkSamplerAndImageBindings();

    if (!linkAtomicCounterBuffers())
    {
        return false;
    }

    return true;
}

void Program::linkSamplerAndImageBindings()
{
    unsigned int high = static_cast<unsigned int>(mState.mUniforms.size());
    unsigned int low  = high;

    for (auto counterIter = mState.mUniforms.rbegin();
         counterIter != mState.mUniforms.rend() && counterIter->isAtomicCounter(); ++counterIter)
    {
        --low;
    }

    mState.mAtomicCounterUniformRange = RangeUI(low, high);

    high = low;

    for (auto imageIter = mState.mUniforms.rbegin();
         imageIter != mState.mUniforms.rend() && imageIter->isImage(); ++imageIter)
    {
        --low;
    }

    mState.mImageUniformRange = RangeUI(low, high);

    // If uniform is a image type, insert it into the mImageBindings array.
    for (unsigned int imageIndex : mState.mImageUniformRange)
    {
        // ES3.1 (section 7.6.1) and GLSL ES3.1 (section 4.4.5), Uniform*i{v} commands
        // cannot load values into a uniform defined as an image. if declare without a
        // binding qualifier, any uniform image variable (include all elements of
        // unbound image array) shoud be bound to unit zero.
        auto &imageUniform = mState.mUniforms[imageIndex];
        if (imageUniform.binding == -1)
        {
            mState.mImageBindings.emplace_back(ImageBinding(imageUniform.elementCount()));
        }
        else
        {
            mState.mImageBindings.emplace_back(
                ImageBinding(imageUniform.binding, imageUniform.elementCount()));
        }
    }

    high = low;

    for (auto samplerIter = mState.mUniforms.rbegin() + mState.mImageUniformRange.length();
         samplerIter != mState.mUniforms.rend() && samplerIter->isSampler(); ++samplerIter)
    {
        --low;
    }

    mState.mSamplerUniformRange = RangeUI(low, high);

    // If uniform is a sampler type, insert it into the mSamplerBindings array.
    for (unsigned int samplerIndex : mState.mSamplerUniformRange)
    {
        const auto &samplerUniform = mState.mUniforms[samplerIndex];
        GLenum textureType         = SamplerTypeToTextureType(samplerUniform.type);
        mState.mSamplerBindings.emplace_back(
            SamplerBinding(textureType, samplerUniform.elementCount(), false));
    }
}

bool Program::linkAtomicCounterBuffers()
{
    for (unsigned int index : mState.mAtomicCounterUniformRange)
    {
        auto &uniform = mState.mUniforms[index];
        bool found    = false;
        for (unsigned int bufferIndex = 0; bufferIndex < mState.mAtomicCounterBuffers.size();
             ++bufferIndex)
        {
            auto &buffer = mState.mAtomicCounterBuffers[bufferIndex];
            if (buffer.binding == uniform.binding)
            {
                buffer.memberIndexes.push_back(index);
                uniform.bufferIndex = bufferIndex;
                found               = true;
                buffer.unionReferencesWith(uniform);
                break;
            }
        }
        if (!found)
        {
            AtomicCounterBuffer atomicCounterBuffer;
            atomicCounterBuffer.binding = uniform.binding;
            atomicCounterBuffer.memberIndexes.push_back(index);
            atomicCounterBuffer.unionReferencesWith(uniform);
            mState.mAtomicCounterBuffers.push_back(atomicCounterBuffer);
            uniform.bufferIndex = static_cast<int>(mState.mAtomicCounterBuffers.size() - 1);
        }
    }
    // TODO(jie.a.chen@intel.com): Count each atomic counter buffer to validate against
    // gl_Max[Vertex|Fragment|Compute|Combined]AtomicCounterBuffers.

    return true;
}

bool Program::linkValidateInterfaceBlockFields(InfoLog &infoLog,
                                               const std::string &uniformName,
                                               const sh::InterfaceBlockField &vertexUniform,
                                               const sh::InterfaceBlockField &fragmentUniform,
                                               bool webglCompatibility)
{
    // If webgl, validate precision of UBO fields, otherwise don't.  See Khronos bug 10287.
    if (!linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform,
                                   webglCompatibility))
    {
        return false;
    }

    if (vertexUniform.isRowMajorLayout != fragmentUniform.isRowMajorLayout)
    {
        infoLog << "Matrix packings for " << uniformName << " differ between vertex and fragment shaders";
        return false;
    }

    return true;
}

// Assigns locations to all attributes from the bindings and program locations.
bool Program::linkAttributes(const Context *context, InfoLog &infoLog)
{
    const ContextState &data = context->getContextState();
    auto *vertexShader       = mState.getAttachedVertexShader();

    unsigned int usedLocations = 0;
    mState.mAttributes         = vertexShader->getActiveAttributes(context);
    GLuint maxAttribs          = data.getCaps().maxVertexAttributes;

    // TODO(jmadill): handle aliasing robustly
    if (mState.mAttributes.size() > maxAttribs)
    {
        infoLog << "Too many vertex attributes.";
        return false;
    }

    std::vector<sh::Attribute *> usedAttribMap(maxAttribs, nullptr);

    // Link attributes that have a binding location
    for (sh::Attribute &attribute : mState.mAttributes)
    {
        // GLSL ES 3.10 January 2016 section 4.3.4: Vertex shader inputs can't be arrays or
        // structures, so we don't need to worry about adjusting their names or generating entries
        // for each member/element (unlike uniforms for example).
        ASSERT(!attribute.isArray() && !attribute.isStruct());

        int bindingLocation = mAttributeBindings.getBinding(attribute.name);
        if (attribute.location == -1 && bindingLocation != -1)
        {
            attribute.location = bindingLocation;
        }

        if (attribute.location != -1)
        {
            // Location is set by glBindAttribLocation or by location layout qualifier
            const int regs = VariableRegisterCount(attribute.type);

            if (static_cast<GLuint>(regs + attribute.location) > maxAttribs)
            {
                infoLog << "Active attribute (" << attribute.name << ") at location "
                        << attribute.location << " is too big to fit";

                return false;
            }

            for (int reg = 0; reg < regs; reg++)
            {
                const int regLocation               = attribute.location + reg;
                sh::ShaderVariable *linkedAttribute = usedAttribMap[regLocation];

                // In GLSL 3.00, attribute aliasing produces a link error
                // In GLSL 1.00, attribute aliasing is allowed, but ANGLE currently has a bug
                if (linkedAttribute)
                {
                    // TODO(jmadill): fix aliasing on ES2
                    // if (mProgram->getShaderVersion() >= 300)
                    {
                        infoLog << "Attribute '" << attribute.name << "' aliases attribute '"
                                << linkedAttribute->name << "' at location " << regLocation;
                        return false;
                    }
                }
                else
                {
                    usedAttribMap[regLocation] = &attribute;
                }

                usedLocations |= 1 << regLocation;
            }
        }
    }

    // Link attributes that don't have a binding location
    for (sh::Attribute &attribute : mState.mAttributes)
    {
        // Not set by glBindAttribLocation or by location layout qualifier
        if (attribute.location == -1)
        {
            int regs           = VariableRegisterCount(attribute.type);
            int availableIndex = AllocateFirstFreeBits(&usedLocations, regs, maxAttribs);

            if (availableIndex == -1 || static_cast<GLuint>(availableIndex + regs) > maxAttribs)
            {
                infoLog << "Too many active attributes (" << attribute.name << ")";
                return false;
            }

            attribute.location = availableIndex;
        }
    }

    for (const sh::Attribute &attribute : mState.mAttributes)
    {
        ASSERT(attribute.location != -1);
        unsigned int regs = static_cast<unsigned int>(VariableRegisterCount(attribute.type));

        for (unsigned int r = 0; r < regs; r++)
        {
            unsigned int location = static_cast<unsigned int>(attribute.location) + r;
            mState.mActiveAttribLocationsMask.set(location);
            mState.mMaxActiveAttribLocation =
                std::max(mState.mMaxActiveAttribLocation, location + 1);
        }
    }

    return true;
}

bool Program::validateVertexAndFragmentInterfaceBlocks(
    const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks,
    const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks,
    InfoLog &infoLog,
    bool webglCompatibility) const
{
    // Check that interface blocks defined in the vertex and fragment shaders are identical
    typedef std::map<std::string, const sh::InterfaceBlock *> InterfaceBlockMap;
    InterfaceBlockMap linkedInterfaceBlocks;

    for (const sh::InterfaceBlock &vertexInterfaceBlock : vertexInterfaceBlocks)
    {
        linkedInterfaceBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock;
    }

    for (const sh::InterfaceBlock &fragmentInterfaceBlock : fragmentInterfaceBlocks)
    {
        auto entry = linkedInterfaceBlocks.find(fragmentInterfaceBlock.name);
        if (entry != linkedInterfaceBlocks.end())
        {
            const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second;
            if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock,
                                            webglCompatibility))
            {
                return false;
            }
        }
        // TODO(jiajia.qin@intel.com): Add
        // MAX_COMBINED_UNIFORM_BLOCKS/MAX_COMBINED_SHADER_STORAGE_BLOCKS validation.
    }
    return true;
}

bool Program::linkInterfaceBlocks(const Context *context, InfoLog &infoLog)
{
    const auto &caps = context->getCaps();

    if (mState.mAttachedComputeShader)
    {
        Shader &computeShader              = *mState.mAttachedComputeShader;
        const auto &computeUniformBlocks   = computeShader.getUniformBlocks(context);

        if (!validateInterfaceBlocksCount(
                caps.maxComputeUniformBlocks, computeUniformBlocks,
                "Compute shader uniform block count exceeds GL_MAX_COMPUTE_UNIFORM_BLOCKS (",
                infoLog))
        {
            return false;
        }

        const auto &computeShaderStorageBlocks = computeShader.getShaderStorageBlocks(context);
        if (!validateInterfaceBlocksCount(caps.maxComputeShaderStorageBlocks,
                                          computeShaderStorageBlocks,
                                          "Compute shader shader storage block count exceeds "
                                          "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS (",
                                          infoLog))
        {
            return false;
        }
        return true;
    }

    Shader &vertexShader   = *mState.mAttachedVertexShader;
    Shader &fragmentShader = *mState.mAttachedFragmentShader;

    const auto &vertexUniformBlocks   = vertexShader.getUniformBlocks(context);
    const auto &fragmentUniformBlocks = fragmentShader.getUniformBlocks(context);

    if (!validateInterfaceBlocksCount(
            caps.maxVertexUniformBlocks, vertexUniformBlocks,
            "Vertex shader uniform block count exceeds GL_MAX_VERTEX_UNIFORM_BLOCKS (", infoLog))
    {
        return false;
    }
    if (!validateInterfaceBlocksCount(
            caps.maxFragmentUniformBlocks, fragmentUniformBlocks,
            "Fragment shader uniform block count exceeds GL_MAX_FRAGMENT_UNIFORM_BLOCKS (",
            infoLog))
    {

        return false;
    }

    bool webglCompatibility = context->getExtensions().webglCompatibility;
    if (!validateVertexAndFragmentInterfaceBlocks(vertexUniformBlocks, fragmentUniformBlocks,
                                                  infoLog, webglCompatibility))
    {
        return false;
    }

    if (context->getClientVersion() >= Version(3, 1))
    {
        const auto &vertexShaderStorageBlocks   = vertexShader.getShaderStorageBlocks(context);
        const auto &fragmentShaderStorageBlocks = fragmentShader.getShaderStorageBlocks(context);

        if (!validateInterfaceBlocksCount(caps.maxVertexShaderStorageBlocks,
                                          vertexShaderStorageBlocks,
                                          "Vertex shader shader storage block count exceeds "
                                          "GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS (",
                                          infoLog))
        {
            return false;
        }
        if (!validateInterfaceBlocksCount(caps.maxFragmentShaderStorageBlocks,
                                          fragmentShaderStorageBlocks,
                                          "Fragment shader shader storage block count exceeds "
                                          "GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS (",
                                          infoLog))
        {

            return false;
        }

        if (!validateVertexAndFragmentInterfaceBlocks(vertexShaderStorageBlocks,
                                                      fragmentShaderStorageBlocks, infoLog,
                                                      webglCompatibility))
        {
            return false;
        }
    }
    return true;
}

bool Program::areMatchingInterfaceBlocks(InfoLog &infoLog,
                                         const sh::InterfaceBlock &vertexInterfaceBlock,
                                         const sh::InterfaceBlock &fragmentInterfaceBlock,
                                         bool webglCompatibility) const
{
    const char* blockName = vertexInterfaceBlock.name.c_str();
    // validate blocks for the same member types
    if (vertexInterfaceBlock.fields.size() != fragmentInterfaceBlock.fields.size())
    {
        infoLog << "Types for interface block '" << blockName
                << "' differ between vertex and fragment shaders";
        return false;
    }
    if (vertexInterfaceBlock.arraySize != fragmentInterfaceBlock.arraySize)
    {
        infoLog << "Array sizes differ for interface block '" << blockName
                << "' between vertex and fragment shaders";
        return false;
    }
    if (vertexInterfaceBlock.layout != fragmentInterfaceBlock.layout ||
        vertexInterfaceBlock.isRowMajorLayout != fragmentInterfaceBlock.isRowMajorLayout ||
        vertexInterfaceBlock.binding != fragmentInterfaceBlock.binding)
    {
        infoLog << "Layout qualifiers differ for interface block '" << blockName
                << "' between vertex and fragment shaders";
        return false;
    }
    const unsigned int numBlockMembers =
        static_cast<unsigned int>(vertexInterfaceBlock.fields.size());
    for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
    {
        const sh::InterfaceBlockField &vertexMember = vertexInterfaceBlock.fields[blockMemberIndex];
        const sh::InterfaceBlockField &fragmentMember = fragmentInterfaceBlock.fields[blockMemberIndex];
        if (vertexMember.name != fragmentMember.name)
        {
            infoLog << "Name mismatch for field " << blockMemberIndex
                    << " of interface block '" << blockName
                    << "': (in vertex: '" << vertexMember.name
                    << "', in fragment: '" << fragmentMember.name << "')";
            return false;
        }
        std::string memberName = "interface block '" + vertexInterfaceBlock.name + "' member '" + vertexMember.name + "'";
        if (!linkValidateInterfaceBlockFields(infoLog, memberName, vertexMember, fragmentMember,
                                              webglCompatibility))
        {
            return false;
        }
    }
    return true;
}

bool Program::linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable,
                                              const sh::ShaderVariable &fragmentVariable, bool validatePrecision)
{
    if (vertexVariable.type != fragmentVariable.type)
    {
        infoLog << "Types for " << variableName << " differ between vertex and fragment shaders";
        return false;
    }
    if (vertexVariable.arraySize != fragmentVariable.arraySize)
    {
        infoLog << "Array sizes for " << variableName << " differ between vertex and fragment shaders";
        return false;
    }
    if (validatePrecision && vertexVariable.precision != fragmentVariable.precision)
    {
        infoLog << "Precisions for " << variableName << " differ between vertex and fragment shaders";
        return false;
    }
    if (vertexVariable.structName != fragmentVariable.structName)
    {
        infoLog << "Structure names for " << variableName
                << " differ between vertex and fragment shaders";
        return false;
    }

    if (vertexVariable.fields.size() != fragmentVariable.fields.size())
    {
        infoLog << "Structure lengths for " << variableName << " differ between vertex and fragment shaders";
        return false;
    }
    const unsigned int numMembers = static_cast<unsigned int>(vertexVariable.fields.size());
    for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++)
    {
        const sh::ShaderVariable &vertexMember = vertexVariable.fields[memberIndex];
        const sh::ShaderVariable &fragmentMember = fragmentVariable.fields[memberIndex];

        if (vertexMember.name != fragmentMember.name)
        {
            infoLog << "Name mismatch for field '" << memberIndex
                    << "' of " << variableName
                    << ": (in vertex: '" << vertexMember.name
                    << "', in fragment: '" << fragmentMember.name << "')";
            return false;
        }

        const std::string memberName = variableName.substr(0, variableName.length() - 1) + "." +
                                       vertexMember.name + "'";

        if (!linkValidateVariablesBase(infoLog, vertexMember.name, vertexMember, fragmentMember, validatePrecision))
        {
            return false;
        }
    }

    return true;
}

bool Program::linkValidateVaryings(InfoLog &infoLog,
                                   const std::string &varyingName,
                                   const sh::Varying &vertexVarying,
                                   const sh::Varying &fragmentVarying,
                                   int shaderVersion)
{
    if (!linkValidateVariablesBase(infoLog, varyingName, vertexVarying, fragmentVarying, false))
    {
        return false;
    }

    if (!sh::InterpolationTypesMatch(vertexVarying.interpolation, fragmentVarying.interpolation))
    {
        infoLog << "Interpolation types for " << varyingName
                << " differ between vertex and fragment shaders.";
        return false;
    }

    if (shaderVersion == 100 && vertexVarying.isInvariant != fragmentVarying.isInvariant)
    {
        infoLog << "Invariance for " << varyingName
                << " differs between vertex and fragment shaders.";
        return false;
    }

    return true;
}

bool Program::linkValidateBuiltInVaryings(const Context *context, InfoLog &infoLog) const
{
    Shader *vertexShader         = mState.mAttachedVertexShader;
    Shader *fragmentShader       = mState.mAttachedFragmentShader;
    const auto &vertexVaryings   = vertexShader->getOutputVaryings(context);
    const auto &fragmentVaryings = fragmentShader->getInputVaryings(context);
    int shaderVersion            = vertexShader->getShaderVersion(context);

    if (shaderVersion != 100)
    {
        // Only ESSL 1.0 has restrictions on matching input and output invariance
        return true;
    }

    bool glPositionIsInvariant   = false;
    bool glPointSizeIsInvariant  = false;
    bool glFragCoordIsInvariant  = false;
    bool glPointCoordIsInvariant = false;

    for (const sh::Varying &varying : vertexVaryings)
    {
        if (!varying.isBuiltIn())
        {
            continue;
        }
        if (varying.name.compare("gl_Position") == 0)
        {
            glPositionIsInvariant = varying.isInvariant;
        }
        else if (varying.name.compare("gl_PointSize") == 0)
        {
            glPointSizeIsInvariant = varying.isInvariant;
        }
    }

    for (const sh::Varying &varying : fragmentVaryings)
    {
        if (!varying.isBuiltIn())
        {
            continue;
        }
        if (varying.name.compare("gl_FragCoord") == 0)
        {
            glFragCoordIsInvariant = varying.isInvariant;
        }
        else if (varying.name.compare("gl_PointCoord") == 0)
        {
            glPointCoordIsInvariant = varying.isInvariant;
        }
    }

    // There is some ambiguity in ESSL 1.00.17 paragraph 4.6.4 interpretation,
    // for example, https://cvs.khronos.org/bugzilla/show_bug.cgi?id=13842.
    // Not requiring invariance to match is supported by:
    // dEQP, WebGL CTS, Nexus 5X GLES
    if (glFragCoordIsInvariant && !glPositionIsInvariant)
    {
        infoLog << "gl_FragCoord can only be declared invariant if and only if gl_Position is "
                   "declared invariant.";
        return false;
    }
    if (glPointCoordIsInvariant && !glPointSizeIsInvariant)
    {
        infoLog << "gl_PointCoord can only be declared invariant if and only if gl_PointSize is "
                   "declared invariant.";
        return false;
    }

    return true;
}

bool Program::linkValidateTransformFeedback(const gl::Context *context,
                                            InfoLog &infoLog,
                                            const Program::MergedVaryings &varyings,
                                            const Caps &caps) const
{
    size_t totalComponents = 0;

    std::set<std::string> uniqueNames;

    for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
    {
        bool found = false;
        std::vector<unsigned int> subscripts;
        std::string baseName = ParseResourceName(tfVaryingName, &subscripts);

        for (const auto &ref : varyings)
        {
            const sh::Varying *varying = ref.second.get();

            if (baseName == varying->name)
            {
                if (uniqueNames.count(tfVaryingName) > 0)
                {
                    infoLog << "Two transform feedback varyings specify the same output variable ("
                            << tfVaryingName << ").";
                    return false;
                }
                if (context->getClientVersion() >= Version(3, 1))
                {
                    if (IncludeSameArrayElement(uniqueNames, tfVaryingName))
                    {
                        infoLog
                            << "Two transform feedback varyings include the same array element ("
                            << tfVaryingName << ").";
                        return false;
                    }
                }
                else if (varying->isArray())
                {
                    infoLog << "Capture of arrays is undefined and not supported.";
                    return false;
                }

                uniqueNames.insert(tfVaryingName);

                // TODO(jmadill): Investigate implementation limits on D3D11
                size_t elementCount =
                    ((varying->isArray() && subscripts.empty()) ? varying->elementCount() : 1);
                size_t componentCount = VariableComponentCount(varying->type) * elementCount;
                if (mState.mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS &&
                    componentCount > caps.maxTransformFeedbackSeparateComponents)
                {
                    infoLog << "Transform feedback varying's " << varying->name << " components ("
                            << componentCount << ") exceed the maximum separate components ("
                            << caps.maxTransformFeedbackSeparateComponents << ").";
                    return false;
                }

                totalComponents += componentCount;
                found = true;
                break;
            }
        }
        if (context->getClientVersion() < Version(3, 1) &&
            tfVaryingName.find('[') != std::string::npos)
        {
            infoLog << "Capture of array elements is undefined and not supported.";
            return false;
        }
        // All transform feedback varyings are expected to exist since packUserVaryings checks for
        // them.
        ASSERT(found);
    }

    if (mState.mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS &&
        totalComponents > caps.maxTransformFeedbackInterleavedComponents)
    {
        infoLog << "Transform feedback varying total components (" << totalComponents
                << ") exceed the maximum interleaved components ("
                << caps.maxTransformFeedbackInterleavedComponents << ").";
        return false;
    }

    return true;
}

bool Program::linkValidateGlobalNames(const Context *context, InfoLog &infoLog) const
{
    const std::vector<sh::Uniform> &vertexUniforms =
        mState.mAttachedVertexShader->getUniforms(context);
    const std::vector<sh::Uniform> &fragmentUniforms =
        mState.mAttachedFragmentShader->getUniforms(context);
    const std::vector<sh::Attribute> &attributes =
        mState.mAttachedVertexShader->getActiveAttributes(context);
    for (const auto &attrib : attributes)
    {
        for (const auto &uniform : vertexUniforms)
        {
            if (uniform.name == attrib.name)
            {
                infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name;
                return false;
            }
        }
        for (const auto &uniform : fragmentUniforms)
        {
            if (uniform.name == attrib.name)
            {
                infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name;
                return false;
            }
        }
    }
    return true;
}

void Program::gatherTransformFeedbackVaryings(const Program::MergedVaryings &varyings)
{
    // Gather the linked varyings that are used for transform feedback, they should all exist.
    mState.mLinkedTransformFeedbackVaryings.clear();
    for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames)
    {
        std::vector<unsigned int> subscripts;
        std::string baseName = ParseResourceName(tfVaryingName, &subscripts);
        size_t subscript     = GL_INVALID_INDEX;
        if (!subscripts.empty())
        {
            subscript = subscripts.back();
        }
        for (const auto &ref : varyings)
        {
            const sh::Varying *varying = ref.second.get();
            if (baseName == varying->name)
            {
                mState.mLinkedTransformFeedbackVaryings.emplace_back(
                    *varying, static_cast<GLuint>(subscript));
                break;
            }
        }
    }
}

Program::MergedVaryings Program::getMergedVaryings(const Context *context) const
{
    MergedVaryings merged;

    for (const sh::Varying &varying : mState.mAttachedVertexShader->getOutputVaryings(context))
    {
        merged[varying.name].vertex = &varying;
    }

    for (const sh::Varying &varying : mState.mAttachedFragmentShader->getInputVaryings(context))
    {
        merged[varying.name].fragment = &varying;
    }

    return merged;
}

std::vector<PackedVarying> Program::getPackedVaryings(
    const Program::MergedVaryings &mergedVaryings) const
{
    const std::vector<std::string> &tfVaryings = mState.getTransformFeedbackVaryingNames();
    std::vector<PackedVarying> packedVaryings;
    std::set<std::string> uniqueFullNames;

    for (const auto &ref : mergedVaryings)
    {
        const sh::Varying *input  = ref.second.vertex;
        const sh::Varying *output = ref.second.fragment;

        // Only pack varyings that have a matched input or output, plus special builtins.
        if ((input && output) || (output && output->isBuiltIn()))
        {
            // Will get the vertex shader interpolation by default.
            auto interpolation = ref.second.get()->interpolation;

            // Note that we lose the vertex shader static use information here. The data for the
            // variable is taken from the fragment shader.
            if (output->isStruct())
            {
                ASSERT(!output->isArray());
                for (const auto &field : output->fields)
                {
                    ASSERT(!field.isStruct() && !field.isArray());
                    packedVaryings.push_back(PackedVarying(field, interpolation, output->name));
                }
            }
            else
            {
                packedVaryings.push_back(PackedVarying(*output, interpolation));
            }
            continue;
        }

        // Keep Transform FB varyings in the merged list always.
        if (!input)
        {
            continue;
        }

        for (const std::string &tfVarying : tfVaryings)
        {
            std::vector<unsigned int> subscripts;
            std::string baseName = ParseResourceName(tfVarying, &subscripts);
            size_t subscript     = GL_INVALID_INDEX;
            if (!subscripts.empty())
            {
                subscript = subscripts.back();
            }
            if (uniqueFullNames.count(tfVarying) > 0)
            {
                continue;
            }
            if (baseName == input->name)
            {
                // Transform feedback for varying structs is underspecified.
                // See Khronos bug 9856.
                // TODO(jmadill): Figure out how to be spec-compliant here.
                if (!input->isStruct())
                {
                    packedVaryings.push_back(PackedVarying(*input, input->interpolation));
                    packedVaryings.back().vertexOnly = true;
                    packedVaryings.back().arrayIndex = static_cast<GLuint>(subscript);
                    uniqueFullNames.insert(tfVarying);
                }
                if (subscript == GL_INVALID_INDEX)
                {
                    break;
                }
            }
        }
    }

    std::sort(packedVaryings.begin(), packedVaryings.end(), ComparePackedVarying);

    return packedVaryings;
}

void Program::linkOutputVariables(const Context *context)
{
    Shader *fragmentShader = mState.mAttachedFragmentShader;
    ASSERT(fragmentShader != nullptr);

    ASSERT(mState.mOutputVariableTypes.empty());
    ASSERT(mState.mActiveOutputVariables.none());

    // Gather output variable types
    for (const auto &outputVariable : fragmentShader->getActiveOutputVariables(context))
    {
        if (outputVariable.isBuiltIn() && outputVariable.name != "gl_FragColor" &&
            outputVariable.name != "gl_FragData")
        {
            continue;
        }

        unsigned int baseLocation =
            (outputVariable.location == -1 ? 0u
                                           : static_cast<unsigned int>(outputVariable.location));
        for (unsigned int elementIndex = 0; elementIndex < outputVariable.elementCount();
             elementIndex++)
        {
            const unsigned int location = baseLocation + elementIndex;
            if (location >= mState.mOutputVariableTypes.size())
            {
                mState.mOutputVariableTypes.resize(location + 1, GL_NONE);
            }
            ASSERT(location < mState.mActiveOutputVariables.size());
            mState.mActiveOutputVariables.set(location);
            mState.mOutputVariableTypes[location] = VariableComponentType(outputVariable.type);
        }
    }

    // Skip this step for GLES2 shaders.
    if (fragmentShader->getShaderVersion(context) == 100)
        return;

    mState.mOutputVariables = fragmentShader->getActiveOutputVariables(context);
    // TODO(jmadill): any caps validation here?

    for (unsigned int outputVariableIndex = 0; outputVariableIndex < mState.mOutputVariables.size();
         outputVariableIndex++)
    {
        const sh::OutputVariable &outputVariable = mState.mOutputVariables[outputVariableIndex];

        if (outputVariable.isArray())
        {
            // We're following the GLES 3.1 November 2016 spec section 7.3.1.1 Naming Active
            // Resources and including [0] at the end of array variable names.
            mState.mOutputVariables[outputVariableIndex].name += "[0]";
            mState.mOutputVariables[outputVariableIndex].mappedName += "[0]";
        }

        // Don't store outputs for gl_FragDepth, gl_FragColor, etc.
        if (outputVariable.isBuiltIn())
            continue;

        // Since multiple output locations must be specified, use 0 for non-specified locations.
        unsigned int baseLocation =
            (outputVariable.location == -1 ? 0u
                                           : static_cast<unsigned int>(outputVariable.location));

        for (unsigned int elementIndex = 0; elementIndex < outputVariable.elementCount();
             elementIndex++)
        {
            const unsigned int location = baseLocation + elementIndex;
            if (location >= mState.mOutputLocations.size())
            {
                mState.mOutputLocations.resize(location + 1);
            }
            ASSERT(!mState.mOutputLocations.at(location).used());
            if (outputVariable.isArray())
            {
                mState.mOutputLocations[location] =
                    VariableLocation(elementIndex, outputVariableIndex);
            }
            else
            {
                VariableLocation locationInfo;
                locationInfo.index                = outputVariableIndex;
                mState.mOutputLocations[location] = locationInfo;
            }
        }
    }
}

void Program::setUniformValuesFromBindingQualifiers()
{
    for (unsigned int samplerIndex : mState.mSamplerUniformRange)
    {
        const auto &samplerUniform = mState.mUniforms[samplerIndex];
        if (samplerUniform.binding != -1)
        {
            GLint location = getUniformLocation(samplerUniform.name);
            ASSERT(location != -1);
            std::vector<GLint> boundTextureUnits;
            for (unsigned int elementIndex = 0; elementIndex < samplerUniform.elementCount();
                 ++elementIndex)
            {
                boundTextureUnits.push_back(samplerUniform.binding + elementIndex);
            }
            setUniform1iv(location, static_cast<GLsizei>(boundTextureUnits.size()),
                          boundTextureUnits.data());
        }
    }
}

void Program::gatherAtomicCounterBuffers()
{
    for (unsigned int index : mState.mAtomicCounterUniformRange)
    {
        auto &uniform                      = mState.mUniforms[index];
        uniform.blockInfo.offset           = uniform.offset;
        uniform.blockInfo.arrayStride      = (uniform.isArray() ? 4 : 0);
        uniform.blockInfo.matrixStride     = 0;
        uniform.blockInfo.isRowMajorMatrix = false;
    }

    // TODO(jie.a.chen@intel.com): Get the actual BUFFER_DATA_SIZE from backend for each buffer.
}

void Program::initInterfaceBlockBindings()
{
    // Set initial bindings from shader.
    for (unsigned int blockIndex = 0; blockIndex < mState.mUniformBlocks.size(); blockIndex++)
    {
        InterfaceBlock &uniformBlock = mState.mUniformBlocks[blockIndex];
        bindUniformBlock(blockIndex, uniformBlock.binding);
    }
}

void Program::updateSamplerUniform(const VariableLocation &locationInfo,
                                   GLsizei clampedCount,
                                   const GLint *v)
{
    ASSERT(mState.isSamplerUniformIndex(locationInfo.index));
    GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationInfo.index);
    std::vector<GLuint> *boundTextureUnits =
        &mState.mSamplerBindings[samplerIndex].boundTextureUnits;

    std::copy(v, v + clampedCount, boundTextureUnits->begin() + locationInfo.arrayIndex);

    // Invalidate the validation cache.
    mCachedValidateSamplersResult.reset();
}

template <typename T>
GLsizei Program::clampUniformCount(const VariableLocation &locationInfo,
                                   GLsizei count,
                                   int vectorSize,
                                   const T *v)
{
    if (count == 1)
        return 1;

    const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];

    // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
    // element index used, as reported by GetActiveUniform, will be ignored by the GL."
    unsigned int remainingElements = linkedUniform.elementCount() - locationInfo.arrayIndex;
    GLsizei maxElementCount =
        static_cast<GLsizei>(remainingElements * linkedUniform.getElementComponents());

    if (count * vectorSize > maxElementCount)
    {
        return maxElementCount / vectorSize;
    }

    return count;
}

template <size_t cols, size_t rows, typename T>
GLsizei Program::clampMatrixUniformCount(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const T *v)
{
    const VariableLocation &locationInfo = mState.mUniformLocations[location];

    if (!transpose)
    {
        return clampUniformCount(locationInfo, count, cols * rows, v);
    }

    const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];

    // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
    // element index used, as reported by GetActiveUniform, will be ignored by the GL."
    unsigned int remainingElements = linkedUniform.elementCount() - locationInfo.arrayIndex;
    return std::min(count, static_cast<GLsizei>(remainingElements));
}

// Driver differences mean that doing the uniform value cast ourselves gives consistent results.
// EG: on NVIDIA drivers, it was observed that getUniformi for MAX_INT+1 returned MIN_INT.
template <typename DestT>
void Program::getUniformInternal(const Context *context,
                                 DestT *dataOut,
                                 GLint location,
                                 GLenum nativeType,
                                 int components) const
{
    switch (nativeType)
    {
        case GL_BOOL:
        {
            GLint tempValue[16] = {0};
            mProgram->getUniformiv(context, location, tempValue);
            UniformStateQueryCastLoop<GLboolean>(
                dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
            break;
        }
        case GL_INT:
        {
            GLint tempValue[16] = {0};
            mProgram->getUniformiv(context, location, tempValue);
            UniformStateQueryCastLoop<GLint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
                                             components);
            break;
        }
        case GL_UNSIGNED_INT:
        {
            GLuint tempValue[16] = {0};
            mProgram->getUniformuiv(context, location, tempValue);
            UniformStateQueryCastLoop<GLuint>(dataOut, reinterpret_cast<const uint8_t *>(tempValue),
                                              components);
            break;
        }
        case GL_FLOAT:
        {
            GLfloat tempValue[16] = {0};
            mProgram->getUniformfv(context, location, tempValue);
            UniformStateQueryCastLoop<GLfloat>(
                dataOut, reinterpret_cast<const uint8_t *>(tempValue), components);
            break;
        }
        default:
            UNREACHABLE();
            break;
    }
}

bool Program::samplesFromTexture(const gl::State &state, GLuint textureID) const
{
    // Must be called after samplers are validated.
    ASSERT(mCachedValidateSamplersResult.valid() && mCachedValidateSamplersResult.value());

    for (const auto &binding : mState.mSamplerBindings)
    {
        GLenum textureType = binding.textureType;
        for (const auto &unit : binding.boundTextureUnits)
        {
            GLenum programTextureID = state.getSamplerTextureId(unit, textureType);
            if (programTextureID == textureID)
            {
                // TODO(jmadill): Check for appropriate overlap.
                return true;
            }
        }
    }

    return false;
}

}  // namespace gl
