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<dt>Revision</dt> <dd><a href="http://trac.webkit.org/projects/webkit/changeset/166803">166803</a></dd>
<dt>Author</dt> <dd>roger_fong@apple.com</dd>
<dt>Date</dt> <dd>2014-04-04 15:08:47 -0700 (Fri, 04 Apr 2014)</dd>
</dl>

<h3>Log Message</h3>
<pre>Keep track of filtered active attribute/uniform indices per shader program.
https://bugs.webkit.org/show_bug.cgi?id=131235.

Reviewed by Dean Jackson.

Tests: Covered by existing Khronos Conformance tests. 
Will create a test to use multiple shader programs in a follow-up patch.

* html/canvas/WebGLProgram.cpp:
(WebCore::WebGLProgram::cacheActiveAttribLocations): Use getActiveAttribImpl. We do not need to use the filtered list of attributes here.
* html/canvas/WebGLRenderingContext.cpp:
(WebCore::WebGLRenderingContext::getUniformLocation): Use filtered list of uniforms for uniform count.
* platform/graphics/GraphicsContext3D.h: Create a map of shader programs to ActiveShaderSymbolCounts.
* platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp:
(WebCore::GraphicsContext3D::attachShader): 
When attaching or detaching a shader the shader program's active symbols list will change. Clear it so that it will be updated later.
(WebCore::GraphicsContext3D::detachShader): Ditto.
(WebCore::GraphicsContext3D::compileShader): No need to clear symbol counts here.
(WebCore::GraphicsContext3D::getActiveAttrib): getActiveAttrib should only be able to query for attributes in the filtered list.
(WebCore::GraphicsContext3D::getActiveUniform): getActiveUniform should only be able to query for uniforms in the filtered list.
(WebCore::GraphicsContext3D::getNonBuiltInActiveSymbolCount): Return the filtered symbol count for a shader program.</pre>

<h3>Modified Paths</h3>
<ul>
<li><a href="#trunkSourceWebCoreChangeLog">trunk/Source/WebCore/ChangeLog</a></li>
<li><a href="#trunkSourceWebCorehtmlcanvasWebGLProgramcpp">trunk/Source/WebCore/html/canvas/WebGLProgram.cpp</a></li>
<li><a href="#trunkSourceWebCorehtmlcanvasWebGLRenderingContextcpp">trunk/Source/WebCore/html/canvas/WebGLRenderingContext.cpp</a></li>
<li><a href="#trunkSourceWebCoreplatformgraphicsGraphicsContext3Dh">trunk/Source/WebCore/platform/graphics/GraphicsContext3D.h</a></li>
<li><a href="#trunkSourceWebCoreplatformgraphicsopenglGraphicsContext3DOpenGLCommoncpp">trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp</a></li>
</ul>

</div>
<div id="patch">
<h3>Diff</h3>
<a id="trunkSourceWebCoreChangeLog"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/ChangeLog (166802 => 166803)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/ChangeLog        2014-04-04 22:06:20 UTC (rev 166802)
+++ trunk/Source/WebCore/ChangeLog        2014-04-04 22:08:47 UTC (rev 166803)
</span><span class="lines">@@ -1,3 +1,27 @@
</span><ins>+2014-04-04  Roger Fong  &lt;roger_fong@apple.com&gt;
+
+        Keep track of filtered active attribute/uniform indices per shader program.
+        https://bugs.webkit.org/show_bug.cgi?id=131235.
+
+        Reviewed by Dean Jackson.
+
+        Tests: Covered by existing Khronos Conformance tests. 
+        Will create a test to use multiple shader programs in a follow-up patch.
+
+        * html/canvas/WebGLProgram.cpp:
+        (WebCore::WebGLProgram::cacheActiveAttribLocations): Use getActiveAttribImpl. We do not need to use the filtered list of attributes here.
+        * html/canvas/WebGLRenderingContext.cpp:
+        (WebCore::WebGLRenderingContext::getUniformLocation): Use filtered list of uniforms for uniform count.
+        * platform/graphics/GraphicsContext3D.h: Create a map of shader programs to ActiveShaderSymbolCounts.
+        * platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp:
+        (WebCore::GraphicsContext3D::attachShader): 
+        When attaching or detaching a shader the shader program's active symbols list will change. Clear it so that it will be updated later.
+        (WebCore::GraphicsContext3D::detachShader): Ditto.
+        (WebCore::GraphicsContext3D::compileShader): No need to clear symbol counts here.
+        (WebCore::GraphicsContext3D::getActiveAttrib): getActiveAttrib should only be able to query for attributes in the filtered list.
+        (WebCore::GraphicsContext3D::getActiveUniform): getActiveUniform should only be able to query for uniforms in the filtered list.
+        (WebCore::GraphicsContext3D::getNonBuiltInActiveSymbolCount): Return the filtered symbol count for a shader program.
+
</ins><span class="cx"> 2014-04-04  Ion Rosca  &lt;rosca@adobe.com&gt;
</span><span class="cx"> 
</span><span class="cx">         [CSS Blending] Add compositing reason for isolation.
</span></span></pre></div>
<a id="trunkSourceWebCorehtmlcanvasWebGLProgramcpp"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/html/canvas/WebGLProgram.cpp (166802 => 166803)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/html/canvas/WebGLProgram.cpp        2014-04-04 22:06:20 UTC (rev 166802)
+++ trunk/Source/WebCore/html/canvas/WebGLProgram.cpp        2014-04-04 22:08:47 UTC (rev 166803)
</span><span class="lines">@@ -169,7 +169,7 @@
</span><span class="cx">     m_activeAttribLocations.resize(static_cast&lt;size_t&gt;(numAttribs));
</span><span class="cx">     for (int i = 0; i &lt; numAttribs; ++i) {
</span><span class="cx">         ActiveInfo info;
</span><del>-        context3d-&gt;getActiveAttrib(object(), i, info);
</del><ins>+        context3d-&gt;getActiveAttribImpl(object(), i, info);
</ins><span class="cx">         m_activeAttribLocations[i] = context3d-&gt;getAttribLocation(object(), info.name);
</span><span class="cx">     }
</span><span class="cx"> }
</span></span></pre></div>
<a id="trunkSourceWebCorehtmlcanvasWebGLRenderingContextcpp"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/html/canvas/WebGLRenderingContext.cpp (166802 => 166803)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/html/canvas/WebGLRenderingContext.cpp        2014-04-04 22:06:20 UTC (rev 166802)
+++ trunk/Source/WebCore/html/canvas/WebGLRenderingContext.cpp        2014-04-04 22:08:47 UTC (rev 166803)
</span><span class="lines">@@ -3212,7 +3212,7 @@
</span><span class="cx">         return nullptr;
</span><span class="cx"> 
</span><span class="cx">     GC3Dint activeUniforms = 0;
</span><del>-    m_context-&gt;getProgramiv(objectOrZero(program), GraphicsContext3D::ACTIVE_UNIFORMS, &amp;activeUniforms);
</del><ins>+    m_context-&gt;getNonBuiltInActiveSymbolCount(objectOrZero(program), GraphicsContext3D::ACTIVE_UNIFORMS, &amp;activeUniforms);
</ins><span class="cx">     for (GC3Dint i = 0; i &lt; activeUniforms; i++) {
</span><span class="cx">         ActiveInfo info;
</span><span class="cx">         if (!m_context-&gt;getActiveUniform(objectOrZero(program), i, info))
</span></span></pre></div>
<a id="trunkSourceWebCoreplatformgraphicsGraphicsContext3Dh"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/platform/graphics/GraphicsContext3D.h (166802 => 166803)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/platform/graphics/GraphicsContext3D.h        2014-04-04 22:06:20 UTC (rev 166802)
+++ trunk/Source/WebCore/platform/graphics/GraphicsContext3D.h        2014-04-04 22:08:47 UTC (rev 166803)
</span><span class="lines">@@ -1085,8 +1085,9 @@
</span><span class="cx">             return filteredToActualUniformIndexMap.size();
</span><span class="cx">         }
</span><span class="cx">     };
</span><del>-    std::unique_ptr&lt;ActiveShaderSymbolCounts&gt; m_shaderSymbolCount;
-
</del><ins>+    typedef HashMap&lt;Platform3DObject, ActiveShaderSymbolCounts&gt; ShaderProgramSymbolCountMap;
+    ShaderProgramSymbolCountMap m_shaderProgramSymbolCountMap;
+    
</ins><span class="cx">     String mappedSymbolName(Platform3DObject program, ANGLEShaderSymbolType, const String&amp; name);
</span><span class="cx">     String mappedSymbolName(Platform3DObject shaders[2], size_t count, const String&amp; name);
</span><span class="cx">     String originalSymbolName(Platform3DObject program, ANGLEShaderSymbolType, const String&amp; name);
</span></span></pre></div>
<a id="trunkSourceWebCoreplatformgraphicsopenglGraphicsContext3DOpenGLCommoncpp"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp (166802 => 166803)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp        2014-04-04 22:06:20 UTC (rev 166802)
+++ trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp        2014-04-04 22:08:47 UTC (rev 166803)
</span><span class="lines">@@ -374,6 +374,7 @@
</span><span class="cx">     ASSERT(program);
</span><span class="cx">     ASSERT(shader);
</span><span class="cx">     makeContextCurrent();
</span><ins>+    m_shaderProgramSymbolCountMap.remove(program);
</ins><span class="cx">     ::glAttachShader(program, shader);
</span><span class="cx"> }
</span><span class="cx"> 
</span><span class="lines">@@ -561,8 +562,6 @@
</span><span class="cx">         entry.isValid = false;
</span><span class="cx">         LOG(WebGL, &quot;Error: shader translator produced a shader that OpenGL would not compile.&quot;);
</span><span class="cx">     }
</span><del>-
-    m_shaderSymbolCount = nullptr;
</del><span class="cx"> }
</span><span class="cx"> 
</span><span class="cx"> void GraphicsContext3D::copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border)
</span><span class="lines">@@ -612,6 +611,7 @@
</span><span class="cx">     ASSERT(program);
</span><span class="cx">     ASSERT(shader);
</span><span class="cx">     makeContextCurrent();
</span><ins>+    m_shaderProgramSymbolCountMap.remove(program);
</ins><span class="cx">     ::glDetachShader(program, shader);
</span><span class="cx"> }
</span><span class="cx"> 
</span><span class="lines">@@ -719,8 +719,15 @@
</span><span class="cx"> 
</span><span class="cx"> bool GraphicsContext3D::getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo&amp; info)
</span><span class="cx"> {
</span><del>-    ASSERT(!m_shaderSymbolCount || index &lt; m_shaderSymbolCount-&gt;filteredToActualAttributeIndexMap.size());
-    GC3Duint rawIndex = (m_shaderSymbolCount) ? m_shaderSymbolCount-&gt;filteredToActualAttributeIndexMap[index] : index;
</del><ins>+    GC3Dint symbolCount;
+    auto result = m_shaderProgramSymbolCountMap.find(program);
+    if (result == m_shaderProgramSymbolCountMap.end()) {
+        getNonBuiltInActiveSymbolCount(program, GraphicsContext3D::ACTIVE_ATTRIBUTES, &amp;symbolCount);
+        result = m_shaderProgramSymbolCountMap.find(program);
+    }
+    
+    ActiveShaderSymbolCounts&amp; symbolCounts = result-&gt;value;
+    GC3Duint rawIndex = (index &lt; symbolCounts.filteredToActualAttributeIndexMap.size()) ? symbolCounts.filteredToActualAttributeIndexMap[index] : -1;
</ins><span class="cx"> 
</span><span class="cx">     return getActiveAttribImpl(program, rawIndex, info);
</span><span class="cx"> }
</span><span class="lines">@@ -759,9 +766,16 @@
</span><span class="cx"> 
</span><span class="cx"> bool GraphicsContext3D::getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo&amp; info)
</span><span class="cx"> {
</span><del>-    ASSERT(!m_shaderSymbolCount || index &lt; m_shaderSymbolCount-&gt;filteredToActualUniformIndexMap.size());
-    GC3Duint rawIndex = (m_shaderSymbolCount) ? m_shaderSymbolCount-&gt;filteredToActualUniformIndexMap[index] : index;
</del><ins>+    GC3Dint symbolCount;
+    auto result = m_shaderProgramSymbolCountMap.find(program);
+    if (result == m_shaderProgramSymbolCountMap.end()) {
+        getNonBuiltInActiveSymbolCount(program, GraphicsContext3D::ACTIVE_UNIFORMS, &amp;symbolCount);
+        result = m_shaderProgramSymbolCountMap.find(program);
+    }
</ins><span class="cx">     
</span><ins>+    ActiveShaderSymbolCounts&amp; symbolCounts = result-&gt;value;
+    GC3Duint rawIndex = (index &lt; symbolCounts.filteredToActualUniformIndexMap.size()) ? symbolCounts.filteredToActualUniformIndexMap[index] : -1;
+    
</ins><span class="cx">     return getActiveUniformImpl(program, rawIndex, info);
</span><span class="cx"> }
</span><span class="cx"> 
</span><span class="lines">@@ -1268,13 +1282,14 @@
</span><span class="cx">         return;
</span><span class="cx"> 
</span><span class="cx">     makeContextCurrent();
</span><del>-
-    if (m_shaderSymbolCount) {
-        *value = m_shaderSymbolCount-&gt;countForType(pname);
</del><ins>+    const auto&amp; result = m_shaderProgramSymbolCountMap.find(program);
+    if (result != m_shaderProgramSymbolCountMap.end()) {
+        *value = result-&gt;value.countForType(pname);
</ins><span class="cx">         return;
</span><span class="cx">     }
</span><span class="cx"> 
</span><del>-    m_shaderSymbolCount = std::make_unique&lt;ActiveShaderSymbolCounts&gt;();
</del><ins>+    m_shaderProgramSymbolCountMap.set(program, ActiveShaderSymbolCounts());
+    ActiveShaderSymbolCounts&amp; symbolCounts = m_shaderProgramSymbolCountMap.find(program)-&gt;value;
</ins><span class="cx"> 
</span><span class="cx">     // Retrieve the active attributes, build a filtered count, and a mapping of
</span><span class="cx">     // our internal attributes indexes to the real unfiltered indexes inside OpenGL.
</span><span class="lines">@@ -1286,7 +1301,7 @@
</span><span class="cx">         if (info.name.startsWith(&quot;gl_&quot;))
</span><span class="cx">             continue;
</span><span class="cx"> 
</span><del>-        m_shaderSymbolCount-&gt;filteredToActualAttributeIndexMap.append(i);
</del><ins>+        symbolCounts.filteredToActualAttributeIndexMap.append(i);
</ins><span class="cx">     }
</span><span class="cx">     
</span><span class="cx">     // Do the same for uniforms.
</span><span class="lines">@@ -1298,10 +1313,10 @@
</span><span class="cx">         if (info.name.startsWith(&quot;gl_&quot;))
</span><span class="cx">             continue;
</span><span class="cx">         
</span><del>-        m_shaderSymbolCount-&gt;filteredToActualUniformIndexMap.append(i);
</del><ins>+        symbolCounts.filteredToActualUniformIndexMap.append(i);
</ins><span class="cx">     }
</span><span class="cx">     
</span><del>-    *value = m_shaderSymbolCount-&gt;countForType(pname);
</del><ins>+    *value = symbolCounts.countForType(pname);
</ins><span class="cx"> }
</span><span class="cx"> 
</span><span class="cx"> String GraphicsContext3D::getUnmangledInfoLog(Platform3DObject shaders[2], GC3Dsizei count, const String&amp; log)
</span></span></pre>
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