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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/ProgramImpl.h b/src/3rdparty/angle/src/libANGLE/renderer/ProgramImpl.h
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+++ b/src/3rdparty/angle/src/libANGLE/renderer/ProgramImpl.h
@@ -0,0 +1,137 @@
+//
+// Copyright 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.
+//
+
+// ProgramImpl.h: Defines the abstract rx::ProgramImpl class.
+
+#ifndef LIBANGLE_RENDERER_PROGRAMIMPL_H_
+#define LIBANGLE_RENDERER_PROGRAMIMPL_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/BinaryStream.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/Shader.h"
+#include "libANGLE/renderer/Renderer.h"
+
+#include <map>
+
+namespace rx
+{
+
+struct LinkResult
+{
+ bool linkSuccess;
+ gl::Error error;
+ LinkResult(bool linkSuccess, const gl::Error &error);
+};
+
+class ProgramImpl : angle::NonCopyable
+{
+ public:
+ typedef int SemanticIndexArray[gl::MAX_VERTEX_ATTRIBS];
+
+ ProgramImpl() { }
+ virtual ~ProgramImpl();
+
+ virtual bool usesPointSize() const = 0;
+ virtual int getShaderVersion() const = 0;
+ virtual GLenum getTransformFeedbackBufferMode() const = 0;
+
+ virtual GLenum getBinaryFormat() = 0;
+ virtual LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0;
+ virtual gl::Error save(gl::BinaryOutputStream *stream) = 0;
+
+ virtual LinkResult link(const gl::Data &data, gl::InfoLog &infoLog,
+ gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ const std::vector<std::string> &transformFeedbackVaryings,
+ GLenum transformFeedbackBufferMode,
+ int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
+ std::map<int, gl::VariableLocation> *outputVariables) = 0;
+
+ virtual void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) = 0;
+ virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0;
+ virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0;
+ virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0;
+ virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v) = 0;
+ virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v) = 0;
+ virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v) = 0;
+ virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v) = 0;
+ virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0;
+ virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0;
+ virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0;
+ virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0;
+ virtual void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+ virtual void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+ virtual void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+ virtual void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+ virtual void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+ virtual void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+ virtual void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+ virtual void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+ virtual void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+
+ virtual void getUniformfv(GLint location, GLfloat *params) = 0;
+ virtual void getUniformiv(GLint location, GLint *params) = 0;
+ virtual void getUniformuiv(GLint location, GLuint *params) = 0;
+
+ // TODO: The following functions are possibly only applicable to D3D backends. The should be carefully evaluated to
+ // determine if they can be removed from this interface.
+ virtual GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const = 0;
+ virtual GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const = 0;
+ virtual GLint getUsedSamplerRange(gl::SamplerType type) const = 0;
+ virtual void updateSamplerMapping() = 0;
+ virtual bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps) = 0;
+
+ virtual LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ int registers) = 0;
+
+ virtual bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+ const gl::Caps &caps) = 0;
+ virtual bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
+ const gl::Caps &caps) = 0;
+
+ virtual gl::Error applyUniforms() = 0;
+ virtual gl::Error applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[]) = 0;
+ virtual bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
+ unsigned int registerIndex, const gl::Caps &caps) = 0;
+
+ const std::vector<gl::LinkedUniform*> &getUniforms() const { return mUniforms; }
+ const std::vector<gl::VariableLocation> &getUniformIndices() const { return mUniformIndex; }
+ const std::vector<gl::UniformBlock*> &getUniformBlocks() const { return mUniformBlocks; }
+ const std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() const { return mTransformFeedbackLinkedVaryings; }
+ const sh::Attribute *getShaderAttributes() const { return mShaderAttributes; }
+ const SemanticIndexArray &getSemanticIndexes() const { return mSemanticIndex; }
+
+ std::vector<gl::LinkedUniform*> &getUniforms() { return mUniforms; }
+ std::vector<gl::VariableLocation> &getUniformIndices() { return mUniformIndex; }
+ std::vector<gl::UniformBlock*> &getUniformBlocks() { return mUniformBlocks; }
+ std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() { return mTransformFeedbackLinkedVaryings; }
+ sh::Attribute *getShaderAttributes() { return mShaderAttributes; }
+ SemanticIndexArray &getSemanticIndexes() { return mSemanticIndex; }
+
+ gl::LinkedUniform *getUniformByLocation(GLint location) const;
+ gl::LinkedUniform *getUniformByName(const std::string &name) const;
+ gl::UniformBlock *getUniformBlockByIndex(GLuint blockIndex) const;
+
+ GLint getUniformLocation(std::string name);
+ GLuint getUniformIndex(std::string name);
+ GLuint getUniformBlockIndex(std::string name) const;
+
+ virtual void reset();
+
+ protected:
+ std::vector<gl::LinkedUniform*> mUniforms;
+ std::vector<gl::VariableLocation> mUniformIndex;
+ std::vector<gl::UniformBlock*> mUniformBlocks;
+ std::vector<gl::LinkedVarying> mTransformFeedbackLinkedVaryings;
+
+ SemanticIndexArray mSemanticIndex;
+ sh::Attribute mShaderAttributes[gl::MAX_VERTEX_ATTRIBS];
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_