Moving Uniform handling into ProgramD3D.

Moves the last references to HLSLBlockEncoder out of ProgramBinary. Only one reference to ShaderD3D remains.

BUG=angle:731
Change-Id: Ie23e24e09fbed4c8c5fab3bab814b7092a383c7f
Reviewed-on: https://chromium-review.googlesource.com/220940
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libGLESv2/renderer/ProgramImpl.h b/src/libGLESv2/renderer/ProgramImpl.h
index e128385..8f87e19 100644
--- a/src/libGLESv2/renderer/ProgramImpl.h
+++ b/src/libGLESv2/renderer/ProgramImpl.h
@@ -13,8 +13,11 @@
 #include "libGLESv2/BinaryStream.h"
 #include "libGLESv2/Constants.h"
 #include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/Shader.h"
 #include "libGLESv2/renderer/Renderer.h"
 
+#include <map>
+
 namespace rx
 {
 
@@ -22,37 +25,101 @@
 
 class ProgramImpl
 {
-public:
-    virtual ~ProgramImpl() { }
+  public:
+    ProgramImpl() { }
+    virtual ~ProgramImpl();
+
+    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; }
+
+    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; }
+
+    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 bool usesPointSize() const = 0;
     virtual int getShaderVersion() const = 0;
     virtual GLenum getTransformFeedbackBufferMode() const = 0;
-    virtual std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() = 0;
-    virtual sh::Attribute *getShaderAttributes() = 0;
 
     virtual GLenum getBinaryFormat() = 0;
     virtual gl::LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0;
     virtual gl::Error save(gl::BinaryOutputStream *stream) = 0;
 
-    virtual gl::LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
-                                                     int registers) = 0;
-
     virtual gl::LinkResult link(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, const gl::Caps &caps) = 0;
 
-    virtual void initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms) = 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 gl::Error applyUniforms(const std::vector<gl::LinkedUniform*> &uniforms) = 0;
-    virtual gl::Error applyUniformBuffers(const std::vector<gl::UniformBlock*> uniformBlocks, const std::vector<gl::Buffer*> boundBuffers,
-                                     const gl::Caps &caps) = 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;
+
+    virtual void reset();
+
+    // 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 gl::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 std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps) = 0;
     virtual bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
                                             unsigned int registerIndex, const gl::Caps &caps) = 0;
-    virtual unsigned int getReservedUniformVectors(GLenum shader) = 0;
 
-    virtual void reset() = 0;
+  protected:
+    DISALLOW_COPY_AND_ASSIGN(ProgramImpl);
+
+    std::vector<gl::LinkedUniform*> mUniforms;
+    std::vector<gl::VariableLocation> mUniformIndex;
+    std::vector<gl::UniformBlock*> mUniformBlocks;
+    std::vector<gl::LinkedVarying> mTransformFeedbackLinkedVaryings;
+
+    sh::Attribute mShaderAttributes[gl::MAX_VERTEX_ATTRIBS];
 };
 
 }