Merge libGLESv2 and libEGL classes into libANGLE.

BUG=angle:733

Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df
Reviewed-on: https://chromium-review.googlesource.com/230830
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/ProgramBinary.h b/src/libANGLE/ProgramBinary.h
new file mode 100644
index 0000000..f4582a0
--- /dev/null
+++ b/src/libANGLE/ProgramBinary.h
@@ -0,0 +1,237 @@
+//
+// 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.h: Defines the gl::Program class. Implements GL program objects
+// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
+
+#ifndef LIBGLESV2_PROGRAM_BINARY_H_
+#define LIBGLESV2_PROGRAM_BINARY_H_
+
+#include "common/RefCountObject.h"
+#include "angletypes.h"
+#include "common/mathutil.h"
+#include "libANGLE/Uniform.h"
+#include "libANGLE/Shader.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/renderer/d3d/DynamicHLSL.h"
+
+#include "angle_gl.h"
+
+#include <string>
+#include <vector>
+
+namespace sh
+{
+class HLSLBlockEncoder;
+}
+
+#include <GLES3/gl3.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include <string>
+#include <vector>
+
+namespace rx
+{
+class ShaderExecutable;
+struct TranslatedAttribute;
+class UniformStorage;
+class ProgramImpl;
+}
+
+namespace gl
+{
+struct Caps;
+class Shader;
+class InfoLog;
+class AttributeBindings;
+class Buffer;
+class Framebuffer;
+struct Data;
+
+// Struct used for correlating uniforms/elements of uniform arrays to handles
+struct VariableLocation
+{
+    VariableLocation()
+    {
+    }
+
+    VariableLocation(const std::string &name, unsigned int element, unsigned int index);
+
+    std::string name;
+    unsigned int element;
+    unsigned int index;
+};
+
+struct LinkedVarying
+{
+    LinkedVarying();
+    LinkedVarying(const std::string &name, GLenum type, GLsizei size, const std::string &semanticName,
+                  unsigned int semanticIndex, unsigned int semanticIndexCount);
+
+    // Original GL name
+    std::string name;
+
+    GLenum type;
+    GLsizei size;
+
+    // DirectX semantic information
+    std::string semanticName;
+    unsigned int semanticIndex;
+    unsigned int semanticIndexCount;
+};
+
+struct LinkResult
+{
+    bool linkSuccess;
+    Error error;
+
+    LinkResult(bool linkSuccess, const Error &error);
+};
+
+// This is the result of linking a program. It is the state that would be passed to ProgramBinary.
+class ProgramBinary : public RefCountObject
+{
+  public:
+    explicit ProgramBinary(rx::ProgramImpl *impl);
+    ~ProgramBinary();
+
+    rx::ProgramImpl *getImplementation() { return mProgram; }
+    const rx::ProgramImpl *getImplementation() const { return mProgram; }
+
+    GLuint getAttributeLocation(const char *name);
+    int getSemanticIndex(int attributeIndex);
+
+    GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex, const Caps &caps);
+    GLenum getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
+    GLint getUsedSamplerRange(SamplerType type);
+    bool usesPointSize() const;
+
+    GLint getUniformLocation(std::string name);
+    GLuint getUniformIndex(std::string name);
+    GLuint getUniformBlockIndex(std::string name);
+    void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
+    void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
+    void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
+    void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
+    void setUniform1iv(GLint location, GLsizei count, const GLint *v);
+    void setUniform2iv(GLint location, GLsizei count, const GLint *v);
+    void setUniform3iv(GLint location, GLsizei count, const GLint *v);
+    void setUniform4iv(GLint location, GLsizei count, const GLint *v);
+    void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
+    void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
+    void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
+    void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
+    void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+
+    void getUniformfv(GLint location, GLfloat *params);
+    void getUniformiv(GLint location, GLint *params);
+    void getUniformuiv(GLint location, GLuint *params);
+
+    Error applyUniforms();
+    Error applyUniformBuffers(const std::vector<Buffer*> boundBuffers, const Caps &caps);
+
+    LinkResult load(InfoLog &infoLog, GLenum binaryFormat, const void *binary, GLsizei length);
+    Error save(GLenum *binaryFormat, void *binary, GLsizei bufSize, GLsizei *length);
+    GLint getLength();
+
+    LinkResult link(const Data &data, InfoLog &infoLog, const AttributeBindings &attributeBindings,
+                    Shader *fragmentShader, Shader *vertexShader,
+                    const std::vector<std::string> &transformFeedbackVaryings,
+                    GLenum transformFeedbackBufferMode);
+
+    void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
+    GLint getActiveAttributeCount() const;
+    GLint getActiveAttributeMaxLength() const;
+
+    void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
+    GLint getActiveUniformCount() const;
+    GLint getActiveUniformMaxLength() const;
+    GLint getActiveUniformi(GLuint index, GLenum pname) const;
+    bool isValidUniformLocation(GLint location) const;
+    LinkedUniform *getUniformByLocation(GLint location) const;
+    LinkedUniform *getUniformByName(const std::string &name) const;
+
+    void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
+    void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
+    GLuint getActiveUniformBlockCount() const;
+    GLuint getActiveUniformBlockMaxLength() const;
+    UniformBlock *getUniformBlockByIndex(GLuint blockIndex);
+
+    GLint getFragDataLocation(const char *name) const;
+
+    size_t getTransformFeedbackVaryingCount() const;
+    const LinkedVarying &getTransformFeedbackVarying(size_t idx) const;
+    GLenum getTransformFeedbackBufferMode() const;
+
+    void validate(InfoLog &infoLog, const Caps &caps);
+    bool validateSamplers(InfoLog *infoLog, const Caps &caps);
+    bool isValidated() const;
+    void updateSamplerMapping();
+
+    unsigned int getSerial() const;
+
+    void initAttributesByLayout();
+    void sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const;
+
+    static bool linkVaryings(InfoLog &infoLog, Shader *fragmentShader, Shader *vertexShader);
+    static bool linkValidateUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
+    static bool linkValidateInterfaceBlockFields(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
+
+  private:
+    DISALLOW_COPY_AND_ASSIGN(ProgramBinary);
+
+    void reset();
+
+    bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, const Shader *vertexShader);
+    bool linkUniformBlocks(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
+    bool areMatchingInterfaceBlocks(gl::InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock,
+                                    const sh::InterfaceBlock &fragmentInterfaceBlock);
+
+    static bool linkValidateVariablesBase(InfoLog &infoLog,
+                                          const std::string &variableName,
+                                          const sh::ShaderVariable &vertexVariable,
+                                          const sh::ShaderVariable &fragmentVariable,
+                                          bool validatePrecision);
+
+    static bool linkValidateVaryings(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying);
+    bool gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
+                                               const std::vector<std::string> &transformFeedbackVaryingNames,
+                                               GLenum transformFeedbackBufferMode,
+                                               std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings,
+                                               const Caps &caps) const;
+    bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex, const Caps &caps);
+    void defineOutputVariables(Shader *fragmentShader);
+
+    rx::ProgramImpl *mProgram;
+
+    sh::Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
+    int mSemanticIndex[MAX_VERTEX_ATTRIBS];
+    int mAttributesByLayout[MAX_VERTEX_ATTRIBS];
+
+    std::map<int, VariableLocation> mOutputVariables;
+
+    bool mValidated;
+
+    const unsigned int mSerial;
+
+    static unsigned int issueSerial();
+    static unsigned int mCurrentSerial;
+};
+
+}
+
+#endif   // LIBGLESV2_PROGRAM_BINARY_H_