Move shader attributes into Program shared data.

Making the Program own the attribs, and the Impl only see a read-only
copy cleans up the Impl object. It also allows us to more cleanly
isolate certain coded into D3D.

BUG=angleproject:1123

Change-Id: I469051eb066fc56e55282affa2d5398b394ab8d2
Reviewed-on: https://chromium-review.googlesource.com/293826
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/libANGLE/renderer/ProgramImpl.cpp b/src/libANGLE/renderer/ProgramImpl.cpp
index b0fd8f9..03d3c7c 100644
--- a/src/libANGLE/renderer/ProgramImpl.cpp
+++ b/src/libANGLE/renderer/ProgramImpl.cpp
@@ -135,26 +135,4 @@
     SafeDeleteContainer(mUniformBlocks);
 }
 
-void ProgramImpl::setShaderAttribute(size_t index, const sh::Attribute &attrib)
-{
-    if (mShaderAttributes.size() <= index)
-    {
-        mShaderAttributes.resize(index + 1);
-    }
-    mShaderAttributes[index] = attrib;
-}
-
-void ProgramImpl::setShaderAttribute(size_t index, GLenum type, GLenum precision, const std::string &name, GLint size, int location)
-{
-    if (mShaderAttributes.size() <= index)
-    {
-        mShaderAttributes.resize(index + 1);
-    }
-    mShaderAttributes[index].type = type;
-    mShaderAttributes[index].precision = precision;
-    mShaderAttributes[index].name = name;
-    mShaderAttributes[index].arraySize = size;
-    mShaderAttributes[index].location = location;
-}
-
 }
diff --git a/src/libANGLE/renderer/ProgramImpl.h b/src/libANGLE/renderer/ProgramImpl.h
index e1bb357..d2f7041 100644
--- a/src/libANGLE/renderer/ProgramImpl.h
+++ b/src/libANGLE/renderer/ProgramImpl.h
@@ -85,7 +85,6 @@
     const std::vector<gl::LinkedUniform*> &getUniforms() const { return mUniforms; }
     const std::map<GLuint, gl::VariableLocation> &getUniformIndices() const { return mUniformIndex; }
     const std::vector<gl::UniformBlock*> &getUniformBlocks() const { return mUniformBlocks; }
-    const std::vector<sh::Attribute> getShaderAttributes() { return mShaderAttributes; }
     const SemanticIndexArray &getSemanticIndexes() const { return mSemanticIndex; }
 
     std::vector<gl::LinkedUniform*> &getUniforms() { return mUniforms; }
@@ -101,9 +100,6 @@
     GLuint getUniformIndex(const std::string &name) const;
     GLuint getUniformBlockIndex(const std::string &name) const;
 
-    void setShaderAttribute(size_t index, const sh::Attribute &attrib);
-    void setShaderAttribute(size_t index, GLenum type, GLenum precision, const std::string &name, GLint size, int location);
-
     virtual void reset();
 
   protected:
@@ -117,9 +113,6 @@
     std::vector<gl::UniformBlock*> mUniformBlocks;
 
     SemanticIndexArray mSemanticIndex;
-
-  private:
-    std::vector<sh::Attribute> mShaderAttributes;
 };
 
 }
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index c41dc78..e4f7d54 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1003,7 +1003,8 @@
     }
 
     // Generate new dynamic layout with attribute conversions
-    std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, getShaderAttributes());
+    std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(
+        mVertexHLSL, inputLayout, mData.getAttributes());
 
     // Generate new vertex executable
     ShaderExecutableD3D *vertexExecutable = NULL;
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.h b/src/libANGLE/renderer/d3d/ProgramD3D.h
index 17f7c3d..7207d8c 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.h
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.h
@@ -124,6 +124,7 @@
     void sortAttributesByLayout(const std::vector<TranslatedAttribute> &unsortedAttributes,
                                 int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS],
                                 const rx::TranslatedAttribute *sortedAttributesOut[gl::MAX_VERTEX_ATTRIBS]) const;
+    const SemanticIndexArray &getAttributesByLayout() const { return mAttributesByLayout; }
 
     void updateCachedInputLayout(const gl::Program *program, const gl::State &state);
     const gl::InputLayout &getCachedInputLayout() const { return mCachedInputLayout; }
@@ -245,7 +246,7 @@
 
     int mShaderVersion;
 
-    int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS];
+    SemanticIndexArray mAttributesByLayout;
 
     unsigned int mSerial;
 
diff --git a/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp b/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
index 67c59a3..bae230c 100644
--- a/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
+++ b/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
@@ -46,20 +46,20 @@
     return inputLayout;
 }
 
-GLenum GetNextGLSLAttributeType(const std::vector<sh::Attribute> &linkedAttributes, int index)
+GLenum GetGLSLAttributeType(const std::vector<sh::Attribute> &shaderAttributes, int index)
 {
     // Count matrices differently
-    int subIndex = 0;
-    for (const sh::Attribute &attrib : linkedAttributes)
+    for (const sh::Attribute &attrib : shaderAttributes)
     {
-        if (attrib.type == GL_NONE)
+        if (attrib.location == -1)
         {
             continue;
         }
 
         GLenum transposedType = gl::TransposeMatrixType(attrib.type);
-        subIndex += gl::VariableRowCount(transposedType);
-        if (subIndex > index)
+        int rows              = gl::VariableRowCount(transposedType);
+
+        if (index >= attrib.location && index < attrib.location + rows)
         {
             return transposedType;
         }
@@ -185,6 +185,8 @@
     bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS);
     bool indexedPointSpriteEmulationActive = instancedPointSpritesActive && (sourceInfo != nullptr);
 
+    const auto &semanticToLocation = programD3D->getAttributesByLayout();
+
     if (!mDevice || !mDeviceContext)
     {
         return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized.");
@@ -200,7 +202,7 @@
     unsigned int firstInstancedElement = gl::MAX_VERTEX_ATTRIBS;
     unsigned int nextAvailableInputSlot = 0;
 
-    const std::vector<sh::Attribute> &linkedAttributes = program->getLinkedAttributes();
+    const std::vector<sh::Attribute> &shaderAttributes = program->getAttributes();
 
     for (unsigned int i = 0; i < unsortedAttributes.size(); i++)
     {
@@ -232,7 +234,8 @@
 
             // Record the type of the associated vertex shader vector in our key
             // This will prevent mismatched vertex shaders from using the same input layout
-            GLenum glslElementType = GetNextGLSLAttributeType(linkedAttributes, inputElementCount);
+            GLenum glslElementType = GetGLSLAttributeType(
+                shaderAttributes, semanticToLocation[sortedSemanticIndices[i]]);
 
             layout.addAttributeData(glslElementType,
                                     sortedSemanticIndices[i],
diff --git a/src/libANGLE/renderer/gl/ProgramGL.cpp b/src/libANGLE/renderer/gl/ProgramGL.cpp
index 56fed09..1a070b6 100644
--- a/src/libANGLE/renderer/gl/ProgramGL.cpp
+++ b/src/libANGLE/renderer/gl/ProgramGL.cpp
@@ -169,34 +169,33 @@
         }
     }
 
-    // Query the attribute information
-    GLint activeAttributeMaxLength = 0;
-    mFunctions->getProgramiv(mProgramID, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &activeAttributeMaxLength);
-
-    std::vector<GLchar> attributeNameBuffer(activeAttributeMaxLength);
-
-    GLint attributeCount = 0;
-    mFunctions->getProgramiv(mProgramID, GL_ACTIVE_ATTRIBUTES, &attributeCount);
-    for (GLint i = 0; i < attributeCount; i++)
+    for (const sh::Attribute &attribute : mData.getAttributes())
     {
-        GLsizei attributeNameLength = 0;
-        GLint attributeSize = 0;
-        GLenum attributeType = GL_NONE;
-        mFunctions->getActiveAttrib(mProgramID, i, static_cast<GLsizei>(attributeNameBuffer.size()),
-                                    &attributeNameLength, &attributeSize, &attributeType,
-                                    &attributeNameBuffer[0]);
+        if (!attribute.staticUse)
+            continue;
 
-        std::string attributeName(&attributeNameBuffer[0], attributeNameLength);
+        GLint realLocation = mFunctions->getAttribLocation(mProgramID, attribute.name.c_str());
 
-        GLint location = mFunctions->getAttribLocation(mProgramID, attributeName.c_str());
-
-        // TODO: determine attribute precision
-        setShaderAttribute(static_cast<size_t>(i), attributeType, GL_NONE, attributeName, attributeSize, location);
-
-        int attributeRegisterCount = gl::VariableRegisterCount(attributeType);
-        for (int offset = 0; offset < attributeRegisterCount; offset++)
+        // Some drivers optimize attributes more aggressively.
+        if (realLocation == -1)
         {
-            mActiveAttributesMask.set(location + offset);
+            continue;
+        }
+
+        // TODO(jmadill): Fix this
+        ASSERT(attribute.location == realLocation);
+
+        int registerCount = gl::VariableRegisterCount(attribute.type);
+
+        if (mAttributeRealLocations.size() < attribute.location + registerCount + 1)
+        {
+            mAttributeRealLocations.resize(attribute.location + registerCount + 1, -1);
+        }
+
+        for (int offset = 0; offset < registerCount; ++offset)
+        {
+            mActiveAttributesMask.set(attribute.location + offset);
+            mAttributeRealLocations[attribute.location + offset] = realLocation + offset;
         }
     }
 
@@ -378,6 +377,7 @@
     mSamplerUniformMap.clear();
     mSamplerBindings.clear();
     mActiveAttributesMask.reset();
+    mAttributeRealLocations.clear();
 }
 
 GLuint ProgramGL::getProgramID() const
diff --git a/src/libANGLE/renderer/gl/ProgramGL.h b/src/libANGLE/renderer/gl/ProgramGL.h
index ec4eaa6..c900c09 100644
--- a/src/libANGLE/renderer/gl/ProgramGL.h
+++ b/src/libANGLE/renderer/gl/ProgramGL.h
@@ -101,6 +101,9 @@
     // An array of the samplers that are used by the program
     std::vector<SamplerBindingGL> mSamplerBindings;
 
+    // Map from GL-layer attribute location to native location.
+    std::vector<GLint> mAttributeRealLocations;
+
     // Array of attribute locations used by this program
     gl::AttributesMask mActiveAttributesMask;