Implement basic functionality of ProgramGL.

BUG=angle:882

Change-Id: I1d859197011081729c4c5733b78ac10491fe926c
Reviewed-on: https://chromium-review.googlesource.com/251542
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/renderer/gl/ProgramGL.cpp b/src/libANGLE/renderer/gl/ProgramGL.cpp
index 7736953..7cd78f4 100644
--- a/src/libANGLE/renderer/gl/ProgramGL.cpp
+++ b/src/libANGLE/renderer/gl/ProgramGL.cpp
@@ -9,16 +9,31 @@
 #include "libANGLE/renderer/gl/ProgramGL.h"
 
 #include "common/debug.h"
+#include "libANGLE/renderer/gl/FunctionsGL.h"
+#include "libANGLE/renderer/gl/ShaderGL.h"
+#include "libANGLE/renderer/gl/StateManagerGL.h"
 
 namespace rx
 {
 
-ProgramGL::ProgramGL()
-    : ProgramImpl()
-{}
+ProgramGL::ProgramGL(const FunctionsGL *functions, StateManagerGL *stateManager)
+    : ProgramImpl(),
+      mFunctions(functions),
+      mStateManager(stateManager),
+      mProgramID(0)
+{
+    ASSERT(mFunctions);
+    ASSERT(mStateManager);
+}
 
 ProgramGL::~ProgramGL()
-{}
+{
+    if (mProgramID != 0)
+    {
+        mFunctions->deleteProgram(mProgramID);
+        mProgramID = 0;
+    }
+}
 
 bool ProgramGL::usesPointSize() const
 {
@@ -63,128 +78,237 @@
                            int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
                            std::map<int, gl::VariableLocation> *outputVariables)
 {
-    UNIMPLEMENTED();
-    return LinkResult(false, gl::Error(GL_INVALID_OPERATION));
+    // Reset the program state, delete the current program if one exists
+    reset();
+
+    ShaderGL *vertexShaderGL = GetImplAs<ShaderGL>(vertexShader);
+    ShaderGL *fragmentShaderGL = GetImplAs<ShaderGL>(fragmentShader);
+
+    // Generate a new program, make sure one doesn't already exist
+    ASSERT(mProgramID == 0);
+    mProgramID = mFunctions->createProgram();
+
+    // Attach the shaders
+    mFunctions->attachShader(mProgramID, vertexShaderGL->getShaderID());
+    mFunctions->attachShader(mProgramID, fragmentShaderGL->getShaderID());
+
+    // TODO: bind attribute locations?
+
+    // Link and verify
+    mFunctions->linkProgram(mProgramID);
+
+    GLint linkStatus = GL_FALSE;
+    mFunctions->getProgramiv(mProgramID, GL_LINK_STATUS, &linkStatus);
+    ASSERT(linkStatus == GL_TRUE);
+    if (linkStatus == GL_FALSE)
+    {
+        // Linking failed, put the error into the info log
+        GLint infoLogLength = 0;
+        mFunctions->getProgramiv(mProgramID, GL_INFO_LOG_LENGTH, &infoLogLength);
+
+        std::vector<char> buf(infoLogLength);
+        mFunctions->getProgramInfoLog(mProgramID, infoLogLength, nullptr, &buf[0]);
+
+        mFunctions->deleteProgram(mProgramID);
+        mProgramID = 0;
+
+        infoLog.append(&buf[0]);
+        TRACE("\n%s", &buf[0]);
+
+        // TODO, return GL_OUT_OF_MEMORY or just fail the link? This is an unexpected case
+        return LinkResult(false, gl::Error(GL_NO_ERROR));
+    }
+
+    // Query the uniform information
+    // TODO: A lot of this logic should be done at the gl::Program level
+    GLint activeUniformMaxLength = 0;
+    mFunctions->getProgramiv(mProgramID, GL_ACTIVE_UNIFORM_MAX_LENGTH, &activeUniformMaxLength);
+
+    std::vector<GLchar> uniformNameBuffer(activeUniformMaxLength);
+
+    GLint uniformCount = 0;
+    mFunctions->getProgramiv(mProgramID, GL_ACTIVE_UNIFORMS, &uniformCount);
+    for (GLint i = 0; i < uniformCount; i++)
+    {
+        GLsizei uniformNameLength = 0;
+        GLint uniformSize = 0;
+        GLenum uniformType = GL_NONE;
+        mFunctions->getActiveUniform(mProgramID, i, uniformNameBuffer.size(), &uniformNameLength, &uniformSize, &uniformType, &uniformNameBuffer[0]);
+
+        std::string uniformName(&uniformNameBuffer[0], uniformNameLength);
+
+        // TODO: determine uniform precision
+        mUniforms.push_back(new gl::LinkedUniform(uniformType, GL_NONE, uniformName, uniformSize, -1, sh::BlockMemberInfo::getDefaultBlockInfo()));
+        mUniformIndex.push_back(gl::VariableLocation(uniformName, 0, i));
+    }
+
+    // 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++)
+    {
+        GLsizei attributeNameLength = 0;
+        GLint attributeSize = 0;
+        GLenum attributeType = GL_NONE;
+        mFunctions->getActiveAttrib(mProgramID, i, attributeNameBuffer.size(), &attributeNameLength, &attributeSize, &attributeType, &attributeNameBuffer[0]);
+
+        std::string attributeName(&attributeNameBuffer[0], attributeNameLength);
+
+        mShaderAttributes[i].type = attributeType;
+        // TODO: determine attribute precision
+        mShaderAttributes[i].precision = GL_NONE;
+        mShaderAttributes[i].name = attributeName;
+        mShaderAttributes[i].arraySize = attributeSize;
+        mShaderAttributes[i].location = i;
+    }
+
+    return LinkResult(true, gl::Error(GL_NO_ERROR));
 }
 
 void ProgramGL::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform1fv(location, count, v);
 }
 
 void ProgramGL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform2fv(location, count, v);
 }
 
 void ProgramGL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform3fv(location, count, v);
 }
 
 void ProgramGL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform4fv(location, count, v);
 }
 
 void ProgramGL::setUniform1iv(GLint location, GLsizei count, const GLint *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform1iv(location, count, v);
 }
 
 void ProgramGL::setUniform2iv(GLint location, GLsizei count, const GLint *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform2iv(location, count, v);
 }
 
 void ProgramGL::setUniform3iv(GLint location, GLsizei count, const GLint *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform3iv(location, count, v);
 }
 
 void ProgramGL::setUniform4iv(GLint location, GLsizei count, const GLint *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform4iv(location, count, v);
 }
 
 void ProgramGL::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform1uiv(location, count, v);
 }
 
 void ProgramGL::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform2uiv(location, count, v);
 }
 
 void ProgramGL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform3uiv(location, count, v);
 }
 
 void ProgramGL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniform4uiv(location, count, v);
 }
 
 void ProgramGL::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniformMatrix2fv(location, count, transpose, value);
 }
 
 void ProgramGL::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniformMatrix3fv(location, count, transpose, value);
 }
 
 void ProgramGL::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniformMatrix4fv(location, count, transpose, value);
 }
 
 void ProgramGL::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniformMatrix2x3fv(location, count, transpose, value);
 }
 
 void ProgramGL::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniformMatrix3x2fv(location, count, transpose, value);
 }
 
 void ProgramGL::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniformMatrix2x4fv(location, count, transpose, value);
 }
 
 void ProgramGL::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniformMatrix4x2fv(location, count, transpose, value);
 }
 
 void ProgramGL::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniformMatrix3x4fv(location, count, transpose, value);
 }
 
 void ProgramGL::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
 {
-    UNIMPLEMENTED();
+    mStateManager->setProgram(mProgramID);
+    mFunctions->uniformMatrix4x3fv(location, count, transpose, value);
 }
 
 void ProgramGL::getUniformfv(GLint location, GLfloat *params)
 {
-    UNIMPLEMENTED();
+    mFunctions->getUniformfv(mProgramID, location, params);
 }
 
 void ProgramGL::getUniformiv(GLint location, GLint *params)
 {
-    UNIMPLEMENTED();
+    mFunctions->getUniformiv(mProgramID, location, params);
 }
 
 void ProgramGL::getUniformuiv(GLint location, GLuint *params)
 {
-    UNIMPLEMENTED();
+    mFunctions->getUniformuiv(mProgramID, location, params);
 }
 
 GLint ProgramGL::getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const
@@ -213,21 +337,21 @@
 bool ProgramGL::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps)
 {
     UNIMPLEMENTED();
-    return bool();
+    return true;
 }
 
 LinkResult ProgramGL::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
                                                 int registers)
 {
-    UNIMPLEMENTED();
-    return LinkResult(false, gl::Error(GL_INVALID_OPERATION));
+    //UNIMPLEMENTED();
+    return LinkResult(true, gl::Error(GL_NO_ERROR));
 }
 
 bool ProgramGL::linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
                              const gl::Caps &caps)
 {
-    UNIMPLEMENTED();
-    return bool();
+    //UNIMPLEMENTED();
+    return true;
 }
 
 bool ProgramGL::defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
@@ -256,4 +380,20 @@
     return bool();
 }
 
+void ProgramGL::reset()
+{
+    ProgramImpl::reset();
+
+    if (mProgramID)
+    {
+        mFunctions->deleteProgram(mProgramID);
+        mProgramID = 0;
+    }
+}
+
+GLuint ProgramGL::getProgramID() const
+{
+    return mProgramID;
+}
+
 }