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kc3-lang/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp

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  • Author : Austin Kinross
    Date : 2015-06-17 16:14:53
    Hash : 137b1517
    Message : Improve D3D GetProgramBinary chipset validation - Check chipset identifying info before trying to compile shaders - Check device feature level when loading a binary - Use chipset VendorID/DeviceID etc instead of LUID so that program binaries remain valid across system reboots Change-Id: I88ba4543bb990956d1d8fb324abf9784d72950cd Reviewed-on: https://chromium-review.googlesource.com/280428 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/renderer/d3d/ProgramD3D.cpp
  • //
    // Copyright (c) 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.
    //
    
    // ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
    
    #include "libANGLE/renderer/d3d/ProgramD3D.h"
    
    #include "common/utilities.h"
    #include "libANGLE/Framebuffer.h"
    #include "libANGLE/FramebufferAttachment.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/features.h"
    #include "libANGLE/renderer/d3d/DynamicHLSL.h"
    #include "libANGLE/renderer/d3d/FramebufferD3D.h"
    #include "libANGLE/renderer/d3d/RendererD3D.h"
    #include "libANGLE/renderer/d3d/ShaderD3D.h"
    #include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
    #include "libANGLE/renderer/d3d/VertexDataManager.h"
    
    namespace rx
    {
    
    namespace
    {
    
    GLenum GetTextureType(GLenum samplerType)
    {
        switch (samplerType)
        {
          case GL_SAMPLER_2D:
          case GL_INT_SAMPLER_2D:
          case GL_UNSIGNED_INT_SAMPLER_2D:
          case GL_SAMPLER_2D_SHADOW:
            return GL_TEXTURE_2D;
          case GL_SAMPLER_3D:
          case GL_INT_SAMPLER_3D:
          case GL_UNSIGNED_INT_SAMPLER_3D:
            return GL_TEXTURE_3D;
          case GL_SAMPLER_CUBE:
          case GL_SAMPLER_CUBE_SHADOW:
            return GL_TEXTURE_CUBE_MAP;
          case GL_INT_SAMPLER_CUBE:
          case GL_UNSIGNED_INT_SAMPLER_CUBE:
            return GL_TEXTURE_CUBE_MAP;
          case GL_SAMPLER_2D_ARRAY:
          case GL_INT_SAMPLER_2D_ARRAY:
          case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
          case GL_SAMPLER_2D_ARRAY_SHADOW:
            return GL_TEXTURE_2D_ARRAY;
          default: UNREACHABLE();
        }
    
        return GL_TEXTURE_2D;
    }
    
    void GetDefaultInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
    {
        size_t layoutIndex = 0;
        for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++)
        {
            ASSERT(layoutIndex < gl::MAX_VERTEX_ATTRIBS);
    
            const sh::Attribute &shaderAttr = shaderAttributes[attributeIndex];
    
            if (shaderAttr.type != GL_NONE)
            {
                GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type);
    
                for (size_t rowIndex = 0; static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); rowIndex++, layoutIndex++)
                {
                    gl::VertexFormat *defaultFormat = &inputLayout[layoutIndex];
    
                    defaultFormat->mType = gl::VariableComponentType(transposedType);
                    defaultFormat->mNormalized = false;
                    defaultFormat->mPureInteger = (defaultFormat->mType != GL_FLOAT); // note: inputs can not be bool
                    defaultFormat->mComponents = gl::VariableColumnCount(transposedType);
                }
            }
        }
    }
    
    std::vector<GLenum> GetDefaultOutputLayoutFromShader(const std::vector<PixelShaderOutputVariable> &shaderOutputVars)
    {
        std::vector<GLenum> defaultPixelOutput;
    
        if (!shaderOutputVars.empty())
        {
            defaultPixelOutput.push_back(GL_COLOR_ATTACHMENT0 + shaderOutputVars[0].outputIndex);
        }
    
        return defaultPixelOutput;
    }
    
    bool IsRowMajorLayout(const sh::InterfaceBlockField &var)
    {
        return var.isRowMajorLayout;
    }
    
    bool IsRowMajorLayout(const sh::ShaderVariable &var)
    {
        return false;
    }
    
    struct AttributeSorter
    {
        AttributeSorter(const ProgramImpl::SemanticIndexArray &semanticIndices)
            : originalIndices(&semanticIndices)
        {
        }
    
        bool operator()(int a, int b)
        {
            int indexA = (*originalIndices)[a];
            int indexB = (*originalIndices)[b];
    
            if (indexA == -1) return false;
            if (indexB == -1) return true;
            return (indexA < indexB);
        }
    
        const ProgramImpl::SemanticIndexArray *originalIndices;
    };
    
    }
    
    ProgramD3D::VertexExecutable::VertexExecutable(const gl::VertexFormat inputLayout[],
                                                   const GLenum signature[],
                                                   ShaderExecutableD3D *shaderExecutable)
        : mShaderExecutable(shaderExecutable)
    {
        for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            mInputs[attributeIndex] = inputLayout[attributeIndex];
            mSignature[attributeIndex] = signature[attributeIndex];
        }
    }
    
    ProgramD3D::VertexExecutable::~VertexExecutable()
    {
        SafeDelete(mShaderExecutable);
    }
    
    bool ProgramD3D::VertexExecutable::matchesSignature(const GLenum signature[]) const
    {
        for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            if (mSignature[attributeIndex] != signature[attributeIndex])
            {
                return false;
            }
        }
    
        return true;
    }
    
    ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable)
        : mOutputSignature(outputSignature),
          mShaderExecutable(shaderExecutable)
    {
    }
    
    ProgramD3D::PixelExecutable::~PixelExecutable()
    {
        SafeDelete(mShaderExecutable);
    }
    
    ProgramD3D::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(GL_TEXTURE_2D)
    {
    }
    
    unsigned int ProgramD3D::mCurrentSerial = 1;
    
    ProgramD3D::ProgramD3D(RendererD3D *renderer)
        : ProgramImpl(),
          mRenderer(renderer),
          mDynamicHLSL(NULL),
          mGeometryExecutable(NULL),
          mUsesPointSize(false),
          mVertexUniformStorage(NULL),
          mFragmentUniformStorage(NULL),
          mUsedVertexSamplerRange(0),
          mUsedPixelSamplerRange(0),
          mDirtySamplerMapping(true),
          mTextureUnitTypesCache(renderer->getRendererCaps().maxCombinedTextureImageUnits),
          mShaderVersion(100),
          mSerial(issueSerial())
    {
        mDynamicHLSL = new DynamicHLSL(renderer);
    }
    
    ProgramD3D::~ProgramD3D()
    {
        reset();
        SafeDelete(mDynamicHLSL);
    }
    
    bool ProgramD3D::usesPointSpriteEmulation() const
    {
        return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4;
    }
    
    bool ProgramD3D::usesGeometryShader() const
    {
        return usesPointSpriteEmulation() && !usesInstancedPointSpriteEmulation();
    }
    
    bool ProgramD3D::usesInstancedPointSpriteEmulation() const
    {
        return mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
    }
    
    GLint ProgramD3D::getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const
    {
        GLint logicalTextureUnit = -1;
    
        switch (type)
        {
          case gl::SAMPLER_PIXEL:
            ASSERT(samplerIndex < caps.maxTextureImageUnits);
            if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active)
            {
                logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
            }
            break;
          case gl::SAMPLER_VERTEX:
            ASSERT(samplerIndex < caps.maxVertexTextureImageUnits);
            if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active)
            {
                logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
            }
            break;
          default: UNREACHABLE();
        }
    
        if (logicalTextureUnit >= 0 && logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits))
        {
            return logicalTextureUnit;
        }
    
        return -1;
    }
    
    // Returns the texture type for a given Direct3D 9 sampler type and
    // index (0-15 for the pixel shader and 0-3 for the vertex shader).
    GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const
    {
        switch (type)
        {
          case gl::SAMPLER_PIXEL:
            ASSERT(samplerIndex < mSamplersPS.size());
            ASSERT(mSamplersPS[samplerIndex].active);
            return mSamplersPS[samplerIndex].textureType;
          case gl::SAMPLER_VERTEX:
            ASSERT(samplerIndex < mSamplersVS.size());
            ASSERT(mSamplersVS[samplerIndex].active);
            return mSamplersVS[samplerIndex].textureType;
          default: UNREACHABLE();
        }
    
        return GL_TEXTURE_2D;
    }
    
    GLint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
    {
        switch (type)
        {
          case gl::SAMPLER_PIXEL:
            return mUsedPixelSamplerRange;
          case gl::SAMPLER_VERTEX:
            return mUsedVertexSamplerRange;
          default:
            UNREACHABLE();
            return 0;
        }
    }
    
    void ProgramD3D::updateSamplerMapping()
    {
        if (!mDirtySamplerMapping)
        {
            return;
        }
    
        mDirtySamplerMapping = false;
    
        // Retrieve sampler uniform values
        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
        {
            gl::LinkedUniform *targetUniform = mUniforms[uniformIndex];
    
            if (targetUniform->dirty)
            {
                if (gl::IsSamplerType(targetUniform->type))
                {
                    int count = targetUniform->elementCount();
                    GLint (*v)[4] = reinterpret_cast<GLint(*)[4]>(targetUniform->data);
    
                    if (targetUniform->isReferencedByFragmentShader())
                    {
                        unsigned int firstIndex = targetUniform->psRegisterIndex;
    
                        for (int i = 0; i < count; i++)
                        {
                            unsigned int samplerIndex = firstIndex + i;
    
                            if (samplerIndex < mSamplersPS.size())
                            {
                                ASSERT(mSamplersPS[samplerIndex].active);
                                mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
                            }
                        }
                    }
    
                    if (targetUniform->isReferencedByVertexShader())
                    {
                        unsigned int firstIndex = targetUniform->vsRegisterIndex;
    
                        for (int i = 0; i < count; i++)
                        {
                            unsigned int samplerIndex = firstIndex + i;
    
                            if (samplerIndex < mSamplersVS.size())
                            {
                                ASSERT(mSamplersVS[samplerIndex].active);
                                mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
                            }
                        }
                    }
                }
            }
        }
    }
    
    bool ProgramD3D::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps)
    {
        // Skip cache if we're using an infolog, so we get the full error.
        // Also skip the cache if the sample mapping has changed, or if we haven't ever validated.
        if (!mDirtySamplerMapping && infoLog == nullptr && mCachedValidateSamplersResult.valid())
        {
            return mCachedValidateSamplersResult.value();
        }
    
        // if any two active samplers in a program are of different types, but refer to the same
        // texture image unit, and this is the current program, then ValidateProgram will fail, and
        // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
        updateSamplerMapping();
    
        std::fill(mTextureUnitTypesCache.begin(), mTextureUnitTypesCache.end(), GL_NONE);
    
        for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
        {
            if (mSamplersPS[i].active)
            {
                unsigned int unit = mSamplersPS[i].logicalTextureUnit;
    
                if (unit >= caps.maxCombinedTextureImageUnits)
                {
                    if (infoLog)
                    {
                        (*infoLog) << "Sampler uniform (" << unit
                                   << ") exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ("
                                   << caps.maxCombinedTextureImageUnits << ")";
                    }
    
                    mCachedValidateSamplersResult = false;
                    return false;
                }
    
                if (mTextureUnitTypesCache[unit] != GL_NONE)
                {
                    if (mSamplersPS[i].textureType != mTextureUnitTypesCache[unit])
                    {
                        if (infoLog)
                        {
                            (*infoLog) << "Samplers of conflicting types refer to the same texture image unit ("
                                       << unit << ").";
                        }
    
                        mCachedValidateSamplersResult = false;
                        return false;
                    }
                }
                else
                {
                    mTextureUnitTypesCache[unit] = mSamplersPS[i].textureType;
                }
            }
        }
    
        for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
        {
            if (mSamplersVS[i].active)
            {
                unsigned int unit = mSamplersVS[i].logicalTextureUnit;
    
                if (unit >= caps.maxCombinedTextureImageUnits)
                {
                    if (infoLog)
                    {
                        (*infoLog) << "Sampler uniform (" << unit
                                   << ") exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ("
                                   << caps.maxCombinedTextureImageUnits << ")";
                    }
    
                    mCachedValidateSamplersResult = false;
                    return false;
                }
    
                if (mTextureUnitTypesCache[unit] != GL_NONE)
                {
                    if (mSamplersVS[i].textureType != mTextureUnitTypesCache[unit])
                    {
                        if (infoLog)
                        {
                            (*infoLog) << "Samplers of conflicting types refer to the same texture image unit ("
                                       << unit << ").";
                        }
    
                        mCachedValidateSamplersResult = false;
                        return false;
                    }
                }
                else
                {
                    mTextureUnitTypesCache[unit] = mSamplersVS[i].textureType;
                }
            }
        }
    
        mCachedValidateSamplersResult = true;
        return true;
    }
    
    LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
    {
        DeviceIdentifier binaryDeviceIdentifier = { 0 };
        stream->readBytes(reinterpret_cast<unsigned char*>(&binaryDeviceIdentifier), sizeof(DeviceIdentifier));
    
        DeviceIdentifier identifier = mRenderer->getAdapterIdentifier();
        if (memcmp(&identifier, &binaryDeviceIdentifier, sizeof(DeviceIdentifier)) != 0)
        {
            infoLog << "Invalid program binary, device configuration has changed.";
            return LinkResult(false, gl::Error(GL_NO_ERROR));
        }
    
        int compileFlags = stream->readInt<int>();
        if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
        {
            infoLog << "Mismatched compilation flags.";
            return LinkResult(false, gl::Error(GL_NO_ERROR));
        }
    
        stream->readInt(&mShaderVersion);
    
        const unsigned int psSamplerCount = stream->readInt<unsigned int>();
        for (unsigned int i = 0; i < psSamplerCount; ++i)
        {
            Sampler sampler;
            stream->readBool(&sampler.active);
            stream->readInt(&sampler.logicalTextureUnit);
            stream->readInt(&sampler.textureType);
            mSamplersPS.push_back(sampler);
        }
        const unsigned int vsSamplerCount = stream->readInt<unsigned int>();
        for (unsigned int i = 0; i < vsSamplerCount; ++i)
        {
            Sampler sampler;
            stream->readBool(&sampler.active);
            stream->readInt(&sampler.logicalTextureUnit);
            stream->readInt(&sampler.textureType);
            mSamplersVS.push_back(sampler);
        }
    
        stream->readInt(&mUsedVertexSamplerRange);
        stream->readInt(&mUsedPixelSamplerRange);
    
        const unsigned int uniformCount = stream->readInt<unsigned int>();
        if (stream->error())
        {
            infoLog << "Invalid program binary.";
            return LinkResult(false, gl::Error(GL_NO_ERROR));
        }
    
        mUniforms.resize(uniformCount);
        for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++)
        {
            GLenum type = stream->readInt<GLenum>();
            GLenum precision = stream->readInt<GLenum>();
            std::string name = stream->readString();
            unsigned int arraySize = stream->readInt<unsigned int>();
            int blockIndex = stream->readInt<int>();
    
            int offset = stream->readInt<int>();
            int arrayStride = stream->readInt<int>();
            int matrixStride = stream->readInt<int>();
            bool isRowMajorMatrix = stream->readBool();
    
            const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix);
    
            gl::LinkedUniform *uniform = new gl::LinkedUniform(type, precision, name, arraySize, blockIndex, blockInfo);
    
            stream->readInt(&uniform->psRegisterIndex);
            stream->readInt(&uniform->vsRegisterIndex);
            stream->readInt(&uniform->registerCount);
            stream->readInt(&uniform->registerElement);
    
            mUniforms[uniformIndex] = uniform;
        }
    
        const unsigned int uniformIndexCount = stream->readInt<unsigned int>();
        if (stream->error())
        {
            infoLog << "Invalid program binary.";
            return LinkResult(false, gl::Error(GL_NO_ERROR));
        }
    
        mUniformIndex.resize(uniformIndexCount);
        for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; uniformIndexIndex++)
        {
            stream->readString(&mUniformIndex[uniformIndexIndex].name);
            stream->readInt(&mUniformIndex[uniformIndexIndex].element);
            stream->readInt(&mUniformIndex[uniformIndexIndex].index);
        }
    
        unsigned int uniformBlockCount = stream->readInt<unsigned int>();
        if (stream->error())
        {
            infoLog << "Invalid program binary.";
            return LinkResult(false, gl::Error(GL_NO_ERROR));
        }
    
        mUniformBlocks.resize(uniformBlockCount);
        for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex)
        {
            std::string name = stream->readString();
            unsigned int elementIndex = stream->readInt<unsigned int>();
            unsigned int dataSize = stream->readInt<unsigned int>();
    
            gl::UniformBlock *uniformBlock = new gl::UniformBlock(name, elementIndex, dataSize);
    
            stream->readInt(&uniformBlock->psRegisterIndex);
            stream->readInt(&uniformBlock->vsRegisterIndex);
    
            unsigned int numMembers = stream->readInt<unsigned int>();
            uniformBlock->memberUniformIndexes.resize(numMembers);
            for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++)
            {
                stream->readInt(&uniformBlock->memberUniformIndexes[blockMemberIndex]);
            }
    
            mUniformBlocks[uniformBlockIndex] = uniformBlock;
        }
    
        stream->readInt(&mTransformFeedbackBufferMode);
        const unsigned int transformFeedbackVaryingCount = stream->readInt<unsigned int>();
        mTransformFeedbackLinkedVaryings.resize(transformFeedbackVaryingCount);
        for (unsigned int varyingIndex = 0; varyingIndex < transformFeedbackVaryingCount; varyingIndex++)
        {
            gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[varyingIndex];
    
            stream->readString(&varying.name);
            stream->readInt(&varying.type);
            stream->readInt(&varying.size);
            stream->readString(&varying.semanticName);
            stream->readInt(&varying.semanticIndex);
            stream->readInt(&varying.semanticIndexCount);
        }
    
        stream->readString(&mVertexHLSL);
        stream->readBytes(reinterpret_cast<unsigned char*>(&mVertexWorkarounds), sizeof(D3DCompilerWorkarounds));
        stream->readString(&mPixelHLSL);
        stream->readBytes(reinterpret_cast<unsigned char*>(&mPixelWorkarounds), sizeof(D3DCompilerWorkarounds));
        stream->readBool(&mUsesFragDepth);
        stream->readBool(&mUsesPointSize);
    
        const size_t pixelShaderKeySize = stream->readInt<unsigned int>();
        mPixelShaderKey.resize(pixelShaderKeySize);
        for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize; pixelShaderKeyIndex++)
        {
            stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type);
            stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name);
            stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source);
            stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex);
        }
    
        const unsigned char* binary = reinterpret_cast<const unsigned char*>(stream->data());
    
        const unsigned int vertexShaderCount = stream->readInt<unsigned int>();
        for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount; vertexShaderIndex++)
        {
            gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
    
            for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++)
            {
                gl::VertexFormat *vertexInput = &inputLayout[inputIndex];
                stream->readInt(&vertexInput->mType);
                stream->readInt(&vertexInput->mNormalized);
                stream->readInt(&vertexInput->mComponents);
                stream->readBool(&vertexInput->mPureInteger);
            }
    
            unsigned int vertexShaderSize = stream->readInt<unsigned int>();
            const unsigned char *vertexShaderFunction = binary + stream->offset();
    
            ShaderExecutableD3D *shaderExecutable = NULL;
            gl::Error error = mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize,
                                                        SHADER_VERTEX,
                                                        mTransformFeedbackLinkedVaryings,
                                                        (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
                                                        &shaderExecutable);
            if (error.isError())
            {
                return LinkResult(false, error);
            }
    
            if (!shaderExecutable)
            {
                infoLog << "Could not create vertex shader.";
                return LinkResult(false, gl::Error(GL_NO_ERROR));
            }
    
            // generated converted input layout
            GLenum signature[gl::MAX_VERTEX_ATTRIBS];
            getInputLayoutSignature(inputLayout, signature);
    
            // add new binary
            mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, shaderExecutable));
    
            stream->skip(vertexShaderSize);
        }
    
        const size_t pixelShaderCount = stream->readInt<unsigned int>();
        for (size_t pixelShaderIndex = 0; pixelShaderIndex < pixelShaderCount; pixelShaderIndex++)
        {
            const size_t outputCount = stream->readInt<unsigned int>();
            std::vector<GLenum> outputs(outputCount);
            for (size_t outputIndex = 0; outputIndex < outputCount; outputIndex++)
            {
                stream->readInt(&outputs[outputIndex]);
            }
    
            const size_t pixelShaderSize = stream->readInt<unsigned int>();
            const unsigned char *pixelShaderFunction = binary + stream->offset();
            ShaderExecutableD3D *shaderExecutable = NULL;
            gl::Error error = mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize, SHADER_PIXEL,
                                                        mTransformFeedbackLinkedVaryings,
                                                        (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
                                                        &shaderExecutable);
            if (error.isError())
            {
                return LinkResult(false, error);
            }
    
            if (!shaderExecutable)
            {
                infoLog << "Could not create pixel shader.";
                return LinkResult(false, gl::Error(GL_NO_ERROR));
            }
    
            // add new binary
            mPixelExecutables.push_back(new PixelExecutable(outputs, shaderExecutable));
    
            stream->skip(pixelShaderSize);
        }
    
        unsigned int geometryShaderSize = stream->readInt<unsigned int>();
    
        if (geometryShaderSize > 0)
        {
            const unsigned char *geometryShaderFunction = binary + stream->offset();
            gl::Error error = mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize, SHADER_GEOMETRY,
                                                        mTransformFeedbackLinkedVaryings,
                                                        (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
                                                        &mGeometryExecutable);
            if (error.isError())
            {
                return LinkResult(false, error);
            }
    
            if (!mGeometryExecutable)
            {
                infoLog << "Could not create geometry shader.";
                return LinkResult(false, gl::Error(GL_NO_ERROR));
            }
            stream->skip(geometryShaderSize);
        }
    
        initializeUniformStorage();
        initAttributesByLayout();
    
        return LinkResult(true, gl::Error(GL_NO_ERROR));
    }
    
    gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
    {
        // Output the DeviceIdentifier before we output any shader code
        // When we load the binary again later, we can validate the device identifier before trying to compile any HLSL
        DeviceIdentifier binaryIdentifier = mRenderer->getAdapterIdentifier();
        stream->writeBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(DeviceIdentifier));
    
        stream->writeInt(ANGLE_COMPILE_OPTIMIZATION_LEVEL);
    
        stream->writeInt(mShaderVersion);
    
        stream->writeInt(mSamplersPS.size());
        for (unsigned int i = 0; i < mSamplersPS.size(); ++i)
        {
            stream->writeInt(mSamplersPS[i].active);
            stream->writeInt(mSamplersPS[i].logicalTextureUnit);
            stream->writeInt(mSamplersPS[i].textureType);
        }
    
        stream->writeInt(mSamplersVS.size());
        for (unsigned int i = 0; i < mSamplersVS.size(); ++i)
        {
            stream->writeInt(mSamplersVS[i].active);
            stream->writeInt(mSamplersVS[i].logicalTextureUnit);
            stream->writeInt(mSamplersVS[i].textureType);
        }
    
        stream->writeInt(mUsedVertexSamplerRange);
        stream->writeInt(mUsedPixelSamplerRange);
    
        stream->writeInt(mUniforms.size());
        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex)
        {
            const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
    
            stream->writeInt(uniform.type);
            stream->writeInt(uniform.precision);
            stream->writeString(uniform.name);
            stream->writeInt(uniform.arraySize);
            stream->writeInt(uniform.blockIndex);
    
            stream->writeInt(uniform.blockInfo.offset);
            stream->writeInt(uniform.blockInfo.arrayStride);
            stream->writeInt(uniform.blockInfo.matrixStride);
            stream->writeInt(uniform.blockInfo.isRowMajorMatrix);
    
            stream->writeInt(uniform.psRegisterIndex);
            stream->writeInt(uniform.vsRegisterIndex);
            stream->writeInt(uniform.registerCount);
            stream->writeInt(uniform.registerElement);
        }
    
        stream->writeInt(mUniformIndex.size());
        for (size_t i = 0; i < mUniformIndex.size(); ++i)
        {
            stream->writeString(mUniformIndex[i].name);
            stream->writeInt(mUniformIndex[i].element);
            stream->writeInt(mUniformIndex[i].index);
        }
    
        stream->writeInt(mUniformBlocks.size());
        for (size_t uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex)
        {
            const gl::UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex];
    
            stream->writeString(uniformBlock.name);
            stream->writeInt(uniformBlock.elementIndex);
            stream->writeInt(uniformBlock.dataSize);
    
            stream->writeInt(uniformBlock.memberUniformIndexes.size());
            for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
            {
                stream->writeInt(uniformBlock.memberUniformIndexes[blockMemberIndex]);
            }
    
            stream->writeInt(uniformBlock.psRegisterIndex);
            stream->writeInt(uniformBlock.vsRegisterIndex);
        }
    
        stream->writeInt(mTransformFeedbackBufferMode);
        stream->writeInt(mTransformFeedbackLinkedVaryings.size());
        for (size_t i = 0; i < mTransformFeedbackLinkedVaryings.size(); i++)
        {
            const gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[i];
    
            stream->writeString(varying.name);
            stream->writeInt(varying.type);
            stream->writeInt(varying.size);
            stream->writeString(varying.semanticName);
            stream->writeInt(varying.semanticIndex);
            stream->writeInt(varying.semanticIndexCount);
        }
    
        stream->writeString(mVertexHLSL);
        stream->writeBytes(reinterpret_cast<unsigned char*>(&mVertexWorkarounds), sizeof(D3DCompilerWorkarounds));
        stream->writeString(mPixelHLSL);
        stream->writeBytes(reinterpret_cast<unsigned char*>(&mPixelWorkarounds), sizeof(D3DCompilerWorkarounds));
        stream->writeInt(mUsesFragDepth);
        stream->writeInt(mUsesPointSize);
    
        const std::vector<PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey;
        stream->writeInt(pixelShaderKey.size());
        for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size(); pixelShaderKeyIndex++)
        {
            const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex];
            stream->writeInt(variable.type);
            stream->writeString(variable.name);
            stream->writeString(variable.source);
            stream->writeInt(variable.outputIndex);
        }
    
        stream->writeInt(mVertexExecutables.size());
        for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size(); vertexExecutableIndex++)
        {
            VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex];
    
            for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++)
            {
                const gl::VertexFormat &vertexInput = vertexExecutable->inputs()[inputIndex];
                stream->writeInt(vertexInput.mType);
                stream->writeInt(vertexInput.mNormalized);
                stream->writeInt(vertexInput.mComponents);
                stream->writeInt(vertexInput.mPureInteger);
            }
    
            size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength();
            stream->writeInt(vertexShaderSize);
    
            const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction();
            stream->writeBytes(vertexBlob, vertexShaderSize);
        }
    
        stream->writeInt(mPixelExecutables.size());
        for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size(); pixelExecutableIndex++)
        {
            PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex];
    
            const std::vector<GLenum> outputs = pixelExecutable->outputSignature();
            stream->writeInt(outputs.size());
            for (size_t outputIndex = 0; outputIndex < outputs.size(); outputIndex++)
            {
                stream->writeInt(outputs[outputIndex]);
            }
    
            size_t pixelShaderSize = pixelExecutable->shaderExecutable()->getLength();
            stream->writeInt(pixelShaderSize);
    
            const uint8_t *pixelBlob = pixelExecutable->shaderExecutable()->getFunction();
            stream->writeBytes(pixelBlob, pixelShaderSize);
        }
    
        size_t geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0;
        stream->writeInt(geometryShaderSize);
    
        if (mGeometryExecutable != NULL && geometryShaderSize > 0)
        {
            const uint8_t *geometryBlob = mGeometryExecutable->getFunction();
            stream->writeBytes(geometryBlob, geometryShaderSize);
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutableD3D **outExecutable)
    {
        mPixelShaderOutputFormatCache.clear();
    
        const FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(fbo);
        const gl::AttachmentList &colorbuffers = fboD3D->getColorAttachmentsForRender(mRenderer->getWorkarounds());
    
        for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
        {
            const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
    
            if (colorbuffer)
            {
                mPixelShaderOutputFormatCache.push_back(colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0 : colorbuffer->getBinding());
            }
            else
            {
                mPixelShaderOutputFormatCache.push_back(GL_NONE);
            }
        }
    
        return getPixelExecutableForOutputLayout(mPixelShaderOutputFormatCache, outExecutable, nullptr);
    }
    
    gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputSignature,
                                                            ShaderExecutableD3D **outExectuable,
                                                            gl::InfoLog *infoLog)
    {
        for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++)
        {
            if (mPixelExecutables[executableIndex]->matchesSignature(outputSignature))
            {
                *outExectuable = mPixelExecutables[executableIndex]->shaderExecutable();
                return gl::Error(GL_NO_ERROR);
            }
        }
    
        std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(mPixelHLSL, mPixelShaderKey, mUsesFragDepth,
                                                                                         outputSignature);
    
        // Generate new pixel executable
        ShaderExecutableD3D *pixelExecutable = NULL;
    
        gl::InfoLog tempInfoLog;
        gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
    
        gl::Error error = mRenderer->compileToExecutable(*currentInfoLog, finalPixelHLSL, SHADER_PIXEL,
                                                         mTransformFeedbackLinkedVaryings,
                                                         (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
                                                         mPixelWorkarounds, &pixelExecutable);
        if (error.isError())
        {
            return error;
        }
    
        if (pixelExecutable)
        {
            mPixelExecutables.push_back(new PixelExecutable(outputSignature, pixelExecutable));
        }
        else if (!infoLog)
        {
            std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
            tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]);
            ERR("Error compiling dynamic pixel executable:\n%s\n", &tempCharBuffer[0]);
        }
    
        *outExectuable = pixelExecutable;
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
                                                            ShaderExecutableD3D **outExectuable,
                                                            gl::InfoLog *infoLog)
    {
        GLenum signature[gl::MAX_VERTEX_ATTRIBS];
        getInputLayoutSignature(inputLayout, signature);
    
        for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++)
        {
            if (mVertexExecutables[executableIndex]->matchesSignature(signature))
            {
                *outExectuable = mVertexExecutables[executableIndex]->shaderExecutable();
                return gl::Error(GL_NO_ERROR);
            }
        }
    
        // Generate new dynamic layout with attribute conversions
        std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, getShaderAttributes());
    
        // Generate new vertex executable
        ShaderExecutableD3D *vertexExecutable = NULL;
    
        gl::InfoLog tempInfoLog;
        gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
    
        gl::Error error = mRenderer->compileToExecutable(*currentInfoLog, finalVertexHLSL, SHADER_VERTEX,
                                                         mTransformFeedbackLinkedVaryings,
                                                         (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
                                                         mVertexWorkarounds, &vertexExecutable);
        if (error.isError())
        {
            return error;
        }
    
        if (vertexExecutable)
        {
            mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, vertexExecutable));
        }
        else if (!infoLog)
        {
            std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
            tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]);
            ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]);
        }
    
        *outExectuable = vertexExecutable;
        return gl::Error(GL_NO_ERROR);
    }
    
    LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
                                                     int registers)
    {
        ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(vertexShader);
        ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(fragmentShader);
    
        gl::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS];
        GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
        ShaderExecutableD3D *defaultVertexExecutable = NULL;
        gl::Error error = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &infoLog);
        if (error.isError())
        {
            return LinkResult(false, error);
        }
    
        std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
        ShaderExecutableD3D *defaultPixelExecutable = NULL;
        error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
        if (error.isError())
        {
            return LinkResult(false, error);
        }
    
        if (usesGeometryShader())
        {
            std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, vertexShaderD3D);
    
    
            error = mRenderer->compileToExecutable(infoLog, geometryHLSL, SHADER_GEOMETRY, mTransformFeedbackLinkedVaryings,
                                                   (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
                                                   D3DCompilerWorkarounds(), &mGeometryExecutable);
            if (error.isError())
            {
                return LinkResult(false, error);
            }
        }
    
    #if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
        if (usesGeometryShader() && mGeometryExecutable)
        {
            // Geometry shaders are currently only used internally, so there is no corresponding shader object at the interface level
            // For now the geometry shader debug info is pre-pended to the vertex shader, this is a bit of a clutch
            vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
            vertexShaderD3D->appendDebugInfo(mGeometryExecutable->getDebugInfo());
            vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
        }
    
        if (defaultVertexExecutable)
        {
            vertexShaderD3D->appendDebugInfo(defaultVertexExecutable->getDebugInfo());
        }
    
        if (defaultPixelExecutable)
        {
            fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
        }
    #endif
    
        bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable && (!usesGeometryShader() || mGeometryExecutable));
        return LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
    }
    
    LinkResult ProgramD3D::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)
    {
        ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(vertexShader);
        ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(fragmentShader);
    
        mSamplersPS.resize(data.caps->maxTextureImageUnits);
        mSamplersVS.resize(data.caps->maxVertexTextureImageUnits);
    
        mTransformFeedbackBufferMode = transformFeedbackBufferMode;
    
        mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
        fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
    
        mVertexHLSL = vertexShaderD3D->getTranslatedSource();
        vertexShaderD3D->generateWorkarounds(&mVertexWorkarounds);
        mShaderVersion = vertexShaderD3D->getShaderVersion();
    
        // Map the varyings to the register file
        VaryingPacking packing = { NULL };
        *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings);
    
        if (*registers < 0)
        {
            return LinkResult(false, gl::Error(GL_NO_ERROR));
        }
    
        if (!gl::Program::linkVaryings(infoLog, fragmentShader, vertexShader))
        {
            return LinkResult(false, gl::Error(GL_NO_ERROR));
        }
    
        if (!mDynamicHLSL->generateShaderLinkHLSL(data, infoLog, *registers, packing, mPixelHLSL, mVertexHLSL,
                                                  fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings,
                                                  linkedVaryings, outputVariables, &mPixelShaderKey, &mUsesFragDepth))
        {
            return LinkResult(false, gl::Error(GL_NO_ERROR));
        }
    
        mUsesPointSize = vertexShaderD3D->usesPointSize();
    
        initAttributesByLayout();
    
        return LinkResult(true, gl::Error(GL_NO_ERROR));
    }
    
    void ProgramD3D::bindAttributeLocation(GLuint index, const std::string &name)
    {
    }
    
    void ProgramD3D::getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const
    {
        mDynamicHLSL->getInputLayoutSignature(inputLayout, signature);
    }
    
    void ProgramD3D::initializeUniformStorage()
    {
        // Compute total default block size
        unsigned int vertexRegisters = 0;
        unsigned int fragmentRegisters = 0;
        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
        {
            const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
    
            if (!gl::IsSamplerType(uniform.type))
            {
                if (uniform.isReferencedByVertexShader())
                {
                    vertexRegisters = std::max(vertexRegisters, uniform.vsRegisterIndex + uniform.registerCount);
                }
                if (uniform.isReferencedByFragmentShader())
                {
                    fragmentRegisters = std::max(fragmentRegisters, uniform.psRegisterIndex + uniform.registerCount);
                }
            }
        }
    
        mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u);
        mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u);
    }
    
    gl::Error ProgramD3D::applyUniforms()
    {
        updateSamplerMapping();
    
        gl::Error error = mRenderer->applyUniforms(*this, mUniforms);
        if (error.isError())
        {
            return error;
        }
    
        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
        {
            mUniforms[uniformIndex]->dirty = false;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[])
    {
        GLint vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
        GLint fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
    
        for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; ++registerIndex)
        {
            vertexUniformBuffers[registerIndex] = -1;
        }
    
        for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; ++registerIndex)
        {
            fragmentUniformBuffers[registerIndex] = -1;
        }
    
        const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
        const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
    
        for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++)
        {
            gl::UniformBlock *uniformBlock = mUniformBlocks[uniformBlockIndex];
            GLuint blockBinding = uniformBlockBindings[uniformBlockIndex];
    
            ASSERT(uniformBlock);
    
            // Unnecessary to apply an unreferenced standard or shared UBO
            if (!uniformBlock->isReferencedByVertexShader() && !uniformBlock->isReferencedByFragmentShader())
            {
                continue;
            }
    
            if (uniformBlock->isReferencedByVertexShader())
            {
                unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS;
                ASSERT(vertexUniformBuffers[registerIndex] == -1);
                ASSERT(registerIndex < data.caps->maxVertexUniformBlocks);
                vertexUniformBuffers[registerIndex] = blockBinding;
            }
    
            if (uniformBlock->isReferencedByFragmentShader())
            {
                unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS;
                ASSERT(fragmentUniformBuffers[registerIndex] == -1);
                ASSERT(registerIndex < data.caps->maxFragmentUniformBlocks);
                fragmentUniformBuffers[registerIndex] = blockBinding;
            }
        }
    
        return mRenderer->setUniformBuffers(data, vertexUniformBuffers, fragmentUniformBuffers);
    }
    
    bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
                                                unsigned int registerIndex, const gl::Caps &caps)
    {
        if (shader == GL_VERTEX_SHADER)
        {
            uniformBlock->vsRegisterIndex = registerIndex;
            if (registerIndex - mRenderer->getReservedVertexUniformBuffers() >= caps.maxVertexUniformBlocks)
            {
                infoLog << "Vertex shader uniform block count exceed GL_MAX_VERTEX_UNIFORM_BLOCKS (" << caps.maxVertexUniformBlocks << ")";
                return false;
            }
        }
        else if (shader == GL_FRAGMENT_SHADER)
        {
            uniformBlock->psRegisterIndex = registerIndex;
            if (registerIndex - mRenderer->getReservedFragmentUniformBuffers() >= caps.maxFragmentUniformBlocks)
            {
                infoLog << "Fragment shader uniform block count exceed GL_MAX_FRAGMENT_UNIFORM_BLOCKS (" << caps.maxFragmentUniformBlocks << ")";
                return false;
            }
        }
        else UNREACHABLE();
    
        return true;
    }
    
    void ProgramD3D::dirtyAllUniforms()
    {
        unsigned int numUniforms = mUniforms.size();
        for (unsigned int index = 0; index < numUniforms; index++)
        {
            mUniforms[index]->dirty = true;
        }
    }
    
    void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
    {
        setUniform(location, count, v, GL_FLOAT);
    }
    
    void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        setUniform(location, count, v, GL_FLOAT_VEC2);
    }
    
    void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        setUniform(location, count, v, GL_FLOAT_VEC3);
    }
    
    void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        setUniform(location, count, v, GL_FLOAT_VEC4);
    }
    
    void ProgramD3D::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
    }
    
    void ProgramD3D::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
    }
    
    void ProgramD3D::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
    }
    
    void ProgramD3D::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
    }
    
    void ProgramD3D::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
    }
    
    void ProgramD3D::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
    }
    
    void ProgramD3D::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
    }
    
    void ProgramD3D::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
    }
    
    void ProgramD3D::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
    }
    
    void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        setUniform(location, count, v, GL_INT);
    }
    
    void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        setUniform(location, count, v, GL_INT_VEC2);
    }
    
    void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        setUniform(location, count, v, GL_INT_VEC3);
    }
    
    void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        setUniform(location, count, v, GL_INT_VEC4);
    }
    
    void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
    {
        setUniform(location, count, v, GL_UNSIGNED_INT);
    }
    
    void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
    {
        setUniform(location, count, v, GL_UNSIGNED_INT_VEC2);
    }
    
    void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
    {
        setUniform(location, count, v, GL_UNSIGNED_INT_VEC3);
    }
    
    void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
    {
        setUniform(location, count, v, GL_UNSIGNED_INT_VEC4);
    }
    
    void ProgramD3D::getUniformfv(GLint location, GLfloat *params)
    {
        getUniformv(location, params, GL_FLOAT);
    }
    
    void ProgramD3D::getUniformiv(GLint location, GLint *params)
    {
        getUniformv(location, params, GL_INT);
    }
    
    void ProgramD3D::getUniformuiv(GLint location, GLuint *params)
    {
        getUniformv(location, params, GL_UNSIGNED_INT);
    }
    
    bool ProgramD3D::linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
                                  const gl::Caps &caps)
    {
        const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(&vertexShader);
        const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(&fragmentShader);
    
        const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms();
        const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms();
    
        // Check that uniforms defined in the vertex and fragment shaders are identical
        typedef std::map<std::string, const sh::Uniform*> UniformMap;
        UniformMap linkedUniforms;
    
        for (unsigned int vertexUniformIndex = 0; vertexUniformIndex < vertexUniforms.size(); vertexUniformIndex++)
        {
            const sh::Uniform &vertexUniform = vertexUniforms[vertexUniformIndex];
            linkedUniforms[vertexUniform.name] = &vertexUniform;
        }
    
        for (unsigned int fragmentUniformIndex = 0; fragmentUniformIndex < fragmentUniforms.size(); fragmentUniformIndex++)
        {
            const sh::Uniform &fragmentUniform = fragmentUniforms[fragmentUniformIndex];
            UniformMap::const_iterator entry = linkedUniforms.find(fragmentUniform.name);
            if (entry != linkedUniforms.end())
            {
                const sh::Uniform &vertexUniform = *entry->second;
                const std::string &uniformName = "uniform '" + vertexUniform.name + "'";
                if (!gl::Program::linkValidateUniforms(infoLog, uniformName, vertexUniform, fragmentUniform))
                {
                    return false;
                }
            }
        }
    
        for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
        {
            const sh::Uniform &uniform = vertexUniforms[uniformIndex];
    
            if (uniform.staticUse)
            {
                unsigned int registerBase = uniform.isBuiltIn() ? GL_INVALID_INDEX :
                    vertexShaderD3D->getUniformRegister(uniform.name);
                defineUniformBase(vertexShaderD3D, uniform, registerBase);
            }
        }
    
        for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
        {
            const sh::Uniform &uniform = fragmentUniforms[uniformIndex];
    
            if (uniform.staticUse)
            {
                unsigned int registerBase = uniform.isBuiltIn() ? GL_INVALID_INDEX :
                    fragmentShaderD3D->getUniformRegister(uniform.name);
                defineUniformBase(fragmentShaderD3D, uniform, registerBase);
            }
        }
    
        if (!indexUniforms(infoLog, caps))
        {
            return false;
        }
    
        initializeUniformStorage();
    
        return true;
    }
    
    void ProgramD3D::defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister)
    {
        if (uniformRegister == GL_INVALID_INDEX)
        {
            defineUniform(shader, uniform, uniform.name, nullptr);
            return;
        }
    
        ShShaderOutput outputType = shader->getCompilerOutputType();
        sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
        encoder.skipRegisters(uniformRegister);
    
        defineUniform(shader, uniform, uniform.name, &encoder);
    }
    
    void ProgramD3D::defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform,
                                   const std::string &fullName, sh::HLSLBlockEncoder *encoder)
    {
        if (uniform.isStruct())
        {
            for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++)
            {
                const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : "");
    
                if (encoder)
                    encoder->enterAggregateType();
    
                for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++)
                {
                    const sh::ShaderVariable &field = uniform.fields[fieldIndex];
                    const std::string &fieldFullName = (fullName + elementString + "." + field.name);
    
                    defineUniform(shader, field, fieldFullName, encoder);
                }
    
                if (encoder)
                    encoder->exitAggregateType();
            }
        }
        else // Not a struct
        {
            // Arrays are treated as aggregate types
            if (uniform.isArray() && encoder)
            {
                encoder->enterAggregateType();
            }
    
            gl::LinkedUniform *linkedUniform = getUniformByName(fullName);
    
            // Advance the uniform offset, to track registers allocation for structs
            sh::BlockMemberInfo blockInfo = encoder ?
                encoder->encodeType(uniform.type, uniform.arraySize, false) :
                sh::BlockMemberInfo::getDefaultBlockInfo();
    
            if (!linkedUniform)
            {
                linkedUniform = new gl::LinkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize,
                                                      -1, sh::BlockMemberInfo::getDefaultBlockInfo());
                ASSERT(linkedUniform);
    
                if (encoder)
                    linkedUniform->registerElement = sh::HLSLBlockEncoder::getBlockRegisterElement(blockInfo);
                mUniforms.push_back(linkedUniform);
            }
    
            if (encoder)
            {
                if (shader->getShaderType() == GL_FRAGMENT_SHADER)
                {
                    linkedUniform->psRegisterIndex = sh::HLSLBlockEncoder::getBlockRegister(blockInfo);
                }
                else if (shader->getShaderType() == GL_VERTEX_SHADER)
                {
                    linkedUniform->vsRegisterIndex = sh::HLSLBlockEncoder::getBlockRegister(blockInfo);
                }
                else UNREACHABLE();
            }
    
            // Arrays are treated as aggregate types
            if (uniform.isArray() && encoder)
            {
                encoder->exitAggregateType();
            }
        }
    }
    
    template <typename T>
    static inline void SetIfDirty(T *dest, const T& source, bool *dirtyFlag)
    {
        ASSERT(dest != NULL);
        ASSERT(dirtyFlag != NULL);
    
        *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0);
        *dest = source;
    }
    
    template <typename T>
    void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType)
    {
        const int components = gl::VariableComponentCount(targetUniformType);
        const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType);
    
        gl::LinkedUniform *targetUniform = getUniformByLocation(location);
    
        int elementCount = targetUniform->elementCount();
    
        count = std::min(elementCount - (int)mUniformIndex[location].element, count);
    
        if (targetUniform->type == targetUniformType)
        {
            T *target = reinterpret_cast<T*>(targetUniform->data) + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                T *dest = target + (i * 4);
                const T *source = v + (i * components);
    
                for (int c = 0; c < components; c++)
                {
                    SetIfDirty(dest + c, source[c], &targetUniform->dirty);
                }
                for (int c = components; c < 4; c++)
                {
                    SetIfDirty(dest + c, T(0), &targetUniform->dirty);
                }
            }
        }
        else if (targetUniform->type == targetBoolType)
        {
            GLint *boolParams = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                GLint *dest = boolParams + (i * 4);
                const T *source = v + (i * components);
    
                for (int c = 0; c < components; c++)
                {
                    SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE, &targetUniform->dirty);
                }
                for (int c = components; c < 4; c++)
                {
                    SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty);
                }
            }
        }
        else if (gl::IsSamplerType(targetUniform->type))
        {
            ASSERT(targetUniformType == GL_INT);
    
            GLint *target = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
    
            bool wasDirty = targetUniform->dirty;
    
            for (int i = 0; i < count; i++)
            {
                GLint *dest = target + (i * 4);
                const GLint *source = reinterpret_cast<const GLint*>(v) + (i * components);
    
                SetIfDirty(dest + 0, source[0], &targetUniform->dirty);
                SetIfDirty(dest + 1, 0, &targetUniform->dirty);
                SetIfDirty(dest + 2, 0, &targetUniform->dirty);
                SetIfDirty(dest + 3, 0, &targetUniform->dirty);
            }
    
            if (!wasDirty && targetUniform->dirty)
            {
                mDirtySamplerMapping = true;
            }
        }
        else UNREACHABLE();
    }
    
    template<typename T>
    bool transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
    {
        bool dirty = false;
        int copyWidth = std::min(targetHeight, srcWidth);
        int copyHeight = std::min(targetWidth, srcHeight);
    
        for (int x = 0; x < copyWidth; x++)
        {
            for (int y = 0; y < copyHeight; y++)
            {
                SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]), &dirty);
            }
        }
        // clear unfilled right side
        for (int y = 0; y < copyWidth; y++)
        {
            for (int x = copyHeight; x < targetWidth; x++)
            {
                SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
            }
        }
        // clear unfilled bottom.
        for (int y = copyWidth; y < targetHeight; y++)
        {
            for (int x = 0; x < targetWidth; x++)
            {
                SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
            }
        }
    
        return dirty;
    }
    
    template<typename T>
    bool expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
    {
        bool dirty = false;
        int copyWidth = std::min(targetWidth, srcWidth);
        int copyHeight = std::min(targetHeight, srcHeight);
    
        for (int y = 0; y < copyHeight; y++)
        {
            for (int x = 0; x < copyWidth; x++)
            {
                SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]), &dirty);
            }
        }
        // clear unfilled right side
        for (int y = 0; y < copyHeight; y++)
        {
            for (int x = copyWidth; x < targetWidth; x++)
            {
                SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
            }
        }
        // clear unfilled bottom.
        for (int y = copyHeight; y < targetHeight; y++)
        {
            for (int x = 0; x < targetWidth; x++)
            {
                SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
            }
        }
    
        return dirty;
    }
    
    template <int cols, int rows>
    void ProgramD3D::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType)
    {
        gl::LinkedUniform *targetUniform = getUniformByLocation(location);
    
        int elementCount = targetUniform->elementCount();
    
        count = std::min(elementCount - (int)mUniformIndex[location].element, count);
        const unsigned int targetMatrixStride = (4 * rows);
        GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * targetMatrixStride);
    
        for (int i = 0; i < count; i++)
        {
            // Internally store matrices as transposed versions to accomodate HLSL matrix indexing
            if (transpose == GL_FALSE)
            {
                targetUniform->dirty = transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) || targetUniform->dirty;
            }
            else
            {
                targetUniform->dirty = expandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty;
            }
            target += targetMatrixStride;
            value += cols * rows;
        }
    }
    
    template <typename T>
    void ProgramD3D::getUniformv(GLint location, T *params, GLenum uniformType)
    {
        gl::LinkedUniform *targetUniform = mUniforms[mUniformIndex[location].index];
    
        if (gl::IsMatrixType(targetUniform->type))
        {
            const int rows = gl::VariableRowCount(targetUniform->type);
            const int cols = gl::VariableColumnCount(targetUniform->type);
            transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, rows, cols, 4, rows);
        }
        else if (uniformType == gl::VariableComponentType(targetUniform->type))
        {
            unsigned int size = gl::VariableComponentCount(targetUniform->type);
            memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T),
                    size * sizeof(T));
        }
        else
        {
            unsigned int size = gl::VariableComponentCount(targetUniform->type);
            switch (gl::VariableComponentType(targetUniform->type))
            {
              case GL_BOOL:
                {
                    GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
                    for (unsigned int i = 0; i < size; i++)
                    {
                        params[i] = (boolParams[i] == GL_FALSE) ? static_cast<T>(0) : static_cast<T>(1);
                    }
                }
                break;
    
              case GL_FLOAT:
                {
                    GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
    
                    for (unsigned int i = 0; i < size; i++)
                    {
                        params[i] = static_cast<T>(floatParams[i]);
                    }
                }
                break;
    
              case GL_INT:
                {
                    GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
                    for (unsigned int i = 0; i < size; i++)
                    {
                        params[i] = static_cast<T>(intParams[i]);
                    }
                }
                break;
    
              case GL_UNSIGNED_INT:
                {
                    GLuint *uintParams = (GLuint*)targetUniform->data + mUniformIndex[location].element * 4;
    
                    for (unsigned int i = 0; i < size; i++)
                    {
                        params[i] = static_cast<T>(uintParams[i]);
                    }
                }
                break;
    
              default: UNREACHABLE();
            }
        }
    }
    
    template <typename VarT>
    void ProgramD3D::defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
                                               sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
                                               bool inRowMajorLayout)
    {
        for (unsigned int uniformIndex = 0; uniformIndex < fields.size(); uniformIndex++)
        {
            const VarT &field = fields[uniformIndex];
            const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name);
    
            if (field.isStruct())
            {
                bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field));
    
                for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
                {
                    encoder->enterAggregateType();
    
                    const std::string uniformElementName = fieldName + (field.isArray() ? ArrayString(arrayElement) : "");
                    defineUniformBlockMembers(field.fields, uniformElementName, blockIndex, encoder, blockUniformIndexes, rowMajorLayout);
    
                    encoder->exitAggregateType();
                }
            }
            else
            {
                bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout);
    
                sh::BlockMemberInfo memberInfo = encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix);
    
                gl::LinkedUniform *newUniform = new gl::LinkedUniform(field.type, field.precision, fieldName, field.arraySize,
                                                              blockIndex, memberInfo);
    
                // add to uniform list, but not index, since uniform block uniforms have no location
                blockUniformIndexes->push_back(mUniforms.size());
                mUniforms.push_back(newUniform);
            }
        }
    }
    
    bool ProgramD3D::defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
                                        const gl::Caps &caps)
    {
        const ShaderD3D* shaderD3D = GetImplAs<ShaderD3D>(&shader);
    
        // create uniform block entries if they do not exist
        if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX)
        {
            std::vector<unsigned int> blockUniformIndexes;
            const unsigned int blockIndex = mUniformBlocks.size();
    
            // define member uniforms
            sh::BlockLayoutEncoder *encoder = NULL;
    
            if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD)
            {
                encoder = new sh::Std140BlockEncoder;
            }
            else
            {
                encoder = new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED);
            }
            ASSERT(encoder);
    
            defineUniformBlockMembers(interfaceBlock.fields, "", blockIndex, encoder, &blockUniformIndexes, interfaceBlock.isRowMajorLayout);
    
            size_t dataSize = encoder->getBlockSize();
    
            // create all the uniform blocks
            if (interfaceBlock.arraySize > 0)
            {
                for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++)
                {
                    gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, uniformBlockElement, dataSize);
                    newUniformBlock->memberUniformIndexes = blockUniformIndexes;
                    mUniformBlocks.push_back(newUniformBlock);
                }
            }
            else
            {
                gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, dataSize);
                newUniformBlock->memberUniformIndexes = blockUniformIndexes;
                mUniformBlocks.push_back(newUniformBlock);
            }
        }
    
        if (interfaceBlock.staticUse)
        {
            // Assign registers to the uniform blocks
            const GLuint blockIndex = getUniformBlockIndex(interfaceBlock.name);
            const unsigned int elementCount = std::max(1u, interfaceBlock.arraySize);
            ASSERT(blockIndex != GL_INVALID_INDEX);
            ASSERT(blockIndex + elementCount <= mUniformBlocks.size());
    
            unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name);
    
            for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
            {
                gl::UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement];
                ASSERT(uniformBlock->name == interfaceBlock.name);
    
                if (!assignUniformBlockRegister(infoLog, uniformBlock, shader.getType(),
                                                interfaceBlockRegister + uniformBlockElement, caps))
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    bool ProgramD3D::assignSamplers(unsigned int startSamplerIndex,
                                       GLenum samplerType,
                                       unsigned int samplerCount,
                                       std::vector<Sampler> &outSamplers,
                                       GLuint *outUsedRange)
    {
        unsigned int samplerIndex = startSamplerIndex;
    
        do
        {
            if (samplerIndex < outSamplers.size())
            {
                Sampler& sampler = outSamplers[samplerIndex];
                sampler.active = true;
                sampler.textureType = GetTextureType(samplerType);
                sampler.logicalTextureUnit = 0;
                *outUsedRange = std::max(samplerIndex + 1, *outUsedRange);
            }
            else
            {
                return false;
            }
    
            samplerIndex++;
        } while (samplerIndex < startSamplerIndex + samplerCount);
    
        return true;
    }
    
    bool ProgramD3D::indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps)
    {
        ASSERT(gl::IsSamplerType(uniform.type));
        ASSERT(uniform.vsRegisterIndex != GL_INVALID_INDEX || uniform.psRegisterIndex != GL_INVALID_INDEX);
    
        if (uniform.vsRegisterIndex != GL_INVALID_INDEX)
        {
            if (!assignSamplers(uniform.vsRegisterIndex, uniform.type, uniform.arraySize, mSamplersVS,
                                &mUsedVertexSamplerRange))
            {
                infoLog << "Vertex shader sampler count exceeds the maximum vertex texture units ("
                        << mSamplersVS.size() << ").";
                return false;
            }
    
            unsigned int maxVertexVectors = mRenderer->getReservedVertexUniformVectors() + caps.maxVertexUniformVectors;
            if (uniform.vsRegisterIndex + uniform.registerCount > maxVertexVectors)
            {
                infoLog << "Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS ("
                        << caps.maxVertexUniformVectors << ").";
                return false;
            }
        }
    
        if (uniform.psRegisterIndex != GL_INVALID_INDEX)
        {
            if (!assignSamplers(uniform.psRegisterIndex, uniform.type, uniform.arraySize, mSamplersPS,
                                &mUsedPixelSamplerRange))
            {
                infoLog << "Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS ("
                        << mSamplersPS.size() << ").";
                return false;
            }
    
            unsigned int maxFragmentVectors = mRenderer->getReservedFragmentUniformVectors() + caps.maxFragmentUniformVectors;
            if (uniform.psRegisterIndex + uniform.registerCount > maxFragmentVectors)
            {
                infoLog << "Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS ("
                        << caps.maxFragmentUniformVectors << ").";
                return false;
            }
        }
    
        return true;
    }
    
    bool ProgramD3D::indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps)
    {
        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
        {
            const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
    
            if (gl::IsSamplerType(uniform.type))
            {
                if (!indexSamplerUniform(uniform, infoLog, caps))
                {
                    return false;
                }
            }
    
            for (unsigned int arrayIndex = 0; arrayIndex < uniform.elementCount(); arrayIndex++)
            {
                if (!uniform.isBuiltIn())
                {
                    mUniformIndex.push_back(gl::VariableLocation(uniform.name, arrayIndex, uniformIndex));
                }
            }
        }
    
        return true;
    }
    
    void ProgramD3D::reset()
    {
        ProgramImpl::reset();
    
        SafeDeleteContainer(mVertexExecutables);
        SafeDeleteContainer(mPixelExecutables);
        SafeDelete(mGeometryExecutable);
    
        mTransformFeedbackBufferMode = GL_NONE;
    
        mVertexHLSL.clear();
        mVertexWorkarounds.reset();
        mShaderVersion = 100;
    
        mPixelHLSL.clear();
        mPixelWorkarounds.reset();
        mUsesFragDepth = false;
        mPixelShaderKey.clear();
        mUsesPointSize = false;
    
        SafeDelete(mVertexUniformStorage);
        SafeDelete(mFragmentUniformStorage);
    
        mSamplersPS.clear();
        mSamplersVS.clear();
    
        mUsedVertexSamplerRange = 0;
        mUsedPixelSamplerRange = 0;
        mDirtySamplerMapping = true;
    
        std::fill(mAttributesByLayout, mAttributesByLayout + ArraySize(mAttributesByLayout), -1);
    }
    
    unsigned int ProgramD3D::getSerial() const
    {
        return mSerial;
    }
    
    unsigned int ProgramD3D::issueSerial()
    {
        return mCurrentSerial++;
    }
    
    void ProgramD3D::initAttributesByLayout()
    {
        for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
        {
            mAttributesByLayout[i] = i;
        }
    
        std::sort(&mAttributesByLayout[0], &mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS], AttributeSorter(mSemanticIndex));
    }
    
    void ProgramD3D::sortAttributesByLayout(const std::vector<TranslatedAttribute> &unsortedAttributes,
                                            int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS],
                                            const rx::TranslatedAttribute *sortedAttributesOut[gl::MAX_VERTEX_ATTRIBS]) const
    {
        for (size_t attribIndex = 0; attribIndex < unsortedAttributes.size(); ++attribIndex)
        {
            int oldIndex = mAttributesByLayout[attribIndex];
            sortedSemanticIndicesOut[attribIndex] = mSemanticIndex[oldIndex];
            sortedAttributesOut[attribIndex] = &unsortedAttributes[oldIndex];
        }
    }
    
    }