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kc3-lang/angle/src/libGLESv2/ProgramBinary.cpp

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  • Author : Nicolas Capens
    Date : 2014-02-20 14:26:42
    Hash : 0027fa9f
    Message : Emulate integer cube texture sampling as an array of six 2D textures. BUG=angle:525 Change-Id: I3c3ec2cecebf9e745f0c02a132433e3076a6fdea Reviewed-on: https://chromium-review.googlesource.com/187534 Tested-by: Nicolas Capens <nicolascapens@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/ProgramBinary.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Program.cpp: Implements the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #include "libGLESv2/BinaryStream.h"
    #include "libGLESv2/ProgramBinary.h"
    #include "libGLESv2/renderer/ShaderExecutable.h"
    
    #include "common/debug.h"
    #include "common/version.h"
    #include "common/utilities.h"
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "libGLESv2/renderer/VertexDataManager.h"
    #include "libGLESv2/Context.h"
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/DynamicHLSL.h"
    
    #undef near
    #undef far
    
    namespace gl
    {
    
    namespace 
    {
    
    unsigned int ParseAndStripArrayIndex(std::string* name)
    {
        unsigned int subscript = GL_INVALID_INDEX;
    
        // Strip any trailing array operator and retrieve the subscript
        size_t open = name->find_last_of('[');
        size_t close = name->find_last_of(']');
        if (open != std::string::npos && close == name->length() - 1)
        {
            subscript = atoi(name->substr(open + 1).c_str());
            name->erase(open);
        }
    
        return subscript;
    }
    
    void GetInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, VertexFormat inputLayout[MAX_VERTEX_ATTRIBS])
    {
        for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++)
        {
            const sh::Attribute &shaderAttr = shaderAttributes[attributeIndex];
            VertexFormat *defaultFormat = &inputLayout[attributeIndex];
    
            if (shaderAttr.type != GL_NONE)
            {
                defaultFormat->mType        = UniformComponentType(shaderAttr.type);
                defaultFormat->mNormalized  = false;
                defaultFormat->mPureInteger = (defaultFormat->mType != GL_FLOAT); // note: inputs can not be bool
                defaultFormat->mComponents  = UniformComponentCount(shaderAttr.type);
            }
        }
    }
    
    }
    
    VariableLocation::VariableLocation(const std::string &name, unsigned int element, unsigned int index) 
        : name(name), element(element), index(index)
    {
    }
    
    ProgramBinary::VertexExecutable::VertexExecutable(rx::Renderer *const renderer,
                                                      const VertexFormat inputLayout[],
                                                      rx::ShaderExecutable *shaderExecutable)
        : mShaderExecutable(shaderExecutable)
    {
        for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            mInputs[attributeIndex] = inputLayout[attributeIndex];
        }
    }
    
    bool ProgramBinary::VertexExecutable::matchesInputLayout(const VertexFormat attributes[]) const
    {
        for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            if (mInputs[attributeIndex] != attributes[attributeIndex])
            {
                return false;
            }
        }
    
        return true;
    }
    
    unsigned int ProgramBinary::mCurrentSerial = 1;
    
    ProgramBinary::ProgramBinary(rx::Renderer *renderer)
        : RefCountObject(0),
          mRenderer(renderer),
          mDynamicHLSL(NULL),
          mVertexWorkarounds(rx::ANGLE_D3D_WORKAROUND_NONE),
          mPixelExecutable(NULL),
          mGeometryExecutable(NULL),
          mUsedVertexSamplerRange(0),
          mUsedPixelSamplerRange(0),
          mUsesPointSize(false),
          mShaderVersion(100),
          mVertexUniformStorage(NULL),
          mFragmentUniformStorage(NULL),
          mValidated(false),
          mSerial(issueSerial())
    {
        for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
        {
            mSemanticIndex[index] = -1;
        }
    
        for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
        {
            mSamplersPS[index].active = false;
        }
    
        for (int index = 0; index < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; index++)
        {
            mSamplersVS[index].active = false;
        }
    
        mDynamicHLSL = new DynamicHLSL(renderer);
    }
    
    ProgramBinary::~ProgramBinary()
    {
        while (!mVertexExecutables.empty())
        {
            delete mVertexExecutables.back();
            mVertexExecutables.pop_back();
        }
    
        SafeDelete(mGeometryExecutable);
        SafeDelete(mPixelExecutable);
    
        while (!mUniforms.empty())
        {
            delete mUniforms.back();
            mUniforms.pop_back();
        }
    
        while (!mUniformBlocks.empty())
        {
            delete mUniformBlocks.back();
            mUniformBlocks.pop_back();
        }
    
        SafeDelete(mVertexUniformStorage);
        SafeDelete(mFragmentUniformStorage);
        SafeDelete(mDynamicHLSL);
    }
    
    unsigned int ProgramBinary::getSerial() const
    {
        return mSerial;
    }
    
    int ProgramBinary::getShaderVersion() const
    {
        return mShaderVersion;
    }
    
    unsigned int ProgramBinary::issueSerial()
    {
        return mCurrentSerial++;
    }
    
    rx::ShaderExecutable *ProgramBinary::getPixelExecutable() const
    {
        return mPixelExecutable;
    }
    
    rx::ShaderExecutable *ProgramBinary::getVertexExecutableForInputLayout(const VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
    {
        for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++)
        {
            if (mVertexExecutables[executableIndex]->matchesInputLayout(inputLayout))
            {
                return mVertexExecutables[executableIndex]->shaderExecutable();
            }
        }
    
        // Generate new dynamic layout with attribute conversions
        const std::string &layoutHLSL = mDynamicHLSL->generateInputLayoutHLSL(inputLayout, mShaderAttributes);
    
        // Generate new shader source by replacing the attributes stub with the defined input layout
        std::string vertexHLSL = mVertexHLSL;
        size_t insertPos = vertexHLSL.find(DynamicHLSL::VERTEX_ATTRIBUTE_STUB_STRING);
        vertexHLSL.replace(insertPos, DynamicHLSL::VERTEX_ATTRIBUTE_STUB_STRING.length(), layoutHLSL);
    
        // Generate new vertex executable
        InfoLog tempInfoLog;
        rx::ShaderExecutable *vertexExecutable = mRenderer->compileToExecutable(tempInfoLog, vertexHLSL.c_str(), rx::SHADER_VERTEX, mVertexWorkarounds);
    
        if (!vertexExecutable)
        {
            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]);
        }
        else
        {
            mVertexExecutables.push_back(new VertexExecutable(mRenderer, inputLayout, vertexExecutable));
        }
    
        return vertexExecutable;
    }
    
    rx::ShaderExecutable *ProgramBinary::getGeometryExecutable() const
    {
        return mGeometryExecutable;
    }
    
    GLuint ProgramBinary::getAttributeLocation(const char *name)
    {
        if (name)
        {
            for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
            {
                if (mLinkedAttribute[index].name == std::string(name))
                {
                    return index;
                }
            }
        }
    
        return -1;
    }
    
    int ProgramBinary::getSemanticIndex(int attributeIndex)
    {
        ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS);
        
        return mSemanticIndex[attributeIndex];
    }
    
    // Returns one more than the highest sampler index used.
    GLint ProgramBinary::getUsedSamplerRange(SamplerType type)
    {
        switch (type)
        {
          case SAMPLER_PIXEL:
            return mUsedPixelSamplerRange;
          case SAMPLER_VERTEX:
            return mUsedVertexSamplerRange;
          default:
            UNREACHABLE();
            return 0;
        }
    }
    
    bool ProgramBinary::usesPointSize() const
    {
        return mUsesPointSize;
    }
    
    bool ProgramBinary::usesPointSpriteEmulation() const
    {
        return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4;
    }
    
    bool ProgramBinary::usesGeometryShader() const
    {
        return usesPointSpriteEmulation();
    }
    
    // Returns the index of the texture image unit (0-19) corresponding to a Direct3D 9 sampler
    // index (0-15 for the pixel shader and 0-3 for the vertex shader).
    GLint ProgramBinary::getSamplerMapping(SamplerType type, unsigned int samplerIndex)
    {
        GLint logicalTextureUnit = -1;
    
        switch (type)
        {
          case SAMPLER_PIXEL:
            ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
    
            if (mSamplersPS[samplerIndex].active)
            {
                logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
            }
            break;
          case SAMPLER_VERTEX:
            ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
    
            if (mSamplersVS[samplerIndex].active)
            {
                logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
            }
            break;
          default: UNREACHABLE();
        }
    
        if (logicalTextureUnit >= 0 && logicalTextureUnit < (GLint)mRenderer->getMaxCombinedTextureImageUnits())
        {
            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).
    TextureType ProgramBinary::getSamplerTextureType(SamplerType type, unsigned int samplerIndex)
    {
        switch (type)
        {
          case SAMPLER_PIXEL:
            ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
            ASSERT(mSamplersPS[samplerIndex].active);
            return mSamplersPS[samplerIndex].textureType;
          case SAMPLER_VERTEX:
            ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
            ASSERT(mSamplersVS[samplerIndex].active);
            return mSamplersVS[samplerIndex].textureType;
          default: UNREACHABLE();
        }
    
        return TEXTURE_2D;
    }
    
    GLint ProgramBinary::getUniformLocation(std::string name)
    {
        unsigned int subscript = ParseAndStripArrayIndex(&name);
    
        unsigned int numUniforms = mUniformIndex.size();
        for (unsigned int location = 0; location < numUniforms; location++)
        {
            if (mUniformIndex[location].name == name)
            {
                const int index = mUniformIndex[location].index;
                const bool isArray = mUniforms[index]->isArray();
    
                if ((isArray && mUniformIndex[location].element == subscript) || 
                    (subscript == GL_INVALID_INDEX))
                {
                    return location;
                }
            }
        }
    
        return -1;
    }
    
    GLuint ProgramBinary::getUniformIndex(std::string name)
    {
        unsigned int subscript = ParseAndStripArrayIndex(&name);
    
        // The app is not allowed to specify array indices other than 0 for arrays of basic types
        if (subscript != 0 && subscript != GL_INVALID_INDEX)
        {
            return GL_INVALID_INDEX;
        }
    
        unsigned int numUniforms = mUniforms.size();
        for (unsigned int index = 0; index < numUniforms; index++)
        {
            if (mUniforms[index]->name == name)
            {
                if (mUniforms[index]->isArray() || subscript == GL_INVALID_INDEX)
                {
                    return index;
                }
            }
        }
    
        return GL_INVALID_INDEX;
    }
    
    GLuint ProgramBinary::getUniformBlockIndex(std::string name)
    {
        unsigned int subscript = ParseAndStripArrayIndex(&name);
    
        unsigned int numUniformBlocks = mUniformBlocks.size();
        for (unsigned int blockIndex = 0; blockIndex < numUniformBlocks; blockIndex++)
        {
            const UniformBlock &uniformBlock = *mUniformBlocks[blockIndex];
            if (uniformBlock.name == name)
            {
                const bool arrayElementZero = (subscript == GL_INVALID_INDEX && uniformBlock.elementIndex == 0);
                if (subscript == uniformBlock.elementIndex || arrayElementZero)
                {
                    return blockIndex;
                }
            }
        }
    
        return GL_INVALID_INDEX;
    }
    
    UniformBlock *ProgramBinary::getUniformBlockByIndex(GLuint blockIndex)
    {
        ASSERT(blockIndex < mUniformBlocks.size());
        return mUniformBlocks[blockIndex];
    }
    
    GLint ProgramBinary::getFragDataLocation(const char *name) const
    {
        std::string baseName(name);
        unsigned int arrayIndex;
        arrayIndex = ParseAndStripArrayIndex(&baseName);
    
        for (auto locationIt = mOutputVariables.begin(); locationIt != mOutputVariables.end(); locationIt++)
        {
            const VariableLocation &outputVariable = locationIt->second;
    
            if (outputVariable.name == baseName && (arrayIndex == GL_INVALID_INDEX || arrayIndex == outputVariable.element))
            {
                return static_cast<GLint>(locationIt->first);
            }
        }
    
        return -1;
    }
    
    template <typename T>
    bool ProgramBinary::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType)
    {
        if (location < 0 || location >= (int)mUniformIndex.size())
        {
            return false;
        }
    
        const int components = UniformComponentCount(targetUniformType);
        const GLenum targetBoolType = UniformBoolVectorType(targetUniformType);
    
        Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
        targetUniform->dirty = true;
    
        int elementCount = targetUniform->elementCount();
    
        if (elementCount == 1 && count > 1)
            return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
        count = std::min(elementCount - (int)mUniformIndex[location].element, count);
    
        if (targetUniform->type == targetUniformType)
        {
            T *target = (T*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                for (int c = 0; c < components; c++)
                {
                    target[c] = v[c];
                }
                for (int c = components; c < 4; c++)
                {
                    target[c] = 0;
                }
                target += 4;
                v += components;
            }
        }
        else if (targetUniform->type == targetBoolType)
        {
            GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                for (int c = 0; c < components; c++)
                {
                    boolParams[c] = (v[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE;
                }
                for (int c = components; c < 4; c++)
                {
                    boolParams[c] = GL_FALSE;
                }
                boolParams += 4;
                v += components;
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
    {
        return setUniform(location, count, v, GL_FLOAT);
    }
    
    bool ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        return setUniform(location, count, v, GL_FLOAT_VEC2);
    }
    
    bool ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        return setUniform(location, count, v, GL_FLOAT_VEC3);
    }
    
    bool ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        return setUniform(location, count, v, GL_FLOAT_VEC4);
    }
    
    template<typename T>
    void transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
    {
        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++)
            {
                target[x * targetWidth + y] = static_cast<T>(value[y * srcWidth + x]);
            }
        }
        // clear unfilled right side
        for (int y = 0; y < copyWidth; y++)
        {
            for (int x = copyHeight; x < targetWidth; x++)
            {
                target[y * targetWidth + x] = static_cast<T>(0);
            }
        }
        // clear unfilled bottom.
        for (int y = copyWidth; y < targetHeight; y++)
        {
            for (int x = 0; x < targetWidth; x++)
            {
                target[y * targetWidth + x] = static_cast<T>(0);
            }
        }
    }
    
    template<typename T>
    void expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
    {
        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++)
            {
                target[y * targetWidth + x] = static_cast<T>(value[y * srcWidth + x]);
            }
        }
        // clear unfilled right side
        for (int y = 0; y < copyHeight; y++)
        {
            for (int x = copyWidth; x < targetWidth; x++)
            {
                target[y * targetWidth + x] = static_cast<T>(0);
            }
        }
        // clear unfilled bottom.
        for (int y = copyHeight; y < targetHeight; y++)
        {
            for (int x = 0; x < targetWidth; x++)
            {
                target[y * targetWidth + x] = static_cast<T>(0);
            }
        }
    }
    
    template <int cols, int rows>
    bool ProgramBinary::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType) 
    {
        if (location < 0 || location >= (int)mUniformIndex.size())
        {
            return false;
        }
    
        Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
        targetUniform->dirty = true;
    
        if (targetUniform->type != targetUniformType)
        {
            return false;
        }
    
        int elementCount = targetUniform->elementCount();
    
        if (elementCount == 1 && count > 1)
            return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
        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)
            {
                transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols);
            }
            else
            {
                expandMatrix<GLfloat>(target, value, 4, rows, cols, rows);
            }
            target += targetMatrixStride;
            value += cols * rows;
        }
    
        return true;
    }
    
    bool ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        return setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
    }
    
    bool ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        return setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
    }
    
    bool ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        return setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
    }
    
    bool ProgramBinary::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        return setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
    }
    
    bool ProgramBinary::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        return setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
    }
    
    bool ProgramBinary::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        return setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
    }
    
    bool ProgramBinary::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        return setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
    }
    
    bool ProgramBinary::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        return setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
    }
    
    bool ProgramBinary::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
    {
        return setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
    }
    
    bool ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        if (location < 0 || location >= (int)mUniformIndex.size())
        {
            return false;
        }
    
        Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
        targetUniform->dirty = true;
    
        int elementCount = targetUniform->elementCount();
    
        if (elementCount == 1 && count > 1)
            return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
        count = std::min(elementCount - (int)mUniformIndex[location].element, count);
    
        if (targetUniform->type == GL_INT || IsSampler(targetUniform->type))
        {
            GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                target[0] = v[0];
                target[1] = 0;
                target[2] = 0;
                target[3] = 0;
                target += 4;
                v += 1;
            }
        }
        else if (targetUniform->type == GL_BOOL)
        {
            GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE;
                boolParams[1] = GL_FALSE;
                boolParams[2] = GL_FALSE;
                boolParams[3] = GL_FALSE;
                boolParams += 4;
                v += 1;
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        return setUniform(location, count, v, GL_INT_VEC2);
    }
    
    bool ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        return setUniform(location, count, v, GL_INT_VEC3);
    }
    
    bool ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        return setUniform(location, count, v, GL_INT_VEC4);
    }
    
    bool ProgramBinary::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
    {
        return setUniform(location, count, v, GL_UNSIGNED_INT);
    }
    
    bool ProgramBinary::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
    {
        return setUniform(location, count, v, GL_UNSIGNED_INT_VEC2);
    }
    
    bool ProgramBinary::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
    {
        return setUniform(location, count, v, GL_UNSIGNED_INT_VEC3);
    }
    
    bool ProgramBinary::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
    {
        return setUniform(location, count, v, GL_UNSIGNED_INT_VEC4);
    }
    
    template <typename T>
    bool ProgramBinary::getUniformv(GLint location, GLsizei *bufSize, T *params, GLenum uniformType)
    {
        if (location < 0 || location >= (int)mUniformIndex.size())
        {
            return false;
        }
    
        Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
    
        // sized queries -- ensure the provided buffer is large enough
        if (bufSize)
        {
            int requiredBytes = UniformExternalSize(targetUniform->type);
            if (*bufSize < requiredBytes)
            {
                return false;
            }
        }
    
        if (IsMatrixType(targetUniform->type))
        {
            const int rows = VariableRowCount(targetUniform->type);
            const int cols = VariableColumnCount(targetUniform->type);
            transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, rows, cols, 4, rows);
        }
        else if (uniformType == UniformComponentType(targetUniform->type))
        {
            unsigned int size = UniformComponentCount(targetUniform->type);
            memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T),
                    size * sizeof(T));
        }
        else
        {
            unsigned int size = UniformComponentCount(targetUniform->type);
            switch (UniformComponentType(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();
            }
        }
    
        return true;
    }
    
    bool ProgramBinary::getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params)
    {
        return getUniformv(location, bufSize, params, GL_FLOAT);
    }
    
    bool ProgramBinary::getUniformiv(GLint location, GLsizei *bufSize, GLint *params)
    {
        return getUniformv(location, bufSize, params, GL_INT);
    }
    
    bool ProgramBinary::getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params)
    {
        return getUniformv(location, bufSize, params, GL_UNSIGNED_INT);
    }
    
    void ProgramBinary::dirtyAllUniforms()
    {
        unsigned int numUniforms = mUniforms.size();
        for (unsigned int index = 0; index < numUniforms; index++)
        {
            mUniforms[index]->dirty = true;
        }
    }
    
    // Applies all the uniforms set for this program object to the renderer
    void ProgramBinary::applyUniforms()
    {
        // Retrieve sampler uniform values
        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
        {
            Uniform *targetUniform = mUniforms[uniformIndex];
    
            if (targetUniform->dirty)
            {
                if (IsSampler(targetUniform->type))
                {
                    int count = targetUniform->elementCount();
                    GLint (*v)[4] = (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 < MAX_TEXTURE_IMAGE_UNITS)
                            {
                                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 < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS)
                            {
                                ASSERT(mSamplersVS[samplerIndex].active);
                                mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
                            }
                        }
                    }
                }
            }
        }
    
        mRenderer->applyUniforms(*this);
    
        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
        {
            mUniforms[uniformIndex]->dirty = false;
        }
    }
    
    bool ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers)
    {
        const gl::Buffer *vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = {NULL};
        const gl::Buffer *fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = {NULL};
    
        const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
        const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
    
        ASSERT(boundBuffers.size() == mUniformBlocks.size());
    
        for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++)
        {
            gl::UniformBlock *uniformBlock = getUniformBlockByIndex(uniformBlockIndex);
            gl::Buffer *uniformBuffer = boundBuffers[uniformBlockIndex];
    
            ASSERT(uniformBlock && uniformBuffer);
    
            if (uniformBuffer->size() < uniformBlock->dataSize)
            {
                // undefined behaviour
                return false;
            }
    
            ASSERT(uniformBlock->isReferencedByVertexShader() || uniformBlock->isReferencedByFragmentShader());
    
            if (uniformBlock->isReferencedByVertexShader())
            {
                unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS;
                ASSERT(vertexUniformBuffers[registerIndex] == NULL);
                ASSERT(registerIndex < mRenderer->getMaxVertexShaderUniformBuffers());
                vertexUniformBuffers[registerIndex] = uniformBuffer;
            }
    
            if (uniformBlock->isReferencedByFragmentShader())
            {
                unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS;
                ASSERT(fragmentUniformBuffers[registerIndex] == NULL);
                ASSERT(registerIndex < mRenderer->getMaxFragmentShaderUniformBuffers());
                fragmentUniformBuffers[registerIndex] = uniformBuffer;
            }
        }
    
        return mRenderer->setUniformBuffers(vertexUniformBuffers, fragmentUniformBuffers);
    }
    
    bool ProgramBinary::linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader)
    {
        vertexShader->resetVaryingsRegisterAssignment();
    
        std::vector<sh::Varying> &fragmentVaryings = fragmentShader->getVaryings();
        std::vector<sh::Varying> &vertexVaryings = vertexShader->getVaryings();
    
        for (size_t fragVaryingIndex = 0; fragVaryingIndex < fragmentVaryings.size(); fragVaryingIndex++)
        {
            sh::Varying *input = &fragmentVaryings[fragVaryingIndex];
            bool matched = false;
    
            for (size_t vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
            {
                sh::Varying *output = &vertexVaryings[vertVaryingIndex];
                if (output->name == input->name)
                {
                    if (!linkValidateVariables(infoLog, output->name, *input, *output))
                    {
                        return false;
                    }
    
                    output->registerIndex = input->registerIndex;
                    output->elementIndex = input->elementIndex;
    
                    matched = true;
                    break;
                }
            }
    
            if (!matched)
            {
                infoLog.append("Fragment varying %s does not match any vertex varying", input->name.c_str());
                return false;
            }
        }
    
        return true;
    }
    
    bool ProgramBinary::load(InfoLog &infoLog, const void *binary, GLsizei length)
    {
        BinaryInputStream stream(binary, length);
    
        int format = 0;
        stream.read(&format);
        if (format != GL_PROGRAM_BINARY_ANGLE)
        {
            infoLog.append("Invalid program binary format.");
            return false;
        }
    
        int majorVersion = 0;
        int minorVersion = 0;
        stream.read(&majorVersion);
        stream.read(&minorVersion);
        if (majorVersion != ANGLE_MAJOR_VERSION || minorVersion != ANGLE_MINOR_VERSION)
        {
            infoLog.append("Invalid program binary version.");
            return false;
        }
    
        unsigned char commitString[ANGLE_COMMIT_HASH_SIZE];
        stream.read(commitString, ANGLE_COMMIT_HASH_SIZE);
        if (memcmp(commitString, ANGLE_COMMIT_HASH, sizeof(unsigned char) * ANGLE_COMMIT_HASH_SIZE) != 0)
        {
            infoLog.append("Invalid program binary version.");
            return false;
        }
    
        int compileFlags = 0;
        stream.read(&compileFlags);
        if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
        {
            infoLog.append("Mismatched compilation flags.");
            return false;
        }
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
        {
            stream.read(&mLinkedAttribute[i].type);
            std::string name;
            stream.read(&name);
            mLinkedAttribute[i].name = name;
            stream.read(&mShaderAttributes[i].type);
            stream.read(&mShaderAttributes[i].name);
            stream.read(&mSemanticIndex[i]);
        }
    
        initAttributesByLayout();
    
        for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
        {
            stream.read(&mSamplersPS[i].active);
            stream.read(&mSamplersPS[i].logicalTextureUnit);
            
            int textureType;
            stream.read(&textureType);
            mSamplersPS[i].textureType = (TextureType) textureType;
        }
    
        for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i)
        {
            stream.read(&mSamplersVS[i].active);
            stream.read(&mSamplersVS[i].logicalTextureUnit);
            
            int textureType;
            stream.read(&textureType);
            mSamplersVS[i].textureType = (TextureType) textureType;
        }
    
        stream.read(&mUsedVertexSamplerRange);
        stream.read(&mUsedPixelSamplerRange);
        stream.read(&mUsesPointSize);
        stream.read(&mShaderVersion);
    
        size_t size;
        stream.read(&size);
        if (stream.error())
        {
            infoLog.append("Invalid program binary.");
            return false;
        }
    
        mUniforms.resize(size);
        for (unsigned int i = 0; i < size; ++i)
        {
            GLenum type;
            GLenum precision;
            std::string name;
            unsigned int arraySize;
            int blockIndex;
    
            stream.read(&type);
            stream.read(&precision);
            stream.read(&name);
            stream.read(&arraySize);
            stream.read(&blockIndex);
    
            int offset;
            int arrayStride;
            int matrixStride;
            bool isRowMajorMatrix;
    
            stream.read(&offset);
            stream.read(&arrayStride);
            stream.read(&matrixStride);
            stream.read(&isRowMajorMatrix);
    
            const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix);
    
            mUniforms[i] = new Uniform(type, precision, name, arraySize, blockIndex, blockInfo);
            
            stream.read(&mUniforms[i]->psRegisterIndex);
            stream.read(&mUniforms[i]->vsRegisterIndex);
            stream.read(&mUniforms[i]->registerCount);
            stream.read(&mUniforms[i]->registerElement);
        }
    
        stream.read(&size);
        if (stream.error())
        {
            infoLog.append("Invalid program binary.");
            return false;
        }
    
        mUniformBlocks.resize(size);
        for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < size; ++uniformBlockIndex)
        {
            std::string name;
            unsigned int elementIndex;
            unsigned int dataSize;
    
            stream.read(&name);
            stream.read(&elementIndex);
            stream.read(&dataSize);
    
            mUniformBlocks[uniformBlockIndex] = new UniformBlock(name, elementIndex, dataSize);
    
            UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex];
            stream.read(&uniformBlock.psRegisterIndex);
            stream.read(&uniformBlock.vsRegisterIndex);
    
            size_t numMembers;
            stream.read(&numMembers);
            uniformBlock.memberUniformIndexes.resize(numMembers);
            for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++)
            {
                stream.read(&uniformBlock.memberUniformIndexes[blockMemberIndex]);
            }
        }
    
        stream.read(&size);
        if (stream.error())
        {
            infoLog.append("Invalid program binary.");
            return false;
        }
    
        mUniformIndex.resize(size);
        for (unsigned int i = 0; i < size; ++i)
        {
            stream.read(&mUniformIndex[i].name);
            stream.read(&mUniformIndex[i].element);
            stream.read(&mUniformIndex[i].index);
        }
    
        stream.read(&mVertexHLSL);
        stream.read(&mVertexWorkarounds);
    
        unsigned int vertexShaderCount;
        stream.read(&vertexShaderCount);
    
        for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount; vertexShaderIndex++)
        {
            VertexFormat vertexInputs[gl::MAX_VERTEX_ATTRIBS];
    
            for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++)
            {
                VertexFormat *vertexInput = &vertexInputs[inputIndex];
                stream.read(&vertexInput->mType);
                stream.read(&vertexInput->mNormalized);
                stream.read(&vertexInput->mComponents);
                stream.read(&vertexInput->mPureInteger);
            }
    
            unsigned int vertexShaderSize;
            stream.read(&vertexShaderSize);
    
            const char *vertexShaderFunction = (const char*) binary + stream.offset();
    
            rx::ShaderExecutable *shaderExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(vertexShaderFunction),
                                                                               vertexShaderSize, rx::SHADER_VERTEX);
            if (!shaderExecutable)
            {
                infoLog.append("Could not create vertex shader.");
                return false;
            }
    
            mVertexExecutables.push_back(new VertexExecutable(mRenderer, vertexInputs, shaderExecutable));
    
            stream.skip(vertexShaderSize);
        }
    
        unsigned int pixelShaderSize;
        stream.read(&pixelShaderSize);
    
        const char *pixelShaderFunction = (const char*) binary + stream.offset();
        mPixelExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(pixelShaderFunction),
                                                     pixelShaderSize, rx::SHADER_PIXEL);
        if (!mPixelExecutable)
        {
            infoLog.append("Could not create pixel shader.");
            return false;
        }
        stream.skip(pixelShaderSize);
    
        unsigned int geometryShaderSize;
        stream.read(&geometryShaderSize);
    
        if (geometryShaderSize > 0)
        {
            const char *geometryShaderFunction = (const char*) binary + stream.offset();
            mGeometryExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(geometryShaderFunction),
                                                            geometryShaderSize, rx::SHADER_GEOMETRY);
            if (!mGeometryExecutable)
            {
                infoLog.append("Could not create geometry shader.");
                SafeDelete(mPixelExecutable);
                return false;
            }
            stream.skip(geometryShaderSize);
        }
    
        const char *ptr = (const char*) binary + stream.offset();
    
        const GUID *binaryIdentifier = (const GUID *) ptr;
        ptr += sizeof(GUID);
    
        GUID identifier = mRenderer->getAdapterIdentifier();
        if (memcmp(&identifier, binaryIdentifier, sizeof(GUID)) != 0)
        {
            infoLog.append("Invalid program binary.");
            return false;
        }
    
        initializeUniformStorage();
    
        return true;
    }
    
    bool ProgramBinary::save(void* binary, GLsizei bufSize, GLsizei *length)
    {
        BinaryOutputStream stream;
    
        stream.write(GL_PROGRAM_BINARY_ANGLE);
        stream.write(ANGLE_MAJOR_VERSION);
        stream.write(ANGLE_MINOR_VERSION);
        stream.write(ANGLE_COMMIT_HASH, ANGLE_COMMIT_HASH_SIZE);
        stream.write(ANGLE_COMPILE_OPTIMIZATION_LEVEL);
    
        for (unsigned int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
        {
            stream.write(mLinkedAttribute[i].type);
            stream.write(mLinkedAttribute[i].name);
            stream.write(mShaderAttributes[i].type);
            stream.write(mShaderAttributes[i].name);
            stream.write(mSemanticIndex[i]);
        }
    
        for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
        {
            stream.write(mSamplersPS[i].active);
            stream.write(mSamplersPS[i].logicalTextureUnit);
            stream.write((int) mSamplersPS[i].textureType);
        }
    
        for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i)
        {
            stream.write(mSamplersVS[i].active);
            stream.write(mSamplersVS[i].logicalTextureUnit);
            stream.write((int) mSamplersVS[i].textureType);
        }
    
        stream.write(mUsedVertexSamplerRange);
        stream.write(mUsedPixelSamplerRange);
        stream.write(mUsesPointSize);
        stream.write(mShaderVersion);
    
        stream.write(mUniforms.size());
        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex)
        {
            const Uniform &uniform = *mUniforms[uniformIndex];
    
            stream.write(uniform.type);
            stream.write(uniform.precision);
            stream.write(uniform.name);
            stream.write(uniform.arraySize);
            stream.write(uniform.blockIndex);
    
            stream.write(uniform.blockInfo.offset);
            stream.write(uniform.blockInfo.arrayStride);
            stream.write(uniform.blockInfo.matrixStride);
            stream.write(uniform.blockInfo.isRowMajorMatrix);
    
            stream.write(uniform.psRegisterIndex);
            stream.write(uniform.vsRegisterIndex);
            stream.write(uniform.registerCount);
            stream.write(uniform.registerElement);
        }
    
        stream.write(mUniformBlocks.size());
        for (size_t uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex)
        {
            const UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex];
    
            stream.write(uniformBlock.name);
            stream.write(uniformBlock.elementIndex);
            stream.write(uniformBlock.dataSize);
    
            stream.write(uniformBlock.memberUniformIndexes.size());
            for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
            {
                stream.write(uniformBlock.memberUniformIndexes[blockMemberIndex]);
            }
    
            stream.write(uniformBlock.psRegisterIndex);
            stream.write(uniformBlock.vsRegisterIndex);
        }
    
        stream.write(mUniformIndex.size());
        for (size_t i = 0; i < mUniformIndex.size(); ++i)
        {
            stream.write(mUniformIndex[i].name);
            stream.write(mUniformIndex[i].element);
            stream.write(mUniformIndex[i].index);
        }
    
        stream.write(mVertexHLSL);
        stream.write(mVertexWorkarounds);
    
        UINT vertexShadersTotalSize = 0;
    
        stream.write(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 VertexFormat &vertexInput = vertexExecutable->inputs()[inputIndex];
                stream.write(vertexInput.mType);
                stream.write(vertexInput.mNormalized);
                stream.write(vertexInput.mComponents);
                stream.write(vertexInput.mPureInteger);
            }
    
            UINT vertexShaderSize = vertexExecutable->shaderExecutable()->getLength();
            stream.write(vertexShaderSize);
    
            unsigned char *vertexBlob = static_cast<unsigned char *>(vertexExecutable->shaderExecutable()->getFunction());
            stream.write(vertexBlob, vertexShaderSize);
        }
    
        UINT pixelShaderSize = mPixelExecutable->getLength();
        stream.write(pixelShaderSize);
    
        unsigned char *pixelBlob = static_cast<unsigned char *>(mPixelExecutable->getFunction());
        stream.write(pixelBlob, pixelShaderSize);
    
        UINT geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0;
        stream.write(geometryShaderSize);
    
        if (mGeometryExecutable != NULL && geometryShaderSize > 0)
        {
            unsigned char *geometryBlob = static_cast<unsigned char *>(mGeometryExecutable->getFunction());
            stream.write(geometryBlob, geometryShaderSize);
        }
    
        GUID identifier = mRenderer->getAdapterIdentifier();
    
        GLsizei streamLength = stream.length();
        const void *streamData = stream.data();
    
        GLsizei totalLength = streamLength + sizeof(GUID);
        if (totalLength > bufSize)
        {
            if (length)
            {
                *length = 0;
            }
    
            return false;
        }
    
        if (binary)
        {
            char *ptr = (char*) binary;
    
            memcpy(ptr, streamData, streamLength);
            ptr += streamLength;
    
            memcpy(ptr, &identifier, sizeof(GUID));
            ptr += sizeof(GUID);
    
            ASSERT(ptr - totalLength == binary);
        }
    
        if (length)
        {
            *length = totalLength;
        }
    
        return true;
    }
    
    GLint ProgramBinary::getLength()
    {
        GLint length;
        if (save(NULL, INT_MAX, &length))
        {
            return length;
        }
        else
        {
            return 0;
        }
    }
    
    bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
    {
        if (!fragmentShader || !fragmentShader->isCompiled())
        {
            return false;
        }
    
        if (!vertexShader || !vertexShader->isCompiled())
        {
            return false;
        }
    
        mShaderVersion = vertexShader->getShaderVersion();
    
        std::string pixelHLSL = fragmentShader->getHLSL();
        mVertexHLSL = vertexShader->getHLSL();
        mVertexWorkarounds = vertexShader->getD3DWorkarounds();
    
        // Map the varyings to the register file
        const sh::ShaderVariable *packing[IMPLEMENTATION_MAX_VARYING_VECTORS][4] = {NULL};
        int registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShader);
    
        if (registers < 0)
        {
            return false;
        }
    
        if (!linkVaryings(infoLog, fragmentShader, vertexShader))
        {
            return false;
        }
    
        mUsesPointSize = vertexShader->usesPointSize();
        if (!mDynamicHLSL->generateShaderLinkHLSL(infoLog, registers, packing, pixelHLSL, mVertexHLSL,
                                                  fragmentShader, vertexShader, &mOutputVariables))
        {
            return false;
        }
    
        bool success = true;
    
        if (!linkAttributes(infoLog, attributeBindings, fragmentShader, vertexShader))
        {
            success = false;
        }
    
        if (!linkUniforms(infoLog, vertexShader->getUniforms(), fragmentShader->getUniforms()))
        {
            success = false;
        }
    
        // special case for gl_DepthRange, the only built-in uniform (also a struct)
        if (vertexShader->usesDepthRange() || fragmentShader->usesDepthRange())
        {
            mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0, -1, sh::BlockMemberInfo::defaultBlockInfo));
            mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0, -1, sh::BlockMemberInfo::defaultBlockInfo));
            mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0, -1, sh::BlockMemberInfo::defaultBlockInfo));
        }
    
        if (!linkUniformBlocks(infoLog, vertexShader->getInterfaceBlocks(), fragmentShader->getInterfaceBlocks()))
        {
            success = false;
        }
    
        if (success)
        {
            VertexFormat defaultInputLayout[MAX_VERTEX_ATTRIBS];
            GetInputLayoutFromShader(vertexShader->activeAttributes(), defaultInputLayout);
    
            rx::ShaderExecutable *defaultVertexExecutable = getVertexExecutableForInputLayout(defaultInputLayout);
            mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), rx::SHADER_PIXEL, fragmentShader->getD3DWorkarounds());
    
            if (usesGeometryShader())
            {
                std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, packing, fragmentShader, vertexShader);
                mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY, rx::ANGLE_D3D_WORKAROUND_NONE);
            }
    
            if (!defaultVertexExecutable || !mPixelExecutable || (usesGeometryShader() && !mGeometryExecutable))
            {
                infoLog.append("Failed to create D3D shaders.");
                success = false;
    
                while (!mVertexExecutables.empty())
                {
                    delete mVertexExecutables.back();
                    mVertexExecutables.pop_back();
                }
    
                SafeDelete(mGeometryExecutable);
                SafeDelete(mPixelExecutable);
            }
        }
    
        return success;
    }
    
    // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
    bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
    {
        unsigned int usedLocations = 0;
        const std::vector<sh::Attribute> &activeAttributes = vertexShader->activeAttributes();
    
        // Link attributes that have a binding location
        for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++)
        {
            const sh::Attribute &attribute = activeAttributes[attributeIndex];
            const int location = attribute.location == -1 ? attributeBindings.getAttributeBinding(attribute.name) : attribute.location;
    
            mShaderAttributes[attributeIndex] = attribute;
    
            if (location != -1)   // Set by glBindAttribLocation or by location layout qualifier
            {
                const int rows = AttributeRegisterCount(attribute.type);
    
                if (rows + location > MAX_VERTEX_ATTRIBS)
                {
                    infoLog.append("Active attribute (%s) at location %d is too big to fit", attribute.name.c_str(), location);
    
                    return false;
                }
    
                for (int row = 0; row < rows; row++)
                {
                    const int rowLocation = location + row;
                    sh::ShaderVariable &linkedAttribute = mLinkedAttribute[rowLocation];
    
                    // In GLSL 3.00, attribute aliasing produces a link error
                    // In GLSL 1.00, attribute aliasing is allowed
                    if (mShaderVersion >= 300)
                    {
                        if (!linkedAttribute.name.empty())
                        {
                            infoLog.append("Attribute '%s' aliases attribute '%s' at location %d", attribute.name.c_str(), linkedAttribute.name.c_str(), rowLocation);
                            return false;
                        }
                    }
    
                    linkedAttribute = attribute;
                    usedLocations |= 1 << rowLocation;
                }
            }
        }
    
        // Link attributes that don't have a binding location
        for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++)
        {
            const sh::Attribute &attribute = activeAttributes[attributeIndex];
            const int location = attribute.location == -1 ? attributeBindings.getAttributeBinding(attribute.name) : attribute.location;
    
            if (location == -1)   // Not set by glBindAttribLocation or by location layout qualifier
            {
                int rows = AttributeRegisterCount(attribute.type);
                int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
    
                if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
                {
                    infoLog.append("Too many active attributes (%s)", attribute.name.c_str());
    
                    return false;   // Fail to link
                }
    
                mLinkedAttribute[availableIndex] = attribute;
            }
        }
    
        for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
        {
            int index = vertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
            int rows = AttributeRegisterCount(mLinkedAttribute[attributeIndex].type);
    
            for (int r = 0; r < rows; r++)
            {
                mSemanticIndex[attributeIndex++] = index++;
            }
        }
    
        initAttributesByLayout();
    
        return true;
    }
    
    bool ProgramBinary::linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable, const sh::ShaderVariable &fragmentVariable, bool validatePrecision)
    {
        if (vertexVariable.type != fragmentVariable.type)
        {
            infoLog.append("Types for %s differ between vertex and fragment shaders", variableName.c_str());
            return false;
        }
        if (vertexVariable.arraySize != fragmentVariable.arraySize)
        {
            infoLog.append("Array sizes for %s differ between vertex and fragment shaders", variableName.c_str());
            return false;
        }
        if (validatePrecision && vertexVariable.precision != fragmentVariable.precision)
        {
            infoLog.append("Precisions for %s differ between vertex and fragment shaders", variableName.c_str());
            return false;
        }
    
        return true;
    }
    
    template <class ShaderVarType>
    bool ProgramBinary::linkValidateFields(InfoLog &infoLog, const std::string &varName, const ShaderVarType &vertexVar, const ShaderVarType &fragmentVar)
    {
        if (vertexVar.fields.size() != fragmentVar.fields.size())
        {
            infoLog.append("Structure lengths for %s differ between vertex and fragment shaders", varName.c_str());
            return false;
        }
        const unsigned int numMembers = vertexVar.fields.size();
        for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++)
        {
            const ShaderVarType &vertexMember = vertexVar.fields[memberIndex];
            const ShaderVarType &fragmentMember = fragmentVar.fields[memberIndex];
    
            if (vertexMember.name != fragmentMember.name)
            {
                infoLog.append("Name mismatch for field '%d' of %s: (in vertex: '%s', in fragment: '%s')",
                               memberIndex, varName.c_str(), vertexMember.name.c_str(), fragmentMember.name.c_str());
                return false;
            }
    
            const std::string memberName = varName.substr(0, varName.length()-1) + "." + vertexVar.name + "'";
            if (!linkValidateVariables(infoLog, memberName, vertexMember, fragmentMember))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool ProgramBinary::linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform)
    {
        if (!linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform, true))
        {
            return false;
        }
    
        if (!linkValidateFields<sh::Uniform>(infoLog, uniformName, vertexUniform, fragmentUniform))
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::linkValidateVariables(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying)
    {
        if (!linkValidateVariablesBase(infoLog, varyingName, vertexVarying, fragmentVarying, false))
        {
            return false;
        }
    
        if (vertexVarying.interpolation != fragmentVarying.interpolation)
        {
            infoLog.append("Interpolation types for %s differ between vertex and fragment shaders", varyingName.c_str());
            return false;
        }
    
        if (!linkValidateFields<sh::Varying>(infoLog, varyingName, vertexVarying, fragmentVarying))
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform)
    {
        if (!linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform, true))
        {
            return false;
        }
    
        if (vertexUniform.isRowMajorMatrix != fragmentUniform.isRowMajorMatrix)
        {
            infoLog.append("Matrix packings for %s differ between vertex and fragment shaders", uniformName.c_str());
            return false;
        }
    
        if (!linkValidateFields<sh::InterfaceBlockField>(infoLog, uniformName, vertexUniform, fragmentUniform))
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::linkUniforms(InfoLog &infoLog, const std::vector<sh::Uniform> &vertexUniforms, const std::vector<sh::Uniform> &fragmentUniforms)
    {
        // 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 (!linkValidateVariables(infoLog, uniformName, vertexUniform, fragmentUniform))
                {
                    return false;
                }
            }
        }
    
        for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
        {
            if (!defineUniform(GL_VERTEX_SHADER, vertexUniforms[uniformIndex], infoLog))
            {
                return false;
            }
        }
    
        for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
        {
            if (!defineUniform(GL_FRAGMENT_SHADER, fragmentUniforms[uniformIndex], infoLog))
            {
                return false;
            }
        }
    
        initializeUniformStorage();
    
        return true;
    }
    
    int totalRegisterCount(const sh::Uniform &uniform)
    {
        int registerCount = 0;
    
        if (!uniform.fields.empty())
        {
            for (unsigned int fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++)
            {
                registerCount += totalRegisterCount(uniform.fields[fieldIndex]);
            }
        }
        else
        {
            registerCount = 1;
        }
    
        return (uniform.arraySize > 0) ? uniform.arraySize * registerCount : registerCount;
    }
    
    TextureType ProgramBinary::getTextureType(GLenum samplerType, InfoLog &infoLog)
    {
        switch(samplerType)
        {
          case GL_SAMPLER_2D:
          case GL_INT_SAMPLER_2D:
          case GL_UNSIGNED_INT_SAMPLER_2D:
          case GL_SAMPLER_2D_SHADOW:
            return TEXTURE_2D;
          case GL_SAMPLER_3D:
          case GL_INT_SAMPLER_3D:
          case GL_UNSIGNED_INT_SAMPLER_3D:
            return TEXTURE_3D;
          case GL_SAMPLER_CUBE:
          case GL_SAMPLER_CUBE_SHADOW:
            return TEXTURE_CUBE;
          case GL_INT_SAMPLER_CUBE:
          case GL_UNSIGNED_INT_SAMPLER_CUBE:
            return TEXTURE_CUBE;
          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 TEXTURE_2D_ARRAY;
          default: UNREACHABLE();
        }
    
        return TEXTURE_2D;
    }
    
    bool ProgramBinary::defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog)
    {
        if (constant.isStruct())
        {
            if (constant.arraySize > 0)
            {
                unsigned int elementRegisterIndex = constant.registerIndex;
    
                for (unsigned int elementIndex = 0; elementIndex < constant.arraySize; elementIndex++)
                {
                    for (size_t fieldIndex = 0; fieldIndex < constant.fields.size(); fieldIndex++)
                    {
                        const sh::Uniform &field = constant.fields[fieldIndex];
                        const std::string &uniformName = constant.name + ArrayString(elementIndex) + "." + field.name;
                        sh::Uniform fieldUniform(field.type, field.precision, uniformName.c_str(), field.arraySize,
                                                 elementRegisterIndex, field.elementIndex);
    
                        fieldUniform.fields = field.fields;
                        if (!defineUniform(shader, fieldUniform, infoLog))
                        {
                            return false;
                        }
                        elementRegisterIndex += totalRegisterCount(field);
                    }
                }
            }
            else
            {
                for (size_t fieldIndex = 0; fieldIndex < constant.fields.size(); fieldIndex++)
                {
                    const sh::Uniform &field = constant.fields[fieldIndex];
                    const std::string &uniformName = constant.name + "." + field.name;
    
                    sh::Uniform fieldUniform(field.type, field.precision, uniformName.c_str(), field.arraySize,
                                             field.registerIndex, field.elementIndex);
    
                    fieldUniform.fields = field.fields;
    
                    if (!defineUniform(shader, fieldUniform, infoLog))
                    {
                        return false;
                    }
                }
            }
    
            return true;
        }
    
        if (IsSampler(constant.type))
        {
            unsigned int samplerIndex = constant.registerIndex;
                
            do
            {
                if (shader == GL_VERTEX_SHADER)
                {
                    if (samplerIndex < mRenderer->getMaxVertexTextureImageUnits())
                    {
                        mSamplersVS[samplerIndex].active = true;
                        mSamplersVS[samplerIndex].textureType = getTextureType(constant.type, infoLog);
                        mSamplersVS[samplerIndex].logicalTextureUnit = 0;
                        mUsedVertexSamplerRange = std::max(samplerIndex + 1, mUsedVertexSamplerRange);
                    }
                    else
                    {
                        infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).", mRenderer->getMaxVertexTextureImageUnits());
                        return false;
                    }
                }
                else if (shader == GL_FRAGMENT_SHADER)
                {
                    if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
                    {
                        mSamplersPS[samplerIndex].active = true;
                        mSamplersPS[samplerIndex].textureType = getTextureType(constant.type, infoLog);
                        mSamplersPS[samplerIndex].logicalTextureUnit = 0;
                        mUsedPixelSamplerRange = std::max(samplerIndex + 1, mUsedPixelSamplerRange);
                    }
                    else
                    {
                        infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS);
                        return false;
                    }
                }
                else UNREACHABLE();
    
                samplerIndex++;
            }
            while (samplerIndex < constant.registerIndex + constant.arraySize);
        }
    
        Uniform *uniform = NULL;
        GLint location = getUniformLocation(constant.name);
    
        if (location >= 0)   // Previously defined, type and precision must match
        {
            uniform = mUniforms[mUniformIndex[location].index];
        }
        else
        {
            uniform = new Uniform(constant.type, constant.precision, constant.name, constant.arraySize, -1, sh::BlockMemberInfo::defaultBlockInfo);
            uniform->registerElement = constant.elementIndex;
        }
    
        if (!uniform)
        {
            return false;
        }
    
        if (shader == GL_FRAGMENT_SHADER)
        {
            uniform->psRegisterIndex = constant.registerIndex;
        }
        else if (shader == GL_VERTEX_SHADER)
        {
            uniform->vsRegisterIndex = constant.registerIndex;
        }
        else UNREACHABLE();
    
        if (location >= 0)
        {
            return uniform->type == constant.type;
        }
    
        mUniforms.push_back(uniform);
        unsigned int uniformIndex = mUniforms.size() - 1;
    
        for (unsigned int arrayElementIndex = 0; arrayElementIndex < uniform->elementCount(); arrayElementIndex++)
        {
            mUniformIndex.push_back(VariableLocation(uniform->name, arrayElementIndex, uniformIndex));
        }
    
        if (shader == GL_VERTEX_SHADER)
        {
            if (constant.registerIndex + uniform->registerCount > mRenderer->getReservedVertexUniformVectors() + mRenderer->getMaxVertexUniformVectors())
            {
                infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)", mRenderer->getMaxVertexUniformVectors());
                return false;
            }
        }
        else if (shader == GL_FRAGMENT_SHADER)
        {
            if (constant.registerIndex + uniform->registerCount > mRenderer->getReservedFragmentUniformVectors() + mRenderer->getMaxFragmentUniformVectors())
            {
                infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)", mRenderer->getMaxFragmentUniformVectors());
                return false;
            }
        }
        else UNREACHABLE();
    
        return true;
    }
    
    bool ProgramBinary::areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock)
    {
        const char* blockName = vertexInterfaceBlock.name.c_str();
    
        // validate blocks for the same member types
        if (vertexInterfaceBlock.fields.size() != fragmentInterfaceBlock.fields.size())
        {
            infoLog.append("Types for interface block '%s' differ between vertex and fragment shaders", blockName);
            return false;
        }
    
        if (vertexInterfaceBlock.arraySize != fragmentInterfaceBlock.arraySize)
        {
            infoLog.append("Array sizes differ for interface block '%s' between vertex and fragment shaders", blockName);
            return false;
        }
    
        if (vertexInterfaceBlock.layout != fragmentInterfaceBlock.layout || vertexInterfaceBlock.isRowMajorLayout != fragmentInterfaceBlock.isRowMajorLayout)
        {
            infoLog.append("Layout qualifiers differ for interface block '%s' between vertex and fragment shaders", blockName);
            return false;
        }
    
        const unsigned int numBlockMembers = vertexInterfaceBlock.fields.size();
        for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
        {
            const sh::InterfaceBlockField &vertexMember = vertexInterfaceBlock.fields[blockMemberIndex];
            const sh::InterfaceBlockField &fragmentMember = fragmentInterfaceBlock.fields[blockMemberIndex];
    
            if (vertexMember.name != fragmentMember.name)
            {
                infoLog.append("Name mismatch for field %d of interface block '%s': (in vertex: '%s', in fragment: '%s')",
                               blockMemberIndex, blockName, vertexMember.name.c_str(), fragmentMember.name.c_str());
                return false;
            }
    
            std::string uniformName = "interface block '" + vertexInterfaceBlock.name + "' member '" + vertexMember.name + "'";
            if (!linkValidateVariables(infoLog, uniformName, vertexMember, fragmentMember))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool ProgramBinary::linkUniformBlocks(InfoLog &infoLog, const sh::ActiveInterfaceBlocks &vertexInterfaceBlocks, const sh::ActiveInterfaceBlocks &fragmentInterfaceBlocks)
    {
        // Check that interface blocks defined in the vertex and fragment shaders are identical
        typedef std::map<std::string, const sh::InterfaceBlock*> UniformBlockMap;
        UniformBlockMap linkedUniformBlocks;
    
        for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++)
        {
            const sh::InterfaceBlock &vertexInterfaceBlock = vertexInterfaceBlocks[blockIndex];
            linkedUniformBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock;
        }
    
        for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++)
        {
            const sh::InterfaceBlock &fragmentInterfaceBlock = fragmentInterfaceBlocks[blockIndex];
            UniformBlockMap::const_iterator entry = linkedUniformBlocks.find(fragmentInterfaceBlock.name);
            if (entry != linkedUniformBlocks.end())
            {
                const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second;
                if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock))
                {
                    return false;
                }
            }
        }
    
        for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++)
        {
            if (!defineUniformBlock(infoLog, GL_VERTEX_SHADER, vertexInterfaceBlocks[blockIndex]))
            {
                return false;
            }
        }
    
        for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++)
        {
            if (!defineUniformBlock(infoLog, GL_FRAGMENT_SHADER, fragmentInterfaceBlocks[blockIndex]))
            {
                return false;
            }
        }
    
        return true;
    }
    
    void ProgramBinary::defineUniformBlockMembers(const std::vector<sh::InterfaceBlockField> &fields, const std::string &prefix, int blockIndex, BlockInfoItr *blockInfoItr, std::vector<unsigned int> *blockUniformIndexes)
    {
        for (unsigned int uniformIndex = 0; uniformIndex < fields.size(); uniformIndex++)
        {
            const sh::InterfaceBlockField &field = fields[uniformIndex];
            const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name);
    
            if (!field.fields.empty())
            {
                if (field.arraySize > 0)
                {
                    for (unsigned int arrayElement = 0; arrayElement < field.arraySize; arrayElement++)
                    {
                        const std::string uniformElementName = fieldName + ArrayString(arrayElement);
                        defineUniformBlockMembers(field.fields, uniformElementName, blockIndex, blockInfoItr, blockUniformIndexes);
                    }
                }
                else
                {
                    defineUniformBlockMembers(field.fields, fieldName, blockIndex, blockInfoItr, blockUniformIndexes);
                }
            }
            else
            {
                Uniform *newUniform = new Uniform(field.type, field.precision, fieldName, field.arraySize,
                                                  blockIndex, **blockInfoItr);
    
                // add to uniform list, but not index, since uniform block uniforms have no location
                blockUniformIndexes->push_back(mUniforms.size());
                mUniforms.push_back(newUniform);
                (*blockInfoItr)++;
            }
        }
    }
    
    bool ProgramBinary::defineUniformBlock(InfoLog &infoLog, GLenum shader, const sh::InterfaceBlock &interfaceBlock)
    {
        // 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
            BlockInfoItr blockInfoItr = interfaceBlock.blockInfo.cbegin();
            defineUniformBlockMembers(interfaceBlock.fields, "", blockIndex, &blockInfoItr, &blockUniformIndexes);
    
            // create all the uniform blocks
            if (interfaceBlock.arraySize > 0)
            {
                for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++)
                {
                    gl::UniformBlock *newUniformBlock = new UniformBlock(interfaceBlock.name, uniformBlockElement, interfaceBlock.dataSize);
                    newUniformBlock->memberUniformIndexes = blockUniformIndexes;
                    mUniformBlocks.push_back(newUniformBlock);
                }
            }
            else
            {
                gl::UniformBlock *newUniformBlock = new UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, interfaceBlock.dataSize);
                newUniformBlock->memberUniformIndexes = blockUniformIndexes;
                mUniformBlocks.push_back(newUniformBlock);
            }
        }
    
        // 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());
    
        for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
        {
            gl::UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement];
            ASSERT(uniformBlock->name == interfaceBlock.name);
    
            if (!assignUniformBlockRegister(infoLog, uniformBlock, shader, interfaceBlock.registerIndex + uniformBlockElement))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool ProgramBinary::assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex)
    {
        if (shader == GL_VERTEX_SHADER)
        {
            uniformBlock->vsRegisterIndex = registerIndex;
            unsigned int maximumBlocks = mRenderer->getMaxVertexShaderUniformBuffers();
    
            if (registerIndex - mRenderer->getReservedVertexUniformBuffers() >= maximumBlocks)
            {
                infoLog.append("Vertex shader uniform block count exceed GL_MAX_VERTEX_UNIFORM_BLOCKS (%u)", maximumBlocks);
                return false;
            }
        }
        else if (shader == GL_FRAGMENT_SHADER)
        {
            uniformBlock->psRegisterIndex = registerIndex;
            unsigned int maximumBlocks = mRenderer->getMaxFragmentShaderUniformBuffers();
    
            if (registerIndex - mRenderer->getReservedFragmentUniformBuffers() >= maximumBlocks)
            {
                infoLog.append("Fragment shader uniform block count exceed GL_MAX_FRAGMENT_UNIFORM_BLOCKS (%u)", maximumBlocks);
                return false;
            }
        }
        else UNREACHABLE();
    
        return true;
    }
    
    bool ProgramBinary::isValidated() const 
    {
        return mValidated;
    }
    
    void ProgramBinary::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const
    {
        // Skip over inactive attributes
        unsigned int activeAttribute = 0;
        unsigned int attribute;
        for (attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
        {
            if (mLinkedAttribute[attribute].name.empty())
            {
                continue;
            }
    
            if (activeAttribute == index)
            {
                break;
            }
    
            activeAttribute++;
        }
    
        if (bufsize > 0)
        {
            const char *string = mLinkedAttribute[attribute].name.c_str();
    
            strncpy(name, string, bufsize);
            name[bufsize - 1] = '\0';
    
            if (length)
            {
                *length = strlen(name);
            }
        }
    
        *size = 1;   // Always a single 'type' instance
    
        *type = mLinkedAttribute[attribute].type;
    }
    
    GLint ProgramBinary::getActiveAttributeCount() const
    {
        int count = 0;
    
        for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            if (!mLinkedAttribute[attributeIndex].name.empty())
            {
                count++;
            }
        }
    
        return count;
    }
    
    GLint ProgramBinary::getActiveAttributeMaxLength() const
    {
        int maxLength = 0;
    
        for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            if (!mLinkedAttribute[attributeIndex].name.empty())
            {
                maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
            }
        }
    
        return maxLength;
    }
    
    void ProgramBinary::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const
    {
        ASSERT(index < mUniforms.size());   // index must be smaller than getActiveUniformCount()
    
        if (bufsize > 0)
        {
            std::string string = mUniforms[index]->name;
    
            if (mUniforms[index]->isArray())
            {
                string += "[0]";
            }
    
            strncpy(name, string.c_str(), bufsize);
            name[bufsize - 1] = '\0';
    
            if (length)
            {
                *length = strlen(name);
            }
        }
    
        *size = mUniforms[index]->elementCount();
    
        *type = mUniforms[index]->type;
    }
    
    GLint ProgramBinary::getActiveUniformCount() const
    {
        return mUniforms.size();
    }
    
    GLint ProgramBinary::getActiveUniformMaxLength() const
    {
        int maxLength = 0;
    
        unsigned int numUniforms = mUniforms.size();
        for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
        {
            if (!mUniforms[uniformIndex]->name.empty())
            {
                int length = (int)(mUniforms[uniformIndex]->name.length() + 1);
                if (mUniforms[uniformIndex]->isArray())
                {
                    length += 3;  // Counting in "[0]".
                }
                maxLength = std::max(length, maxLength);
            }
        }
    
        return maxLength;
    }
    
    GLint ProgramBinary::getActiveUniformi(GLuint index, GLenum pname) const
    {
        const gl::Uniform& uniform = *mUniforms[index];
    
        switch (pname)
        {
          case GL_UNIFORM_TYPE:         return static_cast<GLint>(uniform.type);
          case GL_UNIFORM_SIZE:         return static_cast<GLint>(uniform.elementCount());
          case GL_UNIFORM_NAME_LENGTH:  return static_cast<GLint>(uniform.name.size() + 1 + (uniform.isArray() ? 3 : 0));
          case GL_UNIFORM_BLOCK_INDEX:  return uniform.blockIndex;
    
          case GL_UNIFORM_OFFSET:       return uniform.blockInfo.offset;
          case GL_UNIFORM_ARRAY_STRIDE: return uniform.blockInfo.arrayStride;
          case GL_UNIFORM_MATRIX_STRIDE: return uniform.blockInfo.matrixStride;
          case GL_UNIFORM_IS_ROW_MAJOR: return static_cast<GLint>(uniform.blockInfo.isRowMajorMatrix);
    
          default:
            UNREACHABLE();
            break;
        }
        return 0;
    }
    
    void ProgramBinary::getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const
    {
        ASSERT(uniformBlockIndex < mUniformBlocks.size());   // index must be smaller than getActiveUniformBlockCount()
    
        const UniformBlock &uniformBlock = *mUniformBlocks[uniformBlockIndex];
    
        if (bufSize > 0)
        {
            std::string string = uniformBlock.name;
    
            if (uniformBlock.isArrayElement())
            {
                string += ArrayString(uniformBlock.elementIndex);
            }
    
            strncpy(uniformBlockName, string.c_str(), bufSize);
            uniformBlockName[bufSize - 1] = '\0';
    
            if (length)
            {
                *length = strlen(uniformBlockName);
            }
        }
    }
    
    void ProgramBinary::getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const
    {
        ASSERT(uniformBlockIndex < mUniformBlocks.size());   // index must be smaller than getActiveUniformBlockCount()
    
        const UniformBlock &uniformBlock = *mUniformBlocks[uniformBlockIndex];
    
        switch (pname)
        {
          case GL_UNIFORM_BLOCK_DATA_SIZE:
            *params = static_cast<GLint>(uniformBlock.dataSize);
            break;
          case GL_UNIFORM_BLOCK_NAME_LENGTH:
            *params = static_cast<GLint>(uniformBlock.name.size() + 1 + (uniformBlock.isArrayElement() ? 3 : 0));
            break;
          case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
            *params = static_cast<GLint>(uniformBlock.memberUniformIndexes.size());
            break;
          case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
            {
                for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
                {
                    params[blockMemberIndex] = static_cast<GLint>(uniformBlock.memberUniformIndexes[blockMemberIndex]);
                }
            }
            break;
          case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
            *params = static_cast<GLint>(uniformBlock.isReferencedByVertexShader());
            break;
          case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
            *params = static_cast<GLint>(uniformBlock.isReferencedByFragmentShader());
            break;
          default: UNREACHABLE();
        }
    }
    
    GLuint ProgramBinary::getActiveUniformBlockCount() const
    {
        return mUniformBlocks.size();
    }
    
    GLuint ProgramBinary::getActiveUniformBlockMaxLength() const
    {
        unsigned int maxLength = 0;
    
        unsigned int numUniformBlocks = mUniformBlocks.size();
        for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++)
        {
            const UniformBlock &uniformBlock = *mUniformBlocks[uniformBlockIndex];
            if (!uniformBlock.name.empty())
            {
                const unsigned int length = uniformBlock.name.length() + 1;
    
                // Counting in "[0]".
                const unsigned int arrayLength = (uniformBlock.isArrayElement() ? 3 : 0);
    
                maxLength = std::max(length + arrayLength, maxLength);
            }
        }
    
        return maxLength;
    }
    
    void ProgramBinary::validate(InfoLog &infoLog)
    {
        applyUniforms();
        if (!validateSamplers(&infoLog))
        {
            mValidated = false;
        }
        else
        {
            mValidated = true;
        }
    }
    
    bool ProgramBinary::validateSamplers(InfoLog *infoLog)
    {
        // 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.
    
        const unsigned int maxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
        TextureType textureUnitType[IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS];
    
        for (unsigned int i = 0; i < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
        {
            textureUnitType[i] = TEXTURE_UNKNOWN;
        }
    
        for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
        {
            if (mSamplersPS[i].active)
            {
                unsigned int unit = mSamplersPS[i].logicalTextureUnit;
                
                if (unit >= maxCombinedTextureImageUnits)
                {
                    if (infoLog)
                    {
                        infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
                    }
    
                    return false;
                }
    
                if (textureUnitType[unit] != TEXTURE_UNKNOWN)
                {
                    if (mSamplersPS[i].textureType != textureUnitType[unit])
                    {
                        if (infoLog)
                        {
                            infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
                        }
    
                        return false;
                    }
                }
                else
                {
                    textureUnitType[unit] = mSamplersPS[i].textureType;
                }
            }
        }
    
        for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
        {
            if (mSamplersVS[i].active)
            {
                unsigned int unit = mSamplersVS[i].logicalTextureUnit;
                
                if (unit >= maxCombinedTextureImageUnits)
                {
                    if (infoLog)
                    {
                        infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
                    }
    
                    return false;
                }
    
                if (textureUnitType[unit] != TEXTURE_UNKNOWN)
                {
                    if (mSamplersVS[i].textureType != textureUnitType[unit])
                    {
                        if (infoLog)
                        {
                            infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
                        }
    
                        return false;
                    }
                }
                else
                {
                    textureUnitType[unit] = mSamplersVS[i].textureType;
                }
            }
        }
    
        return true;
    }
    
    ProgramBinary::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(TEXTURE_2D)
    {
    }
    
    struct AttributeSorter
    {
        AttributeSorter(const int (&semanticIndices)[MAX_VERTEX_ATTRIBS])
            : originalIndices(semanticIndices)
        {
        }
    
        bool operator()(int a, int b)
        {
            if (originalIndices[a] == -1) return false;
            if (originalIndices[b] == -1) return true;
            return (originalIndices[a] < originalIndices[b]);
        }
    
        const int (&originalIndices)[MAX_VERTEX_ATTRIBS];
    };
    
    void ProgramBinary::initAttributesByLayout()
    {
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            mAttributesByLayout[i] = i;
        }
    
        std::sort(&mAttributesByLayout[0], &mAttributesByLayout[MAX_VERTEX_ATTRIBS], AttributeSorter(mSemanticIndex));
    }
    
    void ProgramBinary::sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const
    {
        rx::TranslatedAttribute oldTranslatedAttributes[MAX_VERTEX_ATTRIBS];
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            oldTranslatedAttributes[i] = attributes[i];
        }
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            int oldIndex = mAttributesByLayout[i];
            sortedSemanticIndices[i] = mSemanticIndex[oldIndex];
            attributes[i] = oldTranslatedAttributes[oldIndex];
        }
    }
    
    void ProgramBinary::initializeUniformStorage()
    {
        // Compute total default block size
        unsigned int vertexRegisters = 0;
        unsigned int fragmentRegisters = 0;
        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
        {
            const Uniform &uniform = *mUniforms[uniformIndex];
    
            if (!IsSampler(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);
    }
    
    }