Edit

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

Branch :

  • Show log

    Commit

  • Author : shannon.woods%transgaming.com@gtempaccount.com
    Date : 2013-04-13 03:32:03
    Hash : a28864c8
    Message : Pixel shaders support MRT output. TRAC #22668 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2085 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • 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 "utilities.h"
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "libGLESv2/renderer/VertexDataManager.h"
    
    #undef near
    #undef far
    
    namespace gl
    {
    std::string str(int i)
    {
        char buffer[20];
        snprintf(buffer, sizeof(buffer), "%d", i);
        return buffer;
    }
    
    UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index) 
        : name(name), element(element), index(index)
    {
    }
    
    unsigned int ProgramBinary::mCurrentSerial = 1;
    
    ProgramBinary::ProgramBinary(rx::Renderer *renderer) : mRenderer(renderer), RefCountObject(0), mSerial(issueSerial())
    {
        mPixelExecutable = NULL;
        mVertexExecutable = NULL;
        mGeometryExecutable = NULL;
    
        mValidated = false;
    
        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;
        }
    
        mUsedVertexSamplerRange = 0;
        mUsedPixelSamplerRange = 0;
        mUsesPointSize = false;
    }
    
    ProgramBinary::~ProgramBinary()
    {
        delete mPixelExecutable;
        mPixelExecutable = NULL;
    
        delete mVertexExecutable;
        mVertexExecutable = NULL;
    
        delete mGeometryExecutable;
        mGeometryExecutable = NULL;
    
        while (!mUniforms.empty())
        {
            delete mUniforms.back();
            mUniforms.pop_back();
        }
    }
    
    unsigned int ProgramBinary::getSerial() const
    {
        return mSerial;
    }
    
    unsigned int ProgramBinary::issueSerial()
    {
        return mCurrentSerial++;
    }
    
    rx::ShaderExecutable *ProgramBinary::getPixelExecutable()
    {
        return mPixelExecutable;
    }
    
    rx::ShaderExecutable *ProgramBinary::getVertexExecutable()
    {
        return mVertexExecutable;
    }
    
    rx::ShaderExecutable *ProgramBinary::getGeometryExecutable()
    {
        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 = 0;
    
        // 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);
        }
    
        unsigned int numUniforms = mUniformIndex.size();
        for (unsigned int location = 0; location < numUniforms; location++)
        {
            if (mUniformIndex[location].name == name &&
                mUniformIndex[location].element == subscript)
            {
                return location;
            }
        }
    
        return -1;
    }
    
    bool ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat* 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_FLOAT)
        {
            GLfloat *target = (GLfloat*)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] == 0.0f) ? 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::setUniform2fv(GLint location, GLsizei count, const GLfloat *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_FLOAT_VEC2)
        {
            GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                target[0] = v[0];
                target[1] = v[1];
                target[2] = 0;
                target[3] = 0;
                target += 4;
                v += 2;
            }
        }
        else if (targetUniform->type == GL_BOOL_VEC2)
        {
            GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE;
                boolParams[1] = (v[1] == 0.0f) ? GL_FALSE : GL_TRUE;
                boolParams[2] = GL_FALSE;
                boolParams[3] = GL_FALSE;
                boolParams += 4;
                v += 2;
            }
        }
        else 
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *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_FLOAT_VEC3)
        {
            GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                target[0] = v[0];
                target[1] = v[1];
                target[2] = v[2];
                target[3] = 0;
                target += 4;
                v += 3;
            }
        }
        else if (targetUniform->type == GL_BOOL_VEC3)
        {
            GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE;
                boolParams[1] = (v[1] == 0.0f) ? GL_FALSE : GL_TRUE;
                boolParams[2] = (v[2] == 0.0f) ? GL_FALSE : GL_TRUE;
                boolParams[3] = GL_FALSE;
                boolParams += 4;
                v += 3;
            }
        }
        else 
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *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_FLOAT_VEC4)
        {
            GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                target[0] = v[0];
                target[1] = v[1];
                target[2] = v[2];
                target[3] = v[3];
                target += 4;
                v += 4;
            }
        }
        else if (targetUniform->type == GL_BOOL_VEC4)
        {
            GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE;
                boolParams[1] = (v[1] == 0.0f) ? GL_FALSE : GL_TRUE;
                boolParams[2] = (v[2] == 0.0f) ? GL_FALSE : GL_TRUE;
                boolParams[3] = (v[3] == 0.0f) ? GL_FALSE : GL_TRUE;
                boolParams += 4;
                v += 4;
            }
        }
        else 
        {
            return false;
        }
    
        return true;
    }
    
    template<typename T, int targetWidth, int targetHeight, int srcWidth, int srcHeight>
    void transposeMatrix(T *target, const GLfloat *value)
    {
        int copyWidth = std::min(targetWidth, srcWidth);
        int copyHeight = std::min(targetHeight, srcHeight);
    
        for (int x = 0; x < copyWidth; x++)
        {
            for (int y = 0; y < copyHeight; y++)
            {
                target[x * targetWidth + y] = (T)value[y * srcWidth + x];
            }
        }
        // clear unfilled right side
        for (int y = 0; y < copyHeight; y++)
        {
            for (int x = srcWidth; x < targetWidth; x++)
            {
                target[y * targetWidth + x] = (T)0;
            }
        }
        // clear unfilled bottom.
        for (int y = srcHeight; y < targetHeight; y++)
        {
            for (int x = 0; x < targetWidth; x++)
            {
                target[y * targetWidth + x] = (T)0;
            }
        }
    }
    
    bool ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
    {
        if (location < 0 || location >= (int)mUniformIndex.size())
        {
            return false;
        }
    
        Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
        targetUniform->dirty = true;
    
        if (targetUniform->type != GL_FLOAT_MAT2)
        {
            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);
        GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8;
    
        for (int i = 0; i < count; i++)
        {
            transposeMatrix<GLfloat,4,2,2,2>(target, value);
            target += 8;
            value += 4;
        }
    
        return true;
    }
    
    bool ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
    {
        if (location < 0 || location >= (int)mUniformIndex.size())
        {
            return false;
        }
    
        Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
        targetUniform->dirty = true;
    
        if (targetUniform->type != GL_FLOAT_MAT3)
        {
            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);
        GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12;
    
        for (int i = 0; i < count; i++)
        {
            transposeMatrix<GLfloat,4,3,3,3>(target, value);
            target += 12;
            value += 9;
        }
    
        return true;
    }
    
    
    bool ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
    {
        if (location < 0 || location >= (int)mUniformIndex.size())
        {
            return false;
        }
    
        Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
        targetUniform->dirty = true;
    
        if (targetUniform->type != GL_FLOAT_MAT4)
        {
            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);
        GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16);
    
        for (int i = 0; i < count; i++)
        {
            transposeMatrix<GLfloat,4,4,4,4>(target, value);
            target += 16;
            value += 16;
        }
    
        return true;
    }
    
    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 ||
            targetUniform->type == GL_SAMPLER_2D ||
            targetUniform->type == GL_SAMPLER_CUBE)
        {
            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)
    {
        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_VEC2)
        {
            GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                target[0] = v[0];
                target[1] = v[1];
                target[2] = 0;
                target[3] = 0;
                target += 4;
                v += 2;
            }
        }
        else if (targetUniform->type == GL_BOOL_VEC2)
        {
            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] = (v[1] == 0) ? GL_FALSE : GL_TRUE;
                boolParams[2] = GL_FALSE;
                boolParams[3] = GL_FALSE;
                boolParams += 4;
                v += 2;
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::setUniform3iv(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_VEC3)
        {
            GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                target[0] = v[0];
                target[1] = v[1];
                target[2] = v[2];
                target[3] = 0;
                target += 4;
                v += 3;
            }
        }
        else if (targetUniform->type == GL_BOOL_VEC3)
        {
            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] = (v[1] == 0) ? GL_FALSE : GL_TRUE;
                boolParams[2] = (v[2] == 0) ? GL_FALSE : GL_TRUE;
                boolParams[3] = GL_FALSE;
                boolParams += 4;
                v += 3;
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::setUniform4iv(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_VEC4)
        {
            GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count; i++)
            {
                target[0] = v[0];
                target[1] = v[1];
                target[2] = v[2];
                target[3] = v[3];
                target += 4;
                v += 4;
            }
        }
        else if (targetUniform->type == GL_BOOL_VEC4)
        {
            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] = (v[1] == 0) ? GL_FALSE : GL_TRUE;
                boolParams[2] = (v[2] == 0) ? GL_FALSE : GL_TRUE;
                boolParams[3] = (v[3] == 0) ? GL_FALSE : GL_TRUE;
                boolParams += 4;
                v += 4;
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool ProgramBinary::getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params)
    {
        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;
            }
        }
    
        switch (targetUniform->type)
        {
          case GL_FLOAT_MAT2:
            transposeMatrix<GLfloat,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8);
            break;
          case GL_FLOAT_MAT3:
            transposeMatrix<GLfloat,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12);
            break;
          case GL_FLOAT_MAT4:
            transposeMatrix<GLfloat,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16);
            break;
          default:
            {
                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) ? 0.0f : 1.0f;
                        }
                    }
                    break;
                  case GL_FLOAT:
                    memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(GLfloat),
                           size * sizeof(GLfloat));
                    break;
                  case GL_INT:
                    {
                        GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
    
                        for (unsigned int i = 0; i < size; i++)
                        {
                            params[i] = (float)intParams[i];
                        }
                    }
                    break;
                  default: UNREACHABLE();
                }
            }
        }
    
        return true;
    }
    
    bool ProgramBinary::getUniformiv(GLint location, GLsizei *bufSize, GLint *params)
    {
        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;
            }
        }
    
        switch (targetUniform->type)
        {
          case GL_FLOAT_MAT2:
            transposeMatrix<GLint,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8);
            break;
          case GL_FLOAT_MAT3:
            transposeMatrix<GLint,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12);
            break;
          case GL_FLOAT_MAT4:
            transposeMatrix<GLint,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16);
            break;
          default:
            {
                unsigned int size = VariableColumnCount(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];
                        }
                    }
                    break;
                  case GL_FLOAT:
                    {
                        GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
    
                        for (unsigned int i = 0; i < size; i++)
                        {
                            params[i] = (GLint)floatParams[i];
                        }
                    }
                    break;
                  case GL_INT:
                    memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(GLint),
                        size * sizeof(GLint));
                    break;
                  default: UNREACHABLE();
                }
            }
        }
    
        return true;
    }
    
    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 (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub)
        {
            Uniform *targetUniform = *ub;
    
            if (targetUniform->dirty)
            {
                if (targetUniform->type == GL_SAMPLER_2D || 
                    targetUniform->type == GL_SAMPLER_CUBE)
                {
                    int count = targetUniform->elementCount();
                    GLint (*v)[4] = (GLint(*)[4])targetUniform->data;
    
                    if (targetUniform->psRegisterIndex >= 0)
                    {
                        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->vsRegisterIndex >= 0)
                    {
                        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, &mUniforms);
    }
    
    // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
    // Returns the number of used varying registers, or -1 if unsuccesful
    int ProgramBinary::packVaryings(InfoLog &infoLog, const Varying *packing[][4], FragmentShader *fragmentShader)
    {
        const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
    
        fragmentShader->resetVaryingsRegisterAssignment();
    
        for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
        {
            int n = VariableRowCount(varying->type) * varying->size;
            int m = VariableColumnCount(varying->type);
            bool success = false;
    
            if (m == 2 || m == 3 || m == 4)
            {
                for (int r = 0; r <= maxVaryingVectors - n && !success; r++)
                {
                    bool available = true;
    
                    for (int y = 0; y < n && available; y++)
                    {
                        for (int x = 0; x < m && available; x++)
                        {
                            if (packing[r + y][x])
                            {
                                available = false;
                            }
                        }
                    }
    
                    if (available)
                    {
                        varying->reg = r;
                        varying->col = 0;
    
                        for (int y = 0; y < n; y++)
                        {
                            for (int x = 0; x < m; x++)
                            {
                                packing[r + y][x] = &*varying;
                            }
                        }
    
                        success = true;
                    }
                }
    
                if (!success && m == 2)
                {
                    for (int r = maxVaryingVectors - n; r >= 0 && !success; r--)
                    {
                        bool available = true;
    
                        for (int y = 0; y < n && available; y++)
                        {
                            for (int x = 2; x < 4 && available; x++)
                            {
                                if (packing[r + y][x])
                                {
                                    available = false;
                                }
                            }
                        }
    
                        if (available)
                        {
                            varying->reg = r;
                            varying->col = 2;
    
                            for (int y = 0; y < n; y++)
                            {
                                for (int x = 2; x < 4; x++)
                                {
                                    packing[r + y][x] = &*varying;
                                }
                            }
    
                            success = true;
                        }
                    }
                }
            }
            else if (m == 1)
            {
                int space[4] = {0};
    
                for (int y = 0; y < maxVaryingVectors; y++)
                {
                    for (int x = 0; x < 4; x++)
                    {
                        space[x] += packing[y][x] ? 0 : 1;
                    }
                }
    
                int column = 0;
    
                for (int x = 0; x < 4; x++)
                {
                    if (space[x] >= n && space[x] < space[column])
                    {
                        column = x;
                    }
                }
    
                if (space[column] >= n)
                {
                    for (int r = 0; r < maxVaryingVectors; r++)
                    {
                        if (!packing[r][column])
                        {
                            varying->reg = r;
    
                            for (int y = r; y < r + n; y++)
                            {
                                packing[y][column] = &*varying;
                            }
    
                            break;
                        }
                    }
    
                    varying->col = column;
    
                    success = true;
                }
            }
            else UNREACHABLE();
    
            if (!success)
            {
                infoLog.append("Could not pack varying %s", varying->name.c_str());
    
                return -1;
            }
        }
    
        // Return the number of used registers
        int registers = 0;
    
        for (int r = 0; r < maxVaryingVectors; r++)
        {
            if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
            {
                registers++;
            }
        }
    
        return registers;
    }
    
    bool ProgramBinary::linkVaryings(InfoLog &infoLog, int registers, const Varying *packing[][4],
                                     std::string& pixelHLSL, std::string& vertexHLSL,
                                     FragmentShader *fragmentShader, VertexShader *vertexShader)
    {
        if (pixelHLSL.empty() || vertexHLSL.empty())
        {
            return false;
        }
    
        bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
        bool usesFragColor = fragmentShader->mUsesFragColor;
        bool usesFragData = fragmentShader->mUsesFragData;
        if (usesMRT && usesFragColor && usesFragData)
        {
            infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
            return false;
        }
    
        // Write the HLSL input/output declarations
        const int shaderModel = mRenderer->getMajorShaderModel();
        const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
    
        const int registersNeeded = registers + (fragmentShader->mUsesFragCoord ? 1 : 0) + (fragmentShader->mUsesPointCoord ? 1 : 0);
    
        if (registersNeeded > maxVaryingVectors)
        {
            infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
    
            return false;
        }
    
        vertexShader->resetVaryingsRegisterAssignment();
    
        for (VaryingList::iterator input = fragmentShader->mVaryings.begin(); input != fragmentShader->mVaryings.end(); input++)
        {
            bool matched = false;
    
            for (VaryingList::iterator output = vertexShader->mVaryings.begin(); output != vertexShader->mVaryings.end(); output++)
            {
                if (output->name == input->name)
                {
                    if (output->type != input->type || output->size != input->size)
                    {
                        infoLog.append("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
    
                        return false;
                    }
    
                    output->reg = input->reg;
                    output->col = input->col;
    
                    matched = true;
                    break;
                }
            }
    
            if (!matched)
            {
                infoLog.append("Fragment varying %s does not match any vertex varying", input->name.c_str());
    
                return false;
            }
        }
    
        mUsesPointSize = vertexShader->mUsesPointSize;
        std::string varyingSemantic = (mUsesPointSize && shaderModel == 3) ? "COLOR" : "TEXCOORD";
        std::string targetSemantic = (shaderModel >= 4) ? "SV_Target" : "COLOR";
        std::string positionSemantic = (shaderModel >= 4) ? "SV_Position" : "POSITION";
    
        const unsigned int renderTargetCount = usesMRT ? mRenderer->getMaxRenderTargets() : 1;
    
        // special varyings that use reserved registers
        int reservedRegisterIndex = registers;
        std::string fragCoordSemantic;
        std::string pointCoordSemantic;
    
        if (fragmentShader->mUsesFragCoord)
        {
            fragCoordSemantic = varyingSemantic + str(reservedRegisterIndex++);
        }
    
        if (fragmentShader->mUsesPointCoord)
        {
            // Shader model 3 uses a special TEXCOORD semantic for point sprite texcoords.
            // In DX11 we compute this in the GS.
            if (shaderModel == 3)
            {
                pointCoordSemantic = "TEXCOORD0";
            }
            else if (shaderModel >= 4)
            {
                pointCoordSemantic = varyingSemantic + str(reservedRegisterIndex++); 
            }
        }
    
        vertexHLSL += "struct VS_INPUT\n"
                      "{\n";
    
        int semanticIndex = 0;
        for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
        {
            switch (attribute->type)
            {
              case GL_FLOAT:      vertexHLSL += "    float ";    break;
              case GL_FLOAT_VEC2: vertexHLSL += "    float2 ";   break;
              case GL_FLOAT_VEC3: vertexHLSL += "    float3 ";   break;
              case GL_FLOAT_VEC4: vertexHLSL += "    float4 ";   break;
              case GL_FLOAT_MAT2: vertexHLSL += "    float2x2 "; break;
              case GL_FLOAT_MAT3: vertexHLSL += "    float3x3 "; break;
              case GL_FLOAT_MAT4: vertexHLSL += "    float4x4 "; break;
              default:  UNREACHABLE();
            }
    
            vertexHLSL += decorateAttribute(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
    
            semanticIndex += VariableRowCount(attribute->type);
        }
    
        vertexHLSL += "};\n"
                      "\n"
                      "struct VS_OUTPUT\n"
                      "{\n";
    
        if (shaderModel < 4)
        {
            vertexHLSL += "    float4 gl_Position : " + positionSemantic + ";\n";
        }
    
        for (int r = 0; r < registers; r++)
        {
            int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
    
            vertexHLSL += "    float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            vertexHLSL += "    float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
        }
    
        if (vertexShader->mUsesPointSize && shaderModel >= 3)
        {
            vertexHLSL += "    float gl_PointSize : PSIZE;\n";
        }
    
        if (shaderModel >= 4)
        {
            vertexHLSL += "    float4 gl_Position : " + positionSemantic + ";\n";
        }
    
        vertexHLSL += "};\n"
                      "\n"
                      "VS_OUTPUT main(VS_INPUT input)\n"
                      "{\n";
    
        for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
        {
            vertexHLSL += "    " + decorateAttribute(attribute->name) + " = ";
    
            if (VariableRowCount(attribute->type) > 1)   // Matrix
            {
                vertexHLSL += "transpose";
            }
    
            vertexHLSL += "(input." + decorateAttribute(attribute->name) + ");\n";
        }
    
        if (shaderModel >= 4)
        {
            vertexHLSL += "\n"
                          "    gl_main();\n"
                          "\n"
                          "    VS_OUTPUT output;\n"
                          "    output.gl_Position.x = gl_Position.x;\n"
                          "    output.gl_Position.y = -gl_Position.y;\n"
                          "    output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
                          "    output.gl_Position.w = gl_Position.w;\n";
        }
        else
        {
            vertexHLSL += "\n"
                          "    gl_main();\n"
                          "\n"
                          "    VS_OUTPUT output;\n"
                          "    output.gl_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
                          "    output.gl_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
                          "    output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
                          "    output.gl_Position.w = gl_Position.w;\n";
        }
    
        if (vertexShader->mUsesPointSize && shaderModel >= 3)
        {
            vertexHLSL += "    output.gl_PointSize = gl_PointSize;\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            vertexHLSL += "    output.gl_FragCoord = gl_Position;\n";
        }
    
        for (VaryingList::iterator varying = vertexShader->mVaryings.begin(); varying != vertexShader->mVaryings.end(); varying++)
        {
            if (varying->reg >= 0)
            {
                for (int i = 0; i < varying->size; i++)
                {
                    int rows = VariableRowCount(varying->type);
    
                    for (int j = 0; j < rows; j++)
                    {
                        int r = varying->reg + i * rows + j;
                        vertexHLSL += "    output.v" + str(r);
    
                        bool sharedRegister = false;   // Register used by multiple varyings
                        
                        for (int x = 0; x < 4; x++)
                        {
                            if (packing[r][x] && packing[r][x] != packing[r][0])
                            {
                                sharedRegister = true;
                                break;
                            }
                        }
    
                        if(sharedRegister)
                        {
                            vertexHLSL += ".";
    
                            for (int x = 0; x < 4; x++)
                            {
                                if (packing[r][x] == &*varying)
                                {
                                    switch(x)
                                    {
                                      case 0: vertexHLSL += "x"; break;
                                      case 1: vertexHLSL += "y"; break;
                                      case 2: vertexHLSL += "z"; break;
                                      case 3: vertexHLSL += "w"; break;
                                    }
                                }
                            }
                        }
    
                        vertexHLSL += " = " + varying->name;
                        
                        if (varying->array)
                        {
                            vertexHLSL += "[" + str(i) + "]";
                        }
    
                        if (rows > 1)
                        {
                            vertexHLSL += "[" + str(j) + "]";
                        }
                        
                        vertexHLSL += ";\n";
                    }
                }
            }
        }
    
        vertexHLSL += "\n"
                      "    return output;\n"
                      "}\n";
    
        pixelHLSL += "struct PS_INPUT\n"
                     "{\n";
        
        for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
        {
            if (varying->reg >= 0)
            {
                for (int i = 0; i < varying->size; i++)
                {
                    int rows = VariableRowCount(varying->type);
                    for (int j = 0; j < rows; j++)
                    {
                        std::string n = str(varying->reg + i * rows + j);
                        pixelHLSL += "    float" + str(VariableColumnCount(varying->type)) + " v" + n + " : " + varyingSemantic + n + ";\n";
                    }
                }
            }
            else UNREACHABLE();
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            pixelHLSL += "    float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
        }
            
        if (fragmentShader->mUsesPointCoord && shaderModel >= 3)
        {
            pixelHLSL += "    float2 gl_PointCoord : " + pointCoordSemantic + ";\n";
        }
    
        // Must consume the PSIZE element if the geometry shader is not active
        // We won't know if we use a GS until we draw
        if (vertexShader->mUsesPointSize && shaderModel >= 4)
        {
            pixelHLSL += "    float gl_PointSize : PSIZE;\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            if (shaderModel >= 4)
            {
                pixelHLSL += "    float4 dx_VPos : SV_Position;\n";
            }
            else if (shaderModel >= 3)
            {
                pixelHLSL += "    float2 dx_VPos : VPOS;\n";
            }
        }
    
        pixelHLSL += "};\n"
                     "\n"
                     "struct PS_OUTPUT\n"
                     "{\n";
    
        for (unsigned int i = 0; i < renderTargetCount; i++)
        {
            pixelHLSL += "    float4 gl_Color" + str(i) + " : " + targetSemantic + str(i) + ";\n";
        }
    
        pixelHLSL += "};\n"
                     "\n";
    
        if (fragmentShader->mUsesFrontFacing)
        {
            if (shaderModel >= 4)
            {
                pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
                             "{\n";
            }
            else
            {
                pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
                             "{\n";
            }
        }
        else
        {
            pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
                         "{\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            pixelHLSL += "    float rhw = 1.0 / input.gl_FragCoord.w;\n";
            
            if (shaderModel >= 4)
            {
                pixelHLSL += "    gl_FragCoord.x = input.dx_VPos.x;\n"
                             "    gl_FragCoord.y = input.dx_VPos.y;\n";
            }
            else if (shaderModel >= 3)
            {
                pixelHLSL += "    gl_FragCoord.x = input.dx_VPos.x + 0.5;\n"
                             "    gl_FragCoord.y = input.dx_VPos.y + 0.5;\n";
            }
            else
            {
                // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
                pixelHLSL += "    gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
                             "    gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
            }
            
            pixelHLSL += "    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
                         "    gl_FragCoord.w = rhw;\n";
        }
    
        if (fragmentShader->mUsesPointCoord && shaderModel >= 3)
        {
            pixelHLSL += "    gl_PointCoord.x = input.gl_PointCoord.x;\n";
            pixelHLSL += "    gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
        }
    
        if (fragmentShader->mUsesFrontFacing)
        {
            if (shaderModel <= 3)
            {
                pixelHLSL += "    gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
            }
            else
            {
                pixelHLSL += "    gl_FrontFacing = isFrontFace;\n";
            }
        }
    
        for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
        {
            if (varying->reg >= 0)
            {
                for (int i = 0; i < varying->size; i++)
                {
                    int rows = VariableRowCount(varying->type);
                    for (int j = 0; j < rows; j++)
                    {
                        std::string n = str(varying->reg + i * rows + j);
                        pixelHLSL += "    " + varying->name;
    
                        if (varying->array)
                        {
                            pixelHLSL += "[" + str(i) + "]";
                        }
    
                        if (rows > 1)
                        {
                            pixelHLSL += "[" + str(j) + "]";
                        }
    
                        switch (VariableColumnCount(varying->type))
                        {
                          case 1: pixelHLSL += " = input.v" + n + ".x;\n";   break;
                          case 2: pixelHLSL += " = input.v" + n + ".xy;\n";  break;
                          case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
                          case 4: pixelHLSL += " = input.v" + n + ";\n";     break;
                          default: UNREACHABLE();
                        }
                    }
                }
            }
            else UNREACHABLE();
        }
    
        pixelHLSL += "\n"
                     "    gl_main();\n"
                     "\n"
                     "    PS_OUTPUT output;\n";
    
        for (unsigned int i = 0; i < renderTargetCount; i++)
        {
            unsigned int sourceColor = fragmentShader->mUsesFragData ? i : 0;
    
            pixelHLSL += "    output.gl_Color" + str(i) + " = gl_Color[" + str(sourceColor) + "];\n";
        }
    
        pixelHLSL += "\n"
                     "    return output;\n"
                     "}\n";
    
        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 version = 0;
        stream.read(&version);
        if (version != VERSION_DWORD)
        {
            infoLog.append("Invalid program binary version.");
            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(&mSemanticIndex[i]);
        }
    
        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);
    
        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;
    
            stream.read(&type);
            stream.read(&precision);
            stream.read(&name);
            stream.read(&arraySize);
    
            mUniforms[i] = new Uniform(type, precision, name, arraySize);
            
            stream.read(&mUniforms[i]->psRegisterIndex);
            stream.read(&mUniforms[i]->vsRegisterIndex);
            stream.read(&mUniforms[i]->registerCount);
        }
    
        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);
        }
    
        unsigned int pixelShaderSize;
        stream.read(&pixelShaderSize);
    
        unsigned int vertexShaderSize;
        stream.read(&vertexShaderSize);
    
        unsigned int geometryShaderSize;
        stream.read(&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;
        }
    
        const char *pixelShaderFunction = ptr;
        ptr += pixelShaderSize;
    
        const char *vertexShaderFunction = ptr;
        ptr += vertexShaderSize;
    
        const char *geometryShaderFunction = geometryShaderSize > 0 ? ptr : NULL;
        ptr += geometryShaderSize;
    
        mPixelExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(pixelShaderFunction),
                                                     pixelShaderSize, rx::SHADER_PIXEL);
        if (!mPixelExecutable)
        {
            infoLog.append("Could not create pixel shader.");
            return false;
        }
    
        mVertexExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(vertexShaderFunction),
                                                      vertexShaderSize, rx::SHADER_VERTEX);
        if (!mVertexExecutable)
        {
            infoLog.append("Could not create vertex shader.");
            delete mPixelExecutable;
            mPixelExecutable = NULL;
            return false;
        }
    
        if (geometryShaderFunction != NULL && geometryShaderSize > 0)
        {
            mGeometryExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(geometryShaderFunction),
                                                            geometryShaderSize, rx::SHADER_GEOMETRY);
            if (!mGeometryExecutable)
            {
                infoLog.append("Could not create geometry shader.");
                delete mPixelExecutable;
                mPixelExecutable = NULL;
                delete mVertexExecutable;
                mVertexExecutable = NULL;
                return false;
            }
        }
        else
        {
            mGeometryExecutable = NULL;
        }
    
        return true;
    }
    
    bool ProgramBinary::save(void* binary, GLsizei bufSize, GLsizei *length)
    {
        BinaryOutputStream stream;
    
        stream.write(GL_PROGRAM_BINARY_ANGLE);
        stream.write(VERSION_DWORD);
    
        for (unsigned int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
        {
            stream.write(mLinkedAttribute[i].type);
            stream.write(mLinkedAttribute[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(mUniforms.size());
        for (unsigned int i = 0; i < mUniforms.size(); ++i)
        {
            stream.write(mUniforms[i]->type);
            stream.write(mUniforms[i]->precision);
            stream.write(mUniforms[i]->name);
            stream.write(mUniforms[i]->arraySize);
    
            stream.write(mUniforms[i]->psRegisterIndex);
            stream.write(mUniforms[i]->vsRegisterIndex);
            stream.write(mUniforms[i]->registerCount);
        }
    
        stream.write(mUniformIndex.size());
        for (unsigned int i = 0; i < mUniformIndex.size(); ++i)
        {
            stream.write(mUniformIndex[i].name);
            stream.write(mUniformIndex[i].element);
            stream.write(mUniformIndex[i].index);
        }
    
        UINT pixelShaderSize = mPixelExecutable->getLength();
        stream.write(pixelShaderSize);
    
        UINT vertexShaderSize = mVertexExecutable->getLength();
        stream.write(vertexShaderSize);
    
        UINT geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0;
        stream.write(geometryShaderSize);
    
        GUID identifier = mRenderer->getAdapterIdentifier();
    
        GLsizei streamLength = stream.length();
        const void *streamData = stream.data();
    
        GLsizei totalLength = streamLength + sizeof(GUID) + pixelShaderSize + vertexShaderSize + geometryShaderSize;
        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);
    
            memcpy(ptr, mPixelExecutable->getFunction(), pixelShaderSize);
            ptr += pixelShaderSize;
    
            memcpy(ptr, mVertexExecutable->getFunction(), vertexShaderSize);
            ptr += vertexShaderSize;
    
            if (mGeometryExecutable != NULL && geometryShaderSize > 0)
            {
                memcpy(ptr, mGeometryExecutable->getFunction(), geometryShaderSize);
                ptr += geometryShaderSize;
            }
    
            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;
        }
    
        std::string pixelHLSL = fragmentShader->getHLSL();
        std::string vertexHLSL = vertexShader->getHLSL();
    
        // Map the varyings to the register file
        const Varying *packing[IMPLEMENTATION_MAX_VARYING_VECTORS][4] = {NULL};
        int registers = packVaryings(infoLog, packing, fragmentShader);
    
        if (registers < 0)
        {
            return false;
        }
    
        if (!linkVaryings(infoLog, registers, packing, pixelHLSL, vertexHLSL, fragmentShader, vertexShader))
        {
            return false;
        }
    
        bool success = true;
        mVertexExecutable = mRenderer->compileToExecutable(infoLog, vertexHLSL.c_str(), rx::SHADER_VERTEX);
        mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), rx::SHADER_PIXEL);
    
        if (usesGeometryShader())
        {
            std::string geometryHLSL = generateGeometryShaderHLSL(registers, packing, fragmentShader, vertexShader);
            mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY);
        }
    
        if (!mVertexExecutable || !mPixelExecutable || (usesGeometryShader() && !mGeometryExecutable))
        {
            infoLog.append("Failed to create D3D shaders.");
            success = false;
    
            delete mVertexExecutable;
            mVertexExecutable = NULL;
            delete mPixelExecutable;
            mPixelExecutable = NULL;
            delete mGeometryExecutable;
            mGeometryExecutable = NULL;
        }
    
        if (!linkAttributes(infoLog, attributeBindings, fragmentShader, vertexShader))
        {
            success = false;
        }
    
        if (!linkUniforms(infoLog, vertexShader->getUniforms(), fragmentShader->getUniforms()))
        {
            success = false;
        }
    
        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;
    
        // Link attributes that have a binding location
        for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
        {
            int location = attributeBindings.getAttributeBinding(attribute->name);
    
            if (location != -1)   // Set by glBindAttribLocation
            {
                if (!mLinkedAttribute[location].name.empty())
                {
                    // Multiple active attributes bound to the same location; not an error
                }
    
                mLinkedAttribute[location] = *attribute;
    
                int rows = VariableRowCount(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 i = 0; i < rows; i++)
                {
                    usedLocations |= 1 << (location + i);
                }
            }
        }
    
        // Link attributes that don't have a binding location
        for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
        {
            int location = attributeBindings.getAttributeBinding(attribute->name);
    
            if (location == -1)   // Not set by glBindAttribLocation
            {
                int rows = VariableRowCount(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 = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
    
            for (int r = 0; r < rows; r++)
            {
                mSemanticIndex[attributeIndex++] = index++;
            }
        }
    
        return true;
    }
    
    bool ProgramBinary::linkUniforms(InfoLog &infoLog, const sh::ActiveUniforms &vertexUniforms, const sh::ActiveUniforms &fragmentUniforms)
    {
        for (sh::ActiveUniforms::const_iterator uniform = vertexUniforms.begin(); uniform != vertexUniforms.end(); uniform++)
        {
            if (!defineUniform(GL_VERTEX_SHADER, *uniform, infoLog))
            {
                return false;
            }
        }
    
        for (sh::ActiveUniforms::const_iterator uniform = fragmentUniforms.begin(); uniform != fragmentUniforms.end(); uniform++)
        {
            if (!defineUniform(GL_FRAGMENT_SHADER, *uniform, infoLog))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool ProgramBinary::defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog)
    {
        if (constant.type == GL_SAMPLER_2D ||
            constant.type == GL_SAMPLER_CUBE)
        {
            unsigned int samplerIndex = constant.registerIndex;
                
            do
            {
                if (shader == GL_VERTEX_SHADER)
                {
                    if (samplerIndex < mRenderer->getMaxVertexTextureImageUnits())
                    {
                        mSamplersVS[samplerIndex].active = true;
                        mSamplersVS[samplerIndex].textureType = (constant.type == GL_SAMPLER_CUBE) ? TEXTURE_CUBE : TEXTURE_2D;
                        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 = (constant.type == GL_SAMPLER_CUBE) ? TEXTURE_CUBE : TEXTURE_2D;
                        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];
    
            if (uniform->type != constant.type)
            {
                infoLog.append("Types for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str());
                return false;
            }
    
            if (uniform->precision != constant.precision)
            {
                infoLog.append("Precisions for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str());
                return false;
            }
        }
        else
        {
            uniform = new Uniform(constant.type, constant.precision, constant.name, constant.arraySize);
        }
    
        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 i = 0; i < uniform->elementCount(); i++)
        {
            mUniformIndex.push_back(UniformLocation(constant.name, i, 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;
    }
    
    std::string ProgramBinary::generateGeometryShaderHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
    {
        // for now we only handle point sprite emulation
        ASSERT(usesPointSpriteEmulation());
        return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader);
    }
    
    std::string ProgramBinary::generatePointSpriteHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
    {
        ASSERT(registers >= 0);
        ASSERT(vertexShader->mUsesPointSize);
        ASSERT(mRenderer->getMajorShaderModel() >= 4);
    
        std::string geomHLSL;
    
        std::string varyingSemantic = "TEXCOORD";
    
        std::string fragCoordSemantic;
        std::string pointCoordSemantic;
    
        int reservedRegisterIndex = registers;
    
        if (fragmentShader->mUsesFragCoord)
        {
            fragCoordSemantic = varyingSemantic + str(reservedRegisterIndex++);
        }
    
        if (fragmentShader->mUsesPointCoord)
        {
            pointCoordSemantic = varyingSemantic + str(reservedRegisterIndex++);
        }
    
        geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
                    "\n"
                    "struct GS_INPUT\n"
                    "{\n";
    
        for (int r = 0; r < registers; r++)
        {
            int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
    
            geomHLSL += "    float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            geomHLSL += "    float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
        }
    
        geomHLSL += "    float gl_PointSize : PSIZE;\n"
                    "    float4 gl_Position : SV_Position;\n"
                    "};\n"
                    "\n"
                    "struct GS_OUTPUT\n"
                    "{\n";
    
        for (int r = 0; r < registers; r++)
        {
            int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
    
            geomHLSL += "    float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            geomHLSL += "    float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
        }
    
        if (fragmentShader->mUsesPointCoord)
        {
            geomHLSL += "    float2 gl_PointCoord : " + pointCoordSemantic + ";\n";
        }
    
        geomHLSL +=   "    float gl_PointSize : PSIZE;\n"
                      "    float4 gl_Position : SV_Position;\n"
                      "};\n"
                      "\n"
                      "static float2 pointSpriteCorners[] = \n"
                      "{\n"
                      "    float2( 0.5f, -0.5f),\n"
                      "    float2( 0.5f,  0.5f),\n"
                      "    float2(-0.5f, -0.5f),\n"
                      "    float2(-0.5f,  0.5f)\n"
                      "};\n"
                      "\n"
                      "static float2 pointSpriteTexcoords[] = \n"
                      "{\n"
                      "    float2(1.0f, 1.0f),\n"
                      "    float2(1.0f, 0.0f),\n"
                      "    float2(0.0f, 1.0f),\n"
                      "    float2(0.0f, 0.0f)\n"
                      "};\n"
                      "\n"
                      "static float minPointSize = " + str(ALIASED_POINT_SIZE_RANGE_MIN) + ".0f;\n"
                      "static float maxPointSize = " + str(mRenderer->getMaxPointSize()) + ".0f;\n"
                      "\n"
                      "[maxvertexcount(4)]\n"
                      "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
                      "{\n"
                      "    GS_OUTPUT output = (GS_OUTPUT)0;\n"
                      "    output.gl_PointSize = input[0].gl_PointSize;\n";
    
        for (int r = 0; r < registers; r++)
        {
            geomHLSL += "    output.v" + str(r) + " = input[0].v" + str(r) + ";\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            geomHLSL += "    output.gl_FragCoord = input[0].gl_FragCoord;\n";
        }
    
        geomHLSL += "    \n"
                    "    float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
                    "    float4 gl_Position = input[0].gl_Position;\n"
                    "    float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * gl_Position.w;\n";
    
        for (int corner = 0; corner < 4; corner++)
        {
            geomHLSL += "    \n"
                        "    output.gl_Position = gl_Position + float4(pointSpriteCorners[" + str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
    
            if (fragmentShader->mUsesPointCoord)
            {
                geomHLSL += "    output.gl_PointCoord = pointSpriteTexcoords[" + str(corner) + "];\n";
            }
    
            geomHLSL += "    outStream.Append(output);\n";
        }
    
        geomHLSL += "    \n"
                    "    outStream.RestartStrip();\n"
                    "}\n";
    
        return geomHLSL;
    }
    
    // This method needs to match OutputHLSL::decorate
    std::string ProgramBinary::decorateAttribute(const std::string &name)
    {
        if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0)
        {
            return "_" + name;
        }
        
        return name;
    }
    
    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;
    }
    
    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)
        {
            for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
            {
                indices[i] = i;
            }
    
            std::sort(&indices[0], &indices[MAX_VERTEX_ATTRIBS], *this);
        }
    
        bool operator()(int a, int b)
        {
            return originalIndices[a] == -1 ? false : originalIndices[a] < originalIndices[b];
        }
    
        int indices[MAX_VERTEX_ATTRIBS];
        const int (&originalIndices)[MAX_VERTEX_ATTRIBS];
    };
    
    void ProgramBinary::sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const
    {
        AttributeSorter sorter(mSemanticIndex);
    
        int oldIndices[MAX_VERTEX_ATTRIBS];
        rx::TranslatedAttribute oldTranslatedAttributes[MAX_VERTEX_ATTRIBS];
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            oldIndices[i] = mSemanticIndex[i];
            oldTranslatedAttributes[i] = attributes[i];
        }
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            int oldIndex = sorter.indices[i];
            sortedSemanticIndices[i] = oldIndices[oldIndex];
            attributes[i] = oldTranslatedAttributes[oldIndex];
        }
    }
    
    }