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

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  • Author : daniel@transgaming.com
    Date : 2010-04-13 19:53:44
    Hash : 72d0b52e
    Message : Decorate all GLSL user-defined names with an underscore to avoid name clashes TRAC #11314 Signed-off-by: Andrew Lewycky Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@143 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Program.cpp
  • //
    // Copyright (c) 2002-2010 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 "Program.h"
    
    #include "main.h"
    #include "Shader.h"
    #include "common/debug.h"
    
    namespace gl
    {
    Uniform::Uniform(GLenum type, const std::string &name, unsigned int bytes) : type(type), name(name), bytes(bytes)
    {
        this->data = new unsigned char[bytes];
        memset(this->data, 0, bytes);
    }
    
    Uniform::~Uniform()
    {
        delete[] data;
    }
    
    Program::Program()
    {
        mFragmentShader = NULL;
        mVertexShader = NULL;
    
        mPixelExecutable = NULL;
        mVertexExecutable = NULL;
        mConstantTablePS = NULL;
        mConstantTableVS = NULL;
    
        for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
        {
            mAttributeName[index] = NULL;
        }
    
        mPixelHLSL = NULL;
        mVertexHLSL = NULL;
        mInfoLog = NULL;
    
        unlink();
    
        mDeleteStatus = false;
    }
    
    Program::~Program()
    {
        unlink(true);
    }
    
    bool Program::attachShader(Shader *shader)
    {
        if (shader->getType() == GL_VERTEX_SHADER)
        {
            if (mVertexShader)
            {
                return false;
            }
    
            mVertexShader = (VertexShader*)shader;
            mVertexShader->attach();
        }
        else if (shader->getType() == GL_FRAGMENT_SHADER)
        {
            if (mFragmentShader)
            {
                return false;
            }
    
            mFragmentShader = (FragmentShader*)shader;
            mFragmentShader->attach();
        }
        else UNREACHABLE();
    
        return true;
    }
    
    bool Program::detachShader(Shader *shader)
    {
        if (shader->getType() == GL_VERTEX_SHADER)
        {
            if (mVertexShader != shader)
            {
                return false;
            }
    
            mVertexShader->detach();
            mVertexShader = NULL;
        }
        else if (shader->getType() == GL_FRAGMENT_SHADER)
        {
            if (mFragmentShader != shader)
            {
                return false;
            }
    
            mFragmentShader->detach();
            mFragmentShader = NULL;
        }
        else UNREACHABLE();
    
        unlink();
    
        return true;
    }
    
    int Program::getAttachedShadersCount() const
    {
        return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
    }
    
    IDirect3DPixelShader9 *Program::getPixelShader()
    {
        return mPixelExecutable;
    }
    
    IDirect3DVertexShader9 *Program::getVertexShader()
    {
        return mVertexExecutable;
    }
    
    void Program::bindAttributeLocation(GLuint index, const char *name)
    {
        if (index < MAX_VERTEX_ATTRIBS)
        {
            delete[] mAttributeName[index];
            mAttributeName[index] = new char[strlen(name) + 1];
            strcpy(mAttributeName[index], name);
        }
    }
    
    GLuint Program::getAttributeLocation(const char *name)
    {
        for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
        {
            if (mAttributeName[index] && strcmp(mAttributeName[index], name) == 0)
            {
                return index;
            }
        }
    
        return -1;
    }
    
    bool Program::isActiveAttribute(int attributeIndex)
    {
        if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
        {
            return mInputMapping[attributeIndex] != -1;
        }
    
        return false;
    }
    
    int Program::getInputMapping(int attributeIndex)
    {
        if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
        {
            return mInputMapping[attributeIndex];
        }
    
        return -1;
    }
    
    // Returns the index of the texture unit corresponding to a Direct3D 9 sampler
    // index referenced in the compiled HLSL shader
    GLint Program::getSamplerMapping(unsigned int samplerIndex)
    {
        assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
    
        if (mSamplers[samplerIndex].active)
        {
            return mSamplers[samplerIndex].logicalTextureUnit;
        }
    
        return -1;
    }
    
    SamplerType Program::getSamplerType(unsigned int samplerIndex)
    {
        assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
        assert(mSamplers[samplerIndex].active);
    
        return mSamplers[samplerIndex].type;
    }
    
    GLint Program::getUniformLocation(const char *name)
    {
        for (unsigned int location = 0; location < mUniforms.size(); location++)
        {
            if (mUniforms[location]->name == decorate(name))
            {
                return location;
            }
        }
    
        return -1;
    }
    
    bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type == GL_FLOAT)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLfloat);
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
    
            memcpy(mUniforms[location]->data, v, sizeof(GLfloat) * count);
        }
        else if (mUniforms[location]->type == GL_BOOL)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLboolean);
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
            
            count = std::min(arraySize, count);
            GLboolean *boolParams = new GLboolean[count];
    
            for (int i = 0; i < count; ++i)
            {
                if (v[i] == 0.0f)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
    
            memcpy(mUniforms[location]->data, boolParams, sizeof(GLboolean) * count);
    
            delete [] boolParams;
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type == GL_FLOAT_VEC2)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLfloat) / 2;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
    
            memcpy(mUniforms[location]->data, v, 2 * sizeof(GLfloat) * count);
        }
        else if (mUniforms[location]->type == GL_BOOL_VEC2)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLboolean) / 2;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
            GLboolean *boolParams = new GLboolean[count * 2];
    
            for (int i = 0; i < count * 2; ++i)
            {
                if (v[i] == 0.0f)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
    
            memcpy(mUniforms[location]->data, boolParams, 2 * sizeof(GLboolean) * count);
    
            delete [] boolParams;
        }
        else 
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type == GL_FLOAT_VEC3)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLfloat) / 3;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
    
            memcpy(mUniforms[location]->data, v, 3 * sizeof(GLfloat) * count);
        }
        else if (mUniforms[location]->type == GL_BOOL_VEC3)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLboolean) / 3;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
            GLboolean *boolParams = new GLboolean[count * 3];
    
            for (int i = 0; i < count * 3; ++i)
            {
                if (v[i] == 0.0f)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
    
            memcpy(mUniforms[location]->data, boolParams, 3 * sizeof(GLboolean) * count);
    
            delete [] boolParams;
        }
        else 
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type == GL_FLOAT_VEC4)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLfloat) / 4;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
    
            memcpy(mUniforms[location]->data, v, 4 * sizeof(GLfloat) * count);
        }
        else if (mUniforms[location]->type == GL_BOOL_VEC4)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLboolean) / 4;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
            GLboolean *boolParams = new GLboolean[count * 4];
    
            for (int i = 0; i < count * 4; ++i)
            {
                if (v[i] == 0.0f)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
    
            memcpy(mUniforms[location]->data, boolParams, 4 * sizeof(GLboolean) * count);
    
            delete [] boolParams;
        }
        else 
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != GL_FLOAT_MAT2)
        {
            return false;
        }
    
        int arraySize = mUniforms[location]->bytes / sizeof(GLfloat) / 4;
    
        if (arraySize == 1 && count > 1)
            return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
        count = std::min(arraySize, count);
    
        memcpy(mUniforms[location]->data, value, 4 * sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != GL_FLOAT_MAT3)
        {
            return false;
        }
    
        int arraySize = mUniforms[location]->bytes / sizeof(GLfloat) / 9;
    
        if (arraySize == 1 && count > 1)
            return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
        count = std::min(arraySize, count);
    
        memcpy(mUniforms[location]->data, value, 9 * sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != GL_FLOAT_MAT4)
        {
            return false;
        }
    
        int arraySize = mUniforms[location]->bytes / sizeof(GLfloat) / 16;
    
        if (arraySize == 1 && count > 1)
            return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
        count = std::min(arraySize, count);
    
        memcpy(mUniforms[location]->data, value, 16 * sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type == GL_INT)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLint);
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
    
            memcpy(mUniforms[location]->data, v, sizeof(GLint) * count);
        }
        else if (mUniforms[location]->type == GL_BOOL)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLboolean);
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
            GLboolean *boolParams = new GLboolean[count];
    
            for (int i = 0; i < count; ++i)
            {
                if (v[i] == 0)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
    
            memcpy(mUniforms[location]->data, boolParams, sizeof(GLboolean) * count);
    
            delete [] boolParams;
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type == GL_INT_VEC2)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLint) / 2;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
    
            memcpy(mUniforms[location]->data, v, 2 * sizeof(GLint) * count);
        }
        else if (mUniforms[location]->type == GL_BOOL_VEC2)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLboolean) / 2;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
            GLboolean *boolParams = new GLboolean[count * 2];
    
            for (int i = 0; i < count * 2; ++i)
            {
                if (v[i] == 0)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
    
            memcpy(mUniforms[location]->data, boolParams, 2 * sizeof(GLboolean) * count);
    
            delete [] boolParams;
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type == GL_INT_VEC3)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLint) / 3;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
    
            memcpy(mUniforms[location]->data, v, 3 * sizeof(GLint) * count);
        }
        else if (mUniforms[location]->type == GL_BOOL_VEC3)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLboolean) / 3;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
            GLboolean *boolParams = new GLboolean[count * 3];
    
            for (int i = 0; i < count * 3; ++i)
            {
                if (v[i] == 0)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
    
            memcpy(mUniforms[location]->data, boolParams, 3 * sizeof(GLboolean) * count);
    
            delete [] boolParams;
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type == GL_INT_VEC4)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLint) / 4;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
    
            memcpy(mUniforms[location]->data, v, 4 * sizeof(GLint) * count);
        }
        else if (mUniforms[location]->type == GL_BOOL_VEC4)
        {
            int arraySize = mUniforms[location]->bytes / sizeof(GLboolean) / 4;
    
            if (arraySize == 1 && count > 1)
                return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
    
            count = std::min(arraySize, count);
            GLboolean *boolParams = new GLboolean[count * 4];
    
            for (int i = 0; i < count * 4; ++i)
            {
                if (v[i] == 0)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
    
            memcpy(mUniforms[location]->data, boolParams, 4 * sizeof(GLboolean) * count);
    
            delete [] boolParams;
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::getUniformfv(GLint location, GLfloat *params)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        unsigned int count = 0;
    
        switch (mUniforms[location]->type)
        {
          case GL_FLOAT:
          case GL_BOOL:
              count = 1;
              break;
          case GL_FLOAT_VEC2:
          case GL_BOOL_VEC2:
              count = 2;
              break;
          case GL_FLOAT_VEC3:
          case GL_BOOL_VEC3:
              count = 3;
              break;
          case GL_FLOAT_VEC4:
          case GL_BOOL_VEC4:
          case GL_FLOAT_MAT2:
              count = 4;
              break;
          case GL_FLOAT_MAT3:
              count = 9;
              break;
          case GL_FLOAT_MAT4:
              count = 16;
              break;
          default:
              return false;
        }
    
        if (mUniforms[location]->type == GL_BOOL || mUniforms[location]->type == GL_BOOL_VEC2 ||
            mUniforms[location]->type == GL_BOOL_VEC3 || mUniforms[location]->type == GL_BOOL_VEC4)
        {
            GLboolean *boolParams = mUniforms[location]->data;
    
            for (unsigned int i = 0; i < count; ++i)
            {
                if (boolParams[i] == GL_FALSE)
                    params[i] = 0.0f;
                else
                    params[i] = 1.0f;
            }
        }
        else
        {
            memcpy(params, mUniforms[location]->data, count * sizeof(GLfloat));
        }
    
        return true;
    }
    
    bool Program::getUniformiv(GLint location, GLint *params)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        unsigned int count = 0;
    
        switch (mUniforms[location]->type)
        {
          case GL_INT:
          case GL_BOOL:
              count = 1;
              break;
          case GL_INT_VEC2:
          case GL_BOOL_VEC2:
              count = 2;
              break;
          case GL_INT_VEC3:
          case GL_BOOL_VEC3:
              count = 3;
              break;
          case GL_INT_VEC4:
          case GL_BOOL_VEC4:
              count = 4;
              break;
          default:
              return false;
        }
    
        if (mUniforms[location]->type == GL_BOOL || mUniforms[location]->type == GL_BOOL_VEC2 ||
            mUniforms[location]->type == GL_BOOL_VEC3 || mUniforms[location]->type == GL_BOOL_VEC4)
        {
            GLboolean *boolParams = mUniforms[location]->data;
    
            for (unsigned int i = 0; i < count; ++i)
            {
                if (boolParams[i] == GL_FALSE)
                    params[i] = 0;
                else
                    params[i] = 1;
            }
        }
        else
        {
            memcpy(params, mUniforms[location]->data, count * sizeof(GLint));
        }
    
        return true;
    }
    
    // Applies all the uniforms set for this program object to the Direct3D 9 device
    void Program::applyUniforms()
    {
        for (unsigned int location = 0; location < mUniforms.size(); location++)
        {
            int bytes = mUniforms[location]->bytes;
            GLfloat *f = (GLfloat*)mUniforms[location]->data;
            GLint *i = (GLint*)mUniforms[location]->data;
            GLboolean *b = (GLboolean*)mUniforms[location]->data;
    
            switch (mUniforms[location]->type)
            {
              case GL_BOOL:       applyUniform1bv(location, bytes / sizeof(GLboolean), b);          break;
              case GL_BOOL_VEC2:  applyUniform2bv(location, bytes / 2 / sizeof(GLboolean), b);      break;
              case GL_BOOL_VEC3:  applyUniform3bv(location, bytes / 3 / sizeof(GLboolean), b);      break;
              case GL_BOOL_VEC4:  applyUniform4bv(location, bytes / 4 / sizeof(GLboolean), b);      break;
              case GL_FLOAT:      applyUniform1fv(location, bytes / sizeof(GLfloat), f);            break;
              case GL_FLOAT_VEC2: applyUniform2fv(location, bytes / 2 / sizeof(GLfloat), f);        break;
              case GL_FLOAT_VEC3: applyUniform3fv(location, bytes / 3 / sizeof(GLfloat), f);        break;
              case GL_FLOAT_VEC4: applyUniform4fv(location, bytes / 4 / sizeof(GLfloat), f);        break;
              case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, bytes / 4 / sizeof(GLfloat), f);  break;
              case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, bytes / 9 / sizeof(GLfloat), f);  break;
              case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, bytes / 16 / sizeof(GLfloat), f); break;
              case GL_INT:        applyUniform1iv(location, bytes / sizeof(GLint), i);              break;
              case GL_INT_VEC2:   applyUniform2iv(location, bytes / 2 / sizeof(GLint), i);          break;
              case GL_INT_VEC3:   applyUniform3iv(location, bytes / 3 / sizeof(GLint), i);          break;
              case GL_INT_VEC4:   applyUniform4iv(location, bytes / 4 / sizeof(GLint), i);          break;
              default:
                UNIMPLEMENTED();   // FIXME
                UNREACHABLE();
            }
        }
    }
    
    // Compiles the HLSL code of the attached shaders into executable binaries
    ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
    {
        if (!hlsl)
        {
            return NULL;
        }
    
        ID3DXBuffer *binary = NULL;
        ID3DXBuffer *errorMessage = NULL;
    
        HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, 0, "main", profile, 0, &binary, &errorMessage, constantTable);
    
        if (SUCCEEDED(result))
        {
            return binary;
        }
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL);
        }
    
        if (errorMessage)
        {
            const char *message = (const char*)errorMessage->GetBufferPointer();
    
            TRACE("\n%s", hlsl);
            TRACE("\n%s", message);
        }
    
        return NULL;
    }
    
    void Program::parseVaryings(const char *structure, char *hlsl, VaryingArray &varyings)
    {
        char *input = strstr(hlsl, structure);
        input += strlen(structure);
    
        while (input && *input != '}')
        {
            char varyingType[256];
            char varyingName[256];
            unsigned int semanticIndex;
            int matches = sscanf(input, "    %s %s : TEXCOORD%d;", varyingType, varyingName, &semanticIndex);
    
            if (matches == 3)
            {
                ASSERT(semanticIndex <= 9);   // Single character
    
                varyings.push_back(Varying(varyingName, input));
            }
    
            input = strstr(input, ";");
            input += 2;
        }
    }
    
    bool Program::linkVaryings()
    {
        if (!mPixelHLSL || !mVertexHLSL)
        {
            return false;
        }
    
        VaryingArray vertexVaryings;
        VaryingArray pixelVaryings;
    
        parseVaryings("struct VS_OUTPUT\n{\n", mVertexHLSL, vertexVaryings);
        parseVaryings("struct PS_INPUT\n{\n", mPixelHLSL, pixelVaryings);
    
        for (unsigned int out = 0; out < vertexVaryings.size(); out++)
        {
            unsigned int in;
            for (in = 0; in < pixelVaryings.size(); in++)
            {
                if (vertexVaryings[out].name == pixelVaryings[in].name)
                {
                    pixelVaryings[in].link = out;
                    vertexVaryings[out].link = in;
    
                    break;
                }
            }
    
            if (in != pixelVaryings.size())
            {
                // FIXME: Verify matching type and qualifiers
    
                char *outputSemantic = strstr(vertexVaryings[out].declaration, " : TEXCOORD");
                char *inputSemantic = strstr(pixelVaryings[in].declaration, " : TEXCOORD");
                outputSemantic[11] = inputSemantic[11];
            }
            else
            {
                // Comment out the declaration and output assignment
                vertexVaryings[out].declaration[0] = '/';
                vertexVaryings[out].declaration[1] = '/';
    
                char outputString[256];
                sprintf(outputString, "    output.%s = ", vertexVaryings[out].name.c_str());
                char *varyingOutput = strstr(mVertexHLSL, outputString);
    
                varyingOutput[0] = '/';
                varyingOutput[1] = '/';
            }
        }
    
        // Verify that each pixel varying has been linked to a vertex varying
        for (unsigned int in = 0; in < pixelVaryings.size(); in++)
        {
            if (pixelVaryings[in].link < 0)
            {
                return false;
            }
        }
    
        return true;
    }
    
    // Links the HLSL code of the vertex and pixel shader by matching up their varyings,
    // compiling them into binaries, determining the attribute mappings, and collecting
    // a list of uniforms
    void Program::link()
    {
        unlink();
    
        if (!mFragmentShader || !mFragmentShader->isCompiled())
        {
            return;
        }
    
        if (!mVertexShader || !mVertexShader->isCompiled())
        {
            return;
        }
    
        Context *context = getContext();
        const char *vertexProfile = context->getVertexShaderProfile();
        const char *pixelProfile = context->getPixelShaderProfile();
    
        const char *ps = mFragmentShader->getHLSL();
        const char *vs = mVertexShader->getHLSL();
    
        mPixelHLSL = new char[strlen(ps) + 1];
        strcpy(mPixelHLSL, ps);
        mVertexHLSL = new char[strlen(vs) + 1];
        strcpy(mVertexHLSL, vs);
    
        if (!linkVaryings())
        {
            return;
        }
    
        ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL, vertexProfile, &mConstantTableVS);
        ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL, pixelProfile, &mConstantTablePS);
    
        if (vertexBinary && pixelBinary)
        {
            IDirect3DDevice9 *device = getDevice();
            HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
            HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
    
            if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
            {
                return error(GL_OUT_OF_MEMORY);
            }
    
            ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
    
            vertexBinary->Release();
            pixelBinary->Release();
            vertexBinary = NULL;
            pixelBinary = NULL;
    
            if (mVertexExecutable && mPixelExecutable)
            {
                if (!linkAttributes())
                {
                    return;
                }
    
                for (int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
                {
                    mSamplers[i].active = false;
                }
    
                if (!linkUniforms(mConstantTablePS))
                {
                    return;
                }
    
                if (!linkUniforms(mConstantTableVS))
                {
                    return;
                }
    
                mLinked = true;   // Success
            }
        }
    }
    
    // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
    bool Program::linkAttributes()
    {
        for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            const char *name = mVertexShader->getAttributeName(attributeIndex);
    
            if (name)
            {
                GLuint location = getAttributeLocation(name);
    
                if (location == -1)   // Not set by glBindAttribLocation
                {
                    int availableIndex = 0;
    
                    while (availableIndex < MAX_VERTEX_ATTRIBS && mAttributeName[availableIndex] && mVertexShader->isActiveAttribute(mAttributeName[availableIndex]))
                    {
                        availableIndex++;
                    }
    
                    if (availableIndex == MAX_VERTEX_ATTRIBS)
                    {
                        return false;   // Fail to link
                    }
    
                    delete[] mAttributeName[availableIndex];
                    mAttributeName[availableIndex] = new char[strlen(name) + 1];   // FIXME: Check allocation
                    strcpy(mAttributeName[availableIndex], name);
                }
            }
        }
    
        for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            mInputMapping[attributeIndex] = mVertexShader->getInputMapping(mAttributeName[attributeIndex]);
        }
    
        return true;
    }
    
    bool Program::linkUniforms(ID3DXConstantTable *constantTable)
    {
        D3DXCONSTANTTABLE_DESC constantTableDescription;
        D3DXCONSTANT_DESC constantDescription;
        UINT descriptionCount = 1;
    
        constantTable->GetDesc(&constantTableDescription);
    
        for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
        {
            D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
            constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
    
            if (!defineUniform(constantHandle, constantDescription))
            {
                return false;
            }
        }
    
        return true;
    }
    
    // Adds the description of a constant found in the binary shader to the list of uniforms
    // Returns true if succesful (uniform not already defined)
    bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
    {
        if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
        {
            unsigned int samplerIndex = constantDescription.RegisterIndex;
    
            assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
    
            mSamplers[samplerIndex].active = true;
            mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
            mSamplers[samplerIndex].logicalTextureUnit = 0;
        }
    
        switch(constantDescription.Class)
        {
          case D3DXPC_STRUCT:
            {
                for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
                {
                    D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
    
                    D3DXCONSTANT_DESC fieldDescription;
                    UINT descriptionCount = 1;
    
                    mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
    
                    if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + "."))
                    {
                        return false;
                    }
                }
    
                return true;
            }
          case D3DXPC_SCALAR:
          case D3DXPC_VECTOR:
          case D3DXPC_MATRIX_COLUMNS:
          case D3DXPC_OBJECT:
            return defineUniform(constantDescription, name + constantDescription.Name);
          default:
            UNREACHABLE();
            return false;
        }
    }
    
    bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
    {
        Uniform *uniform = createUniform(constantDescription, name);
    
        if(!uniform)
        {
            return false;
        }
    
        // Check if already defined
        GLint location = getUniformLocation(name.c_str());
        GLenum type = uniform->type;
    
        if (location >= 0)
        {
            delete uniform;
    
            if (mUniforms[location]->type != type)
            {
                return false;
            }
            else
            {
                return true;
            }
        }
    
        mUniforms.push_back(uniform);
    
        return true;
    }
    
    Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
    {
        if (constantDescription.Rows == 1)   // Vectors and scalars
        {
            switch (constantDescription.Type)
            {
              case D3DXPT_SAMPLER2D:
              case D3DXPT_SAMPLERCUBE:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(GL_INT, name, 1 * sizeof(GLint) * constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              case D3DXPT_BOOL:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(GL_BOOL, name, 1 * sizeof(GLboolean) * constantDescription.Elements);
                  case 2: return new Uniform(GL_BOOL_VEC2, name, 2 * sizeof(GLboolean) * constantDescription.Elements);
                  case 3: return new Uniform(GL_BOOL_VEC3, name, 3 * sizeof(GLboolean) * constantDescription.Elements);
                  case 4: return new Uniform(GL_BOOL_VEC4, name, 4 * sizeof(GLboolean) * constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              case D3DXPT_INT:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(GL_INT, name, 1 * sizeof(GLint) * constantDescription.Elements);
                  case 2: return new Uniform(GL_INT_VEC2, name, 2 * sizeof(GLint) * constantDescription.Elements);
                  case 3: return new Uniform(GL_INT_VEC3, name, 3 * sizeof(GLint) * constantDescription.Elements);
                  case 4: return new Uniform(GL_INT_VEC4, name, 4 * sizeof(GLint) * constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              case D3DXPT_FLOAT:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(GL_FLOAT, name, 1 * sizeof(GLfloat) * constantDescription.Elements);
                  case 2: return new Uniform(GL_FLOAT_VEC2, name, 2 * sizeof(GLfloat) * constantDescription.Elements);
                  case 3: return new Uniform(GL_FLOAT_VEC3, name, 3 * sizeof(GLfloat) * constantDescription.Elements);
                  case 4: return new Uniform(GL_FLOAT_VEC4, name, 4 * sizeof(GLfloat) * constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              default:
                UNIMPLEMENTED();   // FIXME
                UNREACHABLE();
            }
        }
        else if (constantDescription.Rows == constantDescription.Columns)  // Square matrices
        {
            switch (constantDescription.Type)
            {
              case D3DXPT_FLOAT:
                switch (constantDescription.Rows)
                {
                  case 2: return new Uniform(GL_FLOAT_MAT2, name, 2 * 2 * sizeof(GLfloat) * constantDescription.Elements);
                  case 3: return new Uniform(GL_FLOAT_MAT3, name, 3 * 3 * sizeof(GLfloat) * constantDescription.Elements);
                  case 4: return new Uniform(GL_FLOAT_MAT4, name, 4 * 4 * sizeof(GLfloat) * constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              default: UNREACHABLE();
            }
        }
        else UNREACHABLE();
    
        return 0;
    }
    
    // This methods needs to match OutputHLSL::decorate
    std::string Program::decorate(const std::string &string)
    {
        if (string.substr(0, 3) != "gl_")
        {
            return "_" + string;
        }
        else
        {
            return string;
        }
    }
    
    bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
    {
        BOOL *vector = new BOOL[count];
        for (int i = 0; i < count; i++)
        {
            if (v[i] == GL_FALSE)
                vector[i] = 0;
            else 
                vector[i] = 1;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
        }
    
        delete [] vector;
    
        return true;
    }
    
    bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
                                    (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
    
            v += 2;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete[] vector;
    
        return true;
    }
    
    bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
                                    (v[1] == GL_FALSE ? 0.0f : 1.0f), 
                                    (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
    
            v += 3;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete[] vector;
    
        return true;
    }
    
    bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
                                    (v[1] == GL_FALSE ? 0.0f : 1.0f), 
                                    (v[2] == GL_FALSE ? 0.0f : 1.0f), 
                                    (v[3] == GL_FALSE ? 0.0f : 1.0f));
    
            v += 3;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete [] vector;
    
        return true;
    }
    
    bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
    {
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetFloatArray(device, constantPS, v, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetFloatArray(device, constantVS, v, count);
        }
    
        return true;
    }
    
    bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
    
            v += 2;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete[] vector;
    
        return true;
    }
    
    bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
    
            v += 3;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete[] vector;
    
        return true;
    }
    
    bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
        }
    
        return true;
    }
    
    bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
    {
        D3DXMATRIX *matrix = new D3DXMATRIX[count];
    
        for (int i = 0; i < count; i++)
        {
            matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
                                   value[1], value[3], 0, 0,
                                   0,        0,        1, 0,
                                   0,        0,        0, 1);
    
            value += 4;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
        }
    
        delete[] matrix;
    
        return true;
    }
    
    bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
    {
        D3DXMATRIX *matrix = new D3DXMATRIX[count];
    
        for (int i = 0; i < count; i++)
        {
            matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
                                   value[1], value[4], value[7], 0,
                                   value[2], value[5], value[8], 0,
                                   0,        0,        0,        1);
    
            value += 9;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
        }
    
        delete[] matrix;
    
        return true;
    }
    
    bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
    {
        D3DXMATRIX *matrix = new D3DXMATRIX[count];
    
        for (int i = 0; i < count; i++)
        {
            matrix[i] = D3DXMATRIX(value[0], value[4], value[8],  value[12],
                                   value[1], value[5], value[9],  value[13],
                                   value[2], value[6], value[10], value[14],
                                   value[3], value[7], value[11], value[15]);
    
            value += 16;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
        }
    
        delete[] matrix;
    
        return true;
    }
    
    bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            D3DXCONSTANT_DESC constantDescription;
            UINT descriptionCount = 1;
            HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
    
            if (FAILED(result))
            {
                return false;
            }
    
            if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
            {
                unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
    
                for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
                {
                    GLint mappedSampler = v[0];
    
                    if (mappedSampler >= 0 && mappedSampler < MAX_TEXTURE_IMAGE_UNITS)
                    {
                        if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
                        {
                            ASSERT(mSamplers[samplerIndex].active);
                            mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
                        }
                    }
                }
    
                return true;
            }
        }
    
        if (constantPS)
        {
            mConstantTablePS->SetIntArray(device, constantPS, v, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetIntArray(device, constantVS, v, count);
        }
    
        return true;
    }
    
    bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
    
            v += 2;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete[] vector;
    
        return true;
    }
    
    bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
    
            v += 3;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete[] vector;
    
        return true;
    }
    
    bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
    
            v += 4;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete [] vector;
    
        return true;
    }
    
    void Program::appendToInfoLog(const char *info)
    {
        if (!info)
        {
            return;
        }
    
        size_t infoLength = strlen(info);
    
        if (!mInfoLog)
        {
            mInfoLog = new char[infoLength + 1];
            strcpy(mInfoLog, info);
        }
        else
        {
            size_t logLength = strlen(mInfoLog);
            char *newLog = new char[logLength + infoLength + 1];
            strcpy(newLog, mInfoLog);
            strcpy(newLog + logLength, info);
    
            delete[] mInfoLog;
            mInfoLog = newLog;
        }
    }
    
    // Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
    void Program::unlink(bool destroy)
    {
        if (destroy)   // Object being destructed
        {
            if (mFragmentShader)
            {
                mFragmentShader->detach();
                mFragmentShader = NULL;
            }
    
            if (mVertexShader)
            {
                mVertexShader->detach();
                mVertexShader = NULL;
            }
    
            for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
            {
                delete[] mAttributeName[index];
                mAttributeName[index] = NULL;
            }
        }
    
        if (mPixelExecutable)
        {
            mPixelExecutable->Release();
            mPixelExecutable = NULL;
        }
    
        if (mVertexExecutable)
        {
            mVertexExecutable->Release();
            mVertexExecutable = NULL;
        }
    
        if (mConstantTablePS)
        {
            mConstantTablePS->Release();
            mConstantTablePS = NULL;
        }
    
        if (mConstantTableVS)
        {
            mConstantTableVS->Release();
            mConstantTableVS = NULL;
        }
    
        for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
        {
            mInputMapping[index] = 0;
        }
    
        for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
        {
            mSamplers[index].active = false;
        }
    
        while (!mUniforms.empty())
        {
            delete mUniforms.back();
            mUniforms.pop_back();
        }
    
        delete[] mPixelHLSL;
        mPixelHLSL = NULL;
    
        delete[] mVertexHLSL;
        mVertexHLSL = NULL;
    
        delete[] mInfoLog;
        mInfoLog = NULL;
    
        mLinked = false;
    }
    
    bool Program::isLinked()
    {
        return mLinked;
    }
    
    int Program::getInfoLogLength() const
    {
        if (!mInfoLog)
        {
            return 0;
        }
        else
        {
           return strlen(mInfoLog) + 1;
        }
    }
    
    void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
    {
        int index = 0;
    
        if (mInfoLog)
        {
            while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
            {
                infoLog[index] = mInfoLog[index];
                index++;
            }
        }
    
        if (bufSize)
        {
            infoLog[index] = '\0';
        }
    
        if (length)
        {
            *length = index;
        }
    }
    
    void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
    {
        int total = 0;
    
        if (mVertexShader)
        {
            if (total < maxCount)
            {
                shaders[total] = mVertexShader->getHandle();
            }
    
            total++;
        }
    
        if (mFragmentShader)
        {
            if (total < maxCount)
            {
                shaders[total] = mFragmentShader->getHandle();
            }
    
            total++;
        }
    
        if (count)
        {
            *count = total;
        }
    }
    
    void Program::flagForDeletion()
    {
        mDeleteStatus = true;
    }
    
    bool Program::isFlaggedForDeletion() const
    {
        return mDeleteStatus;
    }
    }