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

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  • Author : daniel@transgaming.com
    Date : 2012-04-11 19:41:35
    Hash : 2e793f0f
    Message : Decorate (and undecorate) struct fields too (when not built-in). Trac #20510 Issue=316,317 Authored-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@1027 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Program.cpp
  • //
    // Copyright (c) 2002-2012 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/Program.h"
    
    #include "common/debug.h"
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/utilities.h"
    
    #include <string>
    
    #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
    #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
    #endif
    
    namespace gl
    {
    unsigned int Program::mCurrentSerial = 1;
    const char *fakepath = "C:\\fakepath";
    
    std::string str(int i)
    {
        char buffer[20];
        sprintf(buffer, "%d", i);
        return buffer;
    }
    
    Uniform::Uniform(GLenum type, const std::string &_name, unsigned int arraySize)
        : type(type), _name(_name), name(Program::undecorateUniform(_name)), arraySize(arraySize)
    {
        int bytes = UniformInternalSize(type) * arraySize;
        data = new unsigned char[bytes];
        memset(data, 0, bytes);
        dirty = true;
    }
    
    Uniform::~Uniform()
    {
        delete[] data;
    }
    
    bool Uniform::isArray()
    {
        return _name.compare(0, 3, "ar_") == 0;
    }
    
    UniformLocation::UniformLocation(const std::string &_name, unsigned int element, unsigned int index) 
        : name(Program::undecorateUniform(_name)), element(element), index(index)
    {
    }
    
    Program::Program(ResourceManager *manager, GLuint handle) : mResourceManager(manager), mHandle(handle), mSerial(issueSerial())
    {
        mDevice = getDevice();
        mFragmentShader = NULL;
        mVertexShader = NULL;
    
        mPixelExecutable = NULL;
        mVertexExecutable = NULL;
        mConstantTablePS = NULL;
        mConstantTableVS = NULL;
    
        mInfoLog = NULL;
        mValidated = false;
    
        unlink();
    
        mDeleteStatus = false;
    
        mRefCount = 0;
    }
    
    Program::~Program()
    {
        unlink(true);
    
        if (mVertexShader != NULL)
        {
            mVertexShader->release();
        }
    
        if (mFragmentShader != NULL)
        {
            mFragmentShader->release();
        }
    }
    
    bool Program::attachShader(Shader *shader)
    {
        if (shader->getType() == GL_VERTEX_SHADER)
        {
            if (mVertexShader)
            {
                return false;
            }
    
            mVertexShader = (VertexShader*)shader;
            mVertexShader->addRef();
        }
        else if (shader->getType() == GL_FRAGMENT_SHADER)
        {
            if (mFragmentShader)
            {
                return false;
            }
    
            mFragmentShader = (FragmentShader*)shader;
            mFragmentShader->addRef();
        }
        else UNREACHABLE();
    
        return true;
    }
    
    bool Program::detachShader(Shader *shader)
    {
        if (shader->getType() == GL_VERTEX_SHADER)
        {
            if (mVertexShader != shader)
            {
                return false;
            }
    
            mVertexShader->release();
            mVertexShader = NULL;
        }
        else if (shader->getType() == GL_FRAGMENT_SHADER)
        {
            if (mFragmentShader != shader)
            {
                return false;
            }
    
            mFragmentShader->release();
            mFragmentShader = NULL;
        }
        else UNREACHABLE();
    
        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)
        {
            for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
            {
                mAttributeBinding[i].erase(name);
            }
    
            mAttributeBinding[index].insert(name);
        }
    }
    
    GLuint Program::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 Program::getSemanticIndex(int attributeIndex)
    {
        ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS);
        
        return mSemanticIndex[attributeIndex];
    }
    
    // Returns one more than the highest sampler index used.
    GLint Program::getUsedSamplerRange(SamplerType type)
    {
        switch (type)
        {
          case SAMPLER_PIXEL:
            return mUsedPixelSamplerRange;
          case SAMPLER_VERTEX:
            return mUsedVertexSamplerRange;
          default:
            UNREACHABLE();
            return 0;
        }
    }
    
    // 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 Program::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)getContext()->getMaximumCombinedTextureImageUnits())
        {
            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 Program::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 Program::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 Program::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;
    
        if (targetUniform->type == GL_FLOAT)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
    
            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)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
            GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element;
    
            for (int i = 0; i < count; ++i)
            {
                if (v[i] == 0.0f)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::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;
    
        if (targetUniform->type == GL_FLOAT_VEC2)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
    
            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)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
    
            GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 2;
    
            for (int i = 0; i < count * 2; ++i)
            {
                if (v[i] == 0.0f)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
        }
        else 
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::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;
    
        if (targetUniform->type == GL_FLOAT_VEC3)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
    
            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)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
            GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 3;
    
            for (int i = 0; i < count * 3; ++i)
            {
                if (v[i] == 0.0f)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
        }
        else 
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::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;
    
        if (targetUniform->type == GL_FLOAT_VEC4)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
    
            memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
                   v, 4 * sizeof(GLfloat) * count);
        }
        else if (targetUniform->type == GL_BOOL_VEC4)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
            GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count * 4; ++i)
            {
                if (v[i] == 0.0f)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
        }
        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 Program::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 arraySize = targetUniform->arraySize;
    
        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 - (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 Program::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 arraySize = targetUniform->arraySize;
    
        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 - (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 Program::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 arraySize = targetUniform->arraySize;
    
        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 - (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 Program::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;
    
        if (targetUniform->type == GL_INT ||
            targetUniform->type == GL_SAMPLER_2D ||
            targetUniform->type == GL_SAMPLER_CUBE)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
    
            memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
                   v, sizeof(GLint) * count);
        }
        else if (targetUniform->type == GL_BOOL)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
            GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element;
    
            for (int i = 0; i < count; ++i)
            {
                if (v[i] == 0)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::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;
    
        if (targetUniform->type == GL_INT_VEC2)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
    
            memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
                   v, 2 * sizeof(GLint) * count);
        }
        else if (targetUniform->type == GL_BOOL_VEC2)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
            GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 2;
    
            for (int i = 0; i < count * 2; ++i)
            {
                if (v[i] == 0)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::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;
    
        if (targetUniform->type == GL_INT_VEC3)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
    
            memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
                   v, 3 * sizeof(GLint) * count);
        }
        else if (targetUniform->type == GL_BOOL_VEC3)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
            GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 3;
    
            for (int i = 0; i < count * 3; ++i)
            {
                if (v[i] == 0)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::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;
    
        if (targetUniform->type == GL_INT_VEC4)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
    
            memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
                   v, 4 * sizeof(GLint) * count);
        }
        else if (targetUniform->type == GL_BOOL_VEC4)
        {
            int arraySize = targetUniform->arraySize;
    
            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 - (int)mUniformIndex[location].element, count);
            GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 4;
    
            for (int i = 0; i < count * 4; ++i)
            {
                if (v[i] == 0)
                {
                    boolParams[i] = GL_FALSE;
                }
                else
                {
                    boolParams[i] = GL_TRUE;
                }
            }
        }
        else
        {
            return false;
        }
    
        return true;
    }
    
    bool Program::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 count = UniformExternalComponentCount(targetUniform->type);
                unsigned int internalCount = UniformInternalComponentCount(targetUniform->type);
    
                switch (UniformComponentType(targetUniform->type))
                {
                  case GL_BOOL:
                    {
                        GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * internalCount;
    
                        for (unsigned int i = 0; i < count; ++i)
                        {
                            params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
                        }
                    }
                    break;
                  case GL_FLOAT:
                    memcpy(params, targetUniform->data + mUniformIndex[location].element * internalCount * sizeof(GLfloat),
                           count * sizeof(GLfloat));
                    break;
                  case GL_INT:
                    {
                        GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * internalCount;
    
                        for (unsigned int i = 0; i < count; ++i)
                        {
                            params[i] = (float)intParams[i];
                        }
                    }
                    break;
                  default: UNREACHABLE();
                }
            }
        }
    
        return true;
    }
    
    bool Program::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 count = UniformExternalComponentCount(targetUniform->type);
                unsigned int internalCount = UniformInternalComponentCount(targetUniform->type);
    
                switch (UniformComponentType(targetUniform->type))
                {
                  case GL_BOOL:
                    {
                        GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * internalCount;
    
                        for (unsigned int i = 0; i < count; ++i)
                        {
                            params[i] = (GLint)boolParams[i];
                        }
                    }
                    break;
                  case GL_FLOAT:
                    {
                        GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * internalCount;
    
                        for (unsigned int i = 0; i < count; ++i)
                        {
                            params[i] = (GLint)floatParams[i];
                        }
                    }
                    break;
                  case GL_INT:
                    memcpy(params, targetUniform->data + mUniformIndex[location].element * internalCount * sizeof(GLint),
                           count * sizeof(GLint));
                    break;
                  default: UNREACHABLE();
                }
            }
        }
    
        return true;
    }
    
    void Program::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 Direct3D 9 device
    void Program::applyUniforms()
    {
        for (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub) {
            Uniform *targetUniform = *ub;
    
            if (targetUniform->dirty)
            {
                int arraySize = targetUniform->arraySize;
                GLfloat *f = (GLfloat*)targetUniform->data;
                GLint *i = (GLint*)targetUniform->data;
                GLboolean *b = (GLboolean*)targetUniform->data;
    
                switch (targetUniform->type)
                {
                  case GL_BOOL:       applyUniformnbv(targetUniform, arraySize, 1, b);    break;
                  case GL_BOOL_VEC2:  applyUniformnbv(targetUniform, arraySize, 2, b);    break;
                  case GL_BOOL_VEC3:  applyUniformnbv(targetUniform, arraySize, 3, b);    break;
                  case GL_BOOL_VEC4:  applyUniformnbv(targetUniform, arraySize, 4, b);    break;
                  case GL_FLOAT:
                  case GL_FLOAT_VEC2:
                  case GL_FLOAT_VEC3:
                  case GL_FLOAT_VEC4:
                  case GL_FLOAT_MAT2:
                  case GL_FLOAT_MAT3:
                  case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f);                  break;
                  case GL_SAMPLER_2D:
                  case GL_SAMPLER_CUBE:
                  case GL_INT:        applyUniform1iv(targetUniform, arraySize, i);       break;
                  case GL_INT_VEC2:   applyUniform2iv(targetUniform, arraySize, i);       break;
                  case GL_INT_VEC3:   applyUniform3iv(targetUniform, arraySize, i);       break;
                  case GL_INT_VEC4:   applyUniform4iv(targetUniform, arraySize, i);       break;
                  default:
                    UNREACHABLE();
                }
    
                targetUniform->dirty = false;
            }
        }
    }
    
    // Compiles the HLSL code of the attached shaders into executable binaries
    ID3D10Blob *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
    {
        if (!hlsl)
        {
            return NULL;
        }
    
        DWORD result;
        UINT flags = 0;
        std::string sourceText;
        if (perfActive())
        {
            flags |= D3DCOMPILE_DEBUG;
    #ifdef NDEBUG
            flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
    #else
            flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
    #endif
    
            std::string sourcePath = getTempPath();
            sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
            writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
        }
        else
        {
            flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
            sourceText = hlsl;
        }
    
        ID3D10Blob *binary = NULL;
        ID3D10Blob *errorMessage = NULL;
        result = D3DCompile(hlsl, strlen(hlsl), fakepath, NULL, NULL, "main", profile, flags, 0, &binary, &errorMessage);
    
        if (errorMessage)
        {
            const char *message = (const char*)errorMessage->GetBufferPointer();
    
            appendToInfoLogSanitized(message);
            TRACE("\n%s", hlsl);
            TRACE("\n%s", message);
    
            errorMessage->Release();
            errorMessage = NULL;
        }
    
        if (FAILED(result))
        {
            if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
            {
                error(GL_OUT_OF_MEMORY);
            }
    
            return NULL;
        }
    
        result = D3DXGetShaderConstantTable(static_cast<const DWORD*>(binary->GetBufferPointer()), constantTable);
    
        if (FAILED(result))
        {
            if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
            {
                error(GL_OUT_OF_MEMORY);
            }
    
            binary->Release();
    
            return NULL;
        }
    
        return binary;
    }
    
    // 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 Program::packVaryings(const Varying *packing[][4])
    {
        Context *context = getContext();
        const int maxVaryingVectors = context->getMaximumVaryingVectors();
    
        for (VaryingList::iterator varying = mFragmentShader->mVaryings.begin(); varying != mFragmentShader->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)
            {
                appendToInfoLog("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 Program::linkVaryings()
    {
        if (mPixelHLSL.empty() || mVertexHLSL.empty())
        {
            return false;
        }
    
        // Reset the varying register assignments
        for (VaryingList::iterator fragVar = mFragmentShader->mVaryings.begin(); fragVar != mFragmentShader->mVaryings.end(); fragVar++)
        {
            fragVar->reg = -1;
            fragVar->col = -1;
        }
    
        for (VaryingList::iterator vtxVar = mVertexShader->mVaryings.begin(); vtxVar != mVertexShader->mVaryings.end(); vtxVar++)
        {
            vtxVar->reg = -1;
            vtxVar->col = -1;
        }
    
        // Map the varyings to the register file
        const Varying *packing[MAX_VARYING_VECTORS_SM3][4] = {NULL};
        int registers = packVaryings(packing);
    
        if (registers < 0)
        {
            return false;
        }
    
        // Write the HLSL input/output declarations
        Context *context = getContext();
        const bool sm3 = context->supportsShaderModel3();
        const int maxVaryingVectors = context->getMaximumVaryingVectors();
    
        if (registers == maxVaryingVectors && mFragmentShader->mUsesFragCoord)
        {
            appendToInfoLog("No varying registers left to support gl_FragCoord");
    
            return false;
        }
    
        for (VaryingList::iterator input = mFragmentShader->mVaryings.begin(); input != mFragmentShader->mVaryings.end(); input++)
        {
            bool matched = false;
    
            for (VaryingList::iterator output = mVertexShader->mVaryings.begin(); output != mVertexShader->mVaryings.end(); output++)
            {
                if (output->name == input->name)
                {
                    if (output->type != input->type || output->size != input->size)
                    {
                        appendToInfoLog("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)
            {
                appendToInfoLog("Fragment varying %s does not match any vertex varying", input->name.c_str());
    
                return false;
            }
        }
    
        std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
    
        mVertexHLSL += "struct VS_INPUT\n"
                       "{\n";
    
        int semanticIndex = 0;
        for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
        {
            switch (attribute->type)
            {
              case GL_FLOAT:      mVertexHLSL += "    float ";    break;
              case GL_FLOAT_VEC2: mVertexHLSL += "    float2 ";   break;
              case GL_FLOAT_VEC3: mVertexHLSL += "    float3 ";   break;
              case GL_FLOAT_VEC4: mVertexHLSL += "    float4 ";   break;
              case GL_FLOAT_MAT2: mVertexHLSL += "    float2x2 "; break;
              case GL_FLOAT_MAT3: mVertexHLSL += "    float3x3 "; break;
              case GL_FLOAT_MAT4: mVertexHLSL += "    float4x4 "; break;
              default:  UNREACHABLE();
            }
    
            mVertexHLSL += decorateAttribute(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
    
            semanticIndex += VariableRowCount(attribute->type);
        }
    
        mVertexHLSL += "};\n"
                       "\n"
                       "struct VS_OUTPUT\n"
                       "{\n"
                       "    float4 gl_Position : POSITION;\n";
    
        for (int r = 0; r < registers; r++)
        {
            int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
    
            mVertexHLSL += "    float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
        }
    
        if (mFragmentShader->mUsesFragCoord)
        {
            mVertexHLSL += "    float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
        }
    
        if (mVertexShader->mUsesPointSize && sm3)
        {
            mVertexHLSL += "    float gl_PointSize : PSIZE;\n";
        }
    
        mVertexHLSL += "};\n"
                       "\n"
                       "VS_OUTPUT main(VS_INPUT input)\n"
                       "{\n";
    
        for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
        {
            mVertexHLSL += "    " + decorateAttribute(attribute->name) + " = ";
    
            if (VariableRowCount(attribute->type) > 1)   // Matrix
            {
                mVertexHLSL += "transpose";
            }
    
            mVertexHLSL += "(input." + decorateAttribute(attribute->name) + ");\n";
        }
    
        mVertexHLSL += "\n"
                       "    gl_main();\n"
                       "\n"
                       "    VS_OUTPUT output;\n"
                       "    output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
                       "    output.gl_Position.y = gl_Position.y - dx_HalfPixelSize.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 (mVertexShader->mUsesPointSize && sm3)
        {
            mVertexHLSL += "    output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
        }
    
        if (mFragmentShader->mUsesFragCoord)
        {
            mVertexHLSL += "    output.gl_FragCoord = gl_Position;\n";
        }
    
        for (VaryingList::iterator varying = mVertexShader->mVaryings.begin(); varying != mVertexShader->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;
                        mVertexHLSL += "    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)
                        {
                            mVertexHLSL += ".";
    
                            for (int x = 0; x < 4; x++)
                            {
                                if (packing[r][x] == &*varying)
                                {
                                    switch(x)
                                    {
                                      case 0: mVertexHLSL += "x"; break;
                                      case 1: mVertexHLSL += "y"; break;
                                      case 2: mVertexHLSL += "z"; break;
                                      case 3: mVertexHLSL += "w"; break;
                                    }
                                }
                            }
                        }
    
                        mVertexHLSL += " = " + varying->name;
                        
                        if (varying->array)
                        {
                            mVertexHLSL += "[" + str(i) + "]";
                        }
    
                        if (rows > 1)
                        {
                            mVertexHLSL += "[" + str(j) + "]";
                        }
                        
                        mVertexHLSL += ";\n";
                    }
                }
            }
        }
    
        mVertexHLSL += "\n"
                       "    return output;\n"
                       "}\n";
    
        mPixelHLSL += "struct PS_INPUT\n"
                      "{\n";
        
        for (VaryingList::iterator varying = mFragmentShader->mVaryings.begin(); varying != mFragmentShader->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);
                        mPixelHLSL += "    float4 v" + n + " : " + varyingSemantic + n + ";\n";
                    }
                }
            }
            else UNREACHABLE();
        }
    
        if (mFragmentShader->mUsesFragCoord)
        {
            mPixelHLSL += "    float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
            if (sm3) {
                mPixelHLSL += "    float2 dx_VPos : VPOS;\n";
            }
        }
    
        if (mFragmentShader->mUsesPointCoord && sm3)
        {
            mPixelHLSL += "    float2 gl_PointCoord : TEXCOORD0;\n";
        }
    
        if (mFragmentShader->mUsesFrontFacing)
        {
            mPixelHLSL += "    float vFace : VFACE;\n";
        }
    
        mPixelHLSL += "};\n"
                      "\n"
                      "struct PS_OUTPUT\n"
                      "{\n"
                      "    float4 gl_Color[1] : COLOR;\n"
                      "};\n"
                      "\n"
                      "PS_OUTPUT main(PS_INPUT input)\n"
                      "{\n";
    
        if (mFragmentShader->mUsesFragCoord)
        {
            mPixelHLSL += "    float rhw = 1.0 / input.gl_FragCoord.w;\n";
            
            if (sm3)
            {
                // dx_Coord.y contains the render target height. See Context::applyRenderTarget()
                mPixelHLSL += "    gl_FragCoord.x = input.dx_VPos.x + 0.5;\n"
                              "    gl_FragCoord.y = dx_Coord.y - input.dx_VPos.y - 0.5;\n";
            }
            else
            {
                // dx_Coord contains the viewport width/2, height/2, center.x and center.y. See Context::applyRenderTarget()
                mPixelHLSL += "    gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Coord.x + dx_Coord.z;\n"
                              "    gl_FragCoord.y = -(input.gl_FragCoord.y * rhw) * dx_Coord.y + dx_Coord.w;\n";
            }
            
            mPixelHLSL += "    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
                          "    gl_FragCoord.w = rhw;\n";
        }
    
        if (mFragmentShader->mUsesPointCoord && sm3)
        {
            mPixelHLSL += "    gl_PointCoord = input.gl_PointCoord;\n";
        }
    
        if (mFragmentShader->mUsesFrontFacing)
        {
            mPixelHLSL += "    gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
        }
    
        for (VaryingList::iterator varying = mFragmentShader->mVaryings.begin(); varying != mFragmentShader->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);
                        mPixelHLSL += "    " + varying->name;
    
                        if (varying->array)
                        {
                            mPixelHLSL += "[" + str(i) + "]";
                        }
    
                        if (rows > 1)
                        {
                            mPixelHLSL += "[" + str(j) + "]";
                        }
    
                        mPixelHLSL += " = input.v" + n + ";\n";
                    }
                }
            }
            else UNREACHABLE();
        }
    
        mPixelHLSL += "\n"
                      "    gl_main();\n"
                      "\n"
                      "    PS_OUTPUT output;\n"                 
                      "    output.gl_Color[0] = gl_Color[0];\n"
                      "\n"
                      "    return output;\n"
                      "}\n";
    
        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;
        }
    
        mPixelHLSL = mFragmentShader->getHLSL();
        mVertexHLSL = mVertexShader->getHLSL();
    
        if (!linkVaryings())
        {
            return;
        }
    
        Context *context = getContext();
        const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
        const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
    
        ID3D10Blob *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
        ID3D10Blob *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
    
        if (vertexBinary && pixelBinary)
        {
            HRESULT vertexResult = mDevice->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
            HRESULT pixelResult = mDevice->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;
                }
    
                if (!linkUniforms(mConstantTablePS))
                {
                    return;
                }
    
                if (!linkUniforms(mConstantTableVS))
                {
                    return;
                }
    
                // these uniforms are searched as already-decorated because gl_ and dx_
                // are reserved prefixes, and do not receive additional decoration
                mDxDepthRangeLocation = getUniformLocation("dx_DepthRange");
                mDxDepthLocation = getUniformLocation("dx_Depth");
                mDxCoordLocation = getUniformLocation("dx_Coord");
                mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize");
                mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW");
                mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines");
    
                mLinked = true;   // Success
            }
        }
    }
    
    // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
    bool Program::linkAttributes()
    {
        unsigned int usedLocations = 0;
    
        // Link attributes that have a binding location
        for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
        {
            int location = 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)
                {
                    appendToInfoLog("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 = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
        {
            int location = 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)
                {
                    appendToInfoLog("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 = mVertexShader->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;
    }
    
    int Program::getAttributeBinding(const std::string &name)
    {
        for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
        {
            if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
            {
                return location;
            }
        }
    
        return -1;
    }
    
    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);
            HRESULT result = constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
            ASSERT(SUCCEEDED(result));
    
            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)
        {
            for (unsigned int i = 0; i < constantDescription.RegisterCount; i++)
            {
                D3DXHANDLE psConstant = mConstantTablePS->GetConstantByName(NULL, constantDescription.Name);
                D3DXHANDLE vsConstant = mConstantTableVS->GetConstantByName(NULL, constantDescription.Name);
    
                if (psConstant)
                {
                    unsigned int samplerIndex = mConstantTablePS->GetSamplerIndex(psConstant) + i;
    
                    if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
                    {
                        mSamplersPS[samplerIndex].active = true;
                        mSamplersPS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
                        mSamplersPS[samplerIndex].logicalTextureUnit = 0;
                        mUsedPixelSamplerRange = std::max(samplerIndex + 1, mUsedPixelSamplerRange);
                    }
                    else
                    {
                        appendToInfoLog("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS);
                        return false;
                    }
                }
                
                if (vsConstant)
                {
                    unsigned int samplerIndex = mConstantTableVS->GetSamplerIndex(vsConstant) + i;
    
                    if (samplerIndex < getContext()->getMaximumVertexTextureImageUnits())
                    {
                        mSamplersVS[samplerIndex].active = true;
                        mSamplersVS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
                        mSamplersVS[samplerIndex].logicalTextureUnit = 0;
                        mUsedVertexSamplerRange = std::max(samplerIndex + 1, mUsedVertexSamplerRange);
                    }
                    else
                    {
                        appendToInfoLog("Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (%d).", getContext()->getMaximumVertexTextureImageUnits());
                        return false;
                    }
                }
            }
        }
    
        switch(constantDescription.Class)
        {
          case D3DXPC_STRUCT:
            {
                for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
                {
                    for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
                    {
                        D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
    
                        D3DXCONSTANT_DESC fieldDescription;
                        UINT descriptionCount = 1;
    
                        HRESULT result = mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
                        ASSERT(SUCCEEDED(result));
    
                        std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
    
                        if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
                        {
                            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, const std::string &_name)
    {
        Uniform *uniform = createUniform(constantDescription, _name);
    
        if(!uniform)
        {
            return false;
        }
    
        // Check if already defined
        GLint location = getUniformLocation(uniform->name);
        GLenum type = uniform->type;
    
        if (location >= 0)
        {
            delete uniform;
    
            if (mUniforms[mUniformIndex[location].index]->type != type)
            {
                return false;
            }
            else
            {
                return true;
            }
        }
    
        initializeConstantHandles(uniform, &uniform->ps, mConstantTablePS);
        initializeConstantHandles(uniform, &uniform->vs, mConstantTableVS);
    
        mUniforms.push_back(uniform);
        unsigned int uniformIndex = mUniforms.size() - 1;
    
        for (unsigned int i = 0; i < uniform->arraySize; ++i)
        {
            mUniformIndex.push_back(UniformLocation(_name, i, uniformIndex));
        }
    
        return true;
    }
    
    Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, const std::string &_name)
    {
        if (constantDescription.Rows == 1)   // Vectors and scalars
        {
            switch (constantDescription.Type)
            {
              case D3DXPT_SAMPLER2D:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(GL_SAMPLER_2D, _name, constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              case D3DXPT_SAMPLERCUBE:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(GL_SAMPLER_CUBE, _name, constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              case D3DXPT_BOOL:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(GL_BOOL, _name, constantDescription.Elements);
                  case 2: return new Uniform(GL_BOOL_VEC2, _name, constantDescription.Elements);
                  case 3: return new Uniform(GL_BOOL_VEC3, _name, constantDescription.Elements);
                  case 4: return new Uniform(GL_BOOL_VEC4, _name, constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              case D3DXPT_INT:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(GL_INT, _name, constantDescription.Elements);
                  case 2: return new Uniform(GL_INT_VEC2, _name, constantDescription.Elements);
                  case 3: return new Uniform(GL_INT_VEC3, _name, constantDescription.Elements);
                  case 4: return new Uniform(GL_INT_VEC4, _name, constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              case D3DXPT_FLOAT:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(GL_FLOAT, _name, constantDescription.Elements);
                  case 2: return new Uniform(GL_FLOAT_VEC2, _name, constantDescription.Elements);
                  case 3: return new Uniform(GL_FLOAT_VEC3, _name, constantDescription.Elements);
                  case 4: return new Uniform(GL_FLOAT_VEC4, _name, constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              default:
                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, constantDescription.Elements);
                  case 3: return new Uniform(GL_FLOAT_MAT3, _name, constantDescription.Elements);
                  case 4: return new Uniform(GL_FLOAT_MAT4, _name, constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              default: UNREACHABLE();
            }
        }
        else UNREACHABLE();
    
        return 0;
    }
    
    // This method needs to match OutputHLSL::decorate
    std::string Program::decorateAttribute(const std::string &name)
    {
        if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0)
        {
            return "_" + name;
        }
        
        return name;
    }
    
    std::string Program::undecorateUniform(const std::string &_name)
    {
        std::string name = _name;
        
        // Remove any structure field decoration
        size_t pos = 0;
        while ((pos = name.find("._", pos)) != std::string::npos)
        {
            name.replace(pos, 2, ".");
        }
    
        // Remove the leading decoration
        if (name[0] == '_')
        {
            return name.substr(1);
        }
        else if (name.compare(0, 3, "ar_") == 0)
        {
            return name.substr(3);
        }
        
        return name;
    }
    
    void Program::applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
    {
        float vector[D3D9_MAX_FLOAT_CONSTANTS * 4];
        BOOL boolVector[D3D9_MAX_BOOL_CONSTANTS];
    
        if (targetUniform->ps.registerCount && targetUniform->ps.registerSet == D3DXRS_FLOAT4 ||
            targetUniform->vs.registerCount && targetUniform->vs.registerSet == D3DXRS_FLOAT4)
        {
            ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
            for (int i = 0; i < count; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    if (j < width)
                    {
                        vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
                    }
                    else
                    {
                        vector[i * 4 + j] = 0.0f;
                    }
                }
            }
        }
    
        if (targetUniform->ps.registerCount && targetUniform->ps.registerSet == D3DXRS_BOOL ||
            targetUniform->vs.registerCount && targetUniform->vs.registerSet == D3DXRS_BOOL)
        {
            int psCount = targetUniform->ps.registerSet == D3DXRS_BOOL ? targetUniform->ps.registerCount : 0;
            int vsCount = targetUniform->vs.registerSet == D3DXRS_BOOL ? targetUniform->vs.registerCount : 0;
            int copyCount = std::min(count * width, std::max(psCount, vsCount));
            ASSERT(copyCount <= D3D9_MAX_BOOL_CONSTANTS);
            for (int i = 0; i < copyCount; i++)
            {
                boolVector[i] = v[i] != GL_FALSE;
            }
        }
    
        if (targetUniform->ps.registerCount)
        {
            if (targetUniform->ps.registerSet == D3DXRS_FLOAT4)
            {
                mDevice->SetPixelShaderConstantF(targetUniform->ps.registerIndex, vector, targetUniform->ps.registerCount);
            }
            else if (targetUniform->ps.registerSet == D3DXRS_BOOL)
            {
                mDevice->SetPixelShaderConstantB(targetUniform->ps.registerIndex, boolVector, targetUniform->ps.registerCount);
            }
            else UNREACHABLE();
        }
    
        if (targetUniform->vs.registerCount)
        {
            if (targetUniform->vs.registerSet == D3DXRS_FLOAT4)
            {
                mDevice->SetVertexShaderConstantF(targetUniform->vs.registerIndex, vector, targetUniform->vs.registerCount);
            }
            else if (targetUniform->vs.registerSet == D3DXRS_BOOL)
            {
                mDevice->SetVertexShaderConstantB(targetUniform->vs.registerIndex, boolVector, targetUniform->vs.registerCount);
            }
            else UNREACHABLE();
        }
    }
    
    bool Program::applyUniformnfv(Uniform *targetUniform, const GLfloat *v)
    {
        if (targetUniform->ps.registerCount)
        {
            mDevice->SetPixelShaderConstantF(targetUniform->ps.registerIndex, v, targetUniform->ps.registerCount);
        }
    
        if (targetUniform->vs.registerCount)
        {
            mDevice->SetVertexShaderConstantF(targetUniform->vs.registerIndex, v, targetUniform->vs.registerCount);
        }
    
        return true;
    }
    
    bool Program::applyUniform1iv(Uniform *targetUniform, GLsizei count, const GLint *v)
    {
        ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
        D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((float)v[i], 0, 0, 0);
        }
    
        if (targetUniform->ps.registerCount)
        {
            if (targetUniform->ps.registerSet == D3DXRS_SAMPLER)
            {
                unsigned int firstIndex = targetUniform->ps.registerIndex;
    
                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];
                    }
                }
            }
            else
            {
                ASSERT(targetUniform->ps.registerSet == D3DXRS_FLOAT4);
                mDevice->SetPixelShaderConstantF(targetUniform->ps.registerIndex, (const float*)vector, targetUniform->ps.registerCount);
            }
        }
    
        if (targetUniform->vs.registerCount)
        {
            if (targetUniform->vs.registerSet == D3DXRS_SAMPLER)
            {
                unsigned int firstIndex = targetUniform->vs.registerIndex;
    
                for (int i = 0; i < count; i++)
                {
                    unsigned int samplerIndex = firstIndex + i;
    
                    if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
                    {
                        ASSERT(mSamplersVS[samplerIndex].active);
                        mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
                    }
                }
            }
            else
            {
                ASSERT(targetUniform->vs.registerSet == D3DXRS_FLOAT4);
                mDevice->SetVertexShaderConstantF(targetUniform->vs.registerIndex, (const float *)vector, targetUniform->vs.registerCount);
            }
        }
    
        return true;
    }
    
    bool Program::applyUniform2iv(Uniform *targetUniform, GLsizei count, const GLint *v)
    {
        ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
        D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
    
            v += 2;
        }
    
        applyUniformniv(targetUniform, count, vector);
    
        return true;
    }
    
    bool Program::applyUniform3iv(Uniform *targetUniform, GLsizei count, const GLint *v)
    {
        ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
        D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
    
            v += 3;
        }
    
        applyUniformniv(targetUniform, count, vector);
    
        return true;
    }
    
    bool Program::applyUniform4iv(Uniform *targetUniform, GLsizei count, const GLint *v)
    {
        ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
        D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
    
            v += 4;
        }
    
        applyUniformniv(targetUniform, count, vector);
    
        return true;
    }
    
    void Program::applyUniformniv(Uniform *targetUniform, GLsizei count, const D3DXVECTOR4 *vector)
    {
        if (targetUniform->ps.registerCount)
        {
            ASSERT(targetUniform->ps.registerSet == D3DXRS_FLOAT4);
            mDevice->SetPixelShaderConstantF(targetUniform->ps.registerIndex, (const float *)vector, targetUniform->ps.registerCount);
        }
    
        if (targetUniform->vs.registerCount)
        {
            ASSERT(targetUniform->vs.registerSet == D3DXRS_FLOAT4);
            mDevice->SetVertexShaderConstantF(targetUniform->vs.registerIndex, (const float *)vector, targetUniform->vs.registerCount);
        }
    }
    
    // append a santized message to the program info log.
    // The D3D compiler includes a fake file path in some of the warning or error 
    // messages, so lets remove all occurrences of this fake file path from the log.
    void Program::appendToInfoLogSanitized(const char *message)
    {
        std::string msg(message);
    
        size_t found;
        do
        {
            found = msg.find(fakepath);
            if (found != std::string::npos)
            {
                msg.erase(found, strlen(fakepath));
            }
        }
        while (found != std::string::npos);
    
        appendToInfoLog("%s\n", msg.c_str());
    }
    
    void Program::appendToInfoLog(const char *format, ...)
    {
        if (!format)
        {
            return;
        }
    
        char info[1024];
    
        va_list vararg;
        va_start(vararg, format);
        vsnprintf(info, sizeof(info), format, vararg);
        va_end(vararg);
    
        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;
        }
    }
    
    void Program::resetInfoLog()
    {
        if (mInfoLog)
        {
            delete [] mInfoLog;
            mInfoLog = NULL;
        }
    }
    
    // Returns the program object to an unlinked state, before re-linking, or at destruction
    void Program::unlink(bool destroy)
    {
        if (destroy)   // Object being destructed
        {
            if (mFragmentShader)
            {
                mFragmentShader->release();
                mFragmentShader = NULL;
            }
    
            if (mVertexShader)
            {
                mVertexShader->release();
                mVertexShader = 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++)
        {
            mLinkedAttribute[index].name.clear();
            mSemanticIndex[index] = -1;
        }
    
        for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
        {
            mSamplersPS[index].active = false;
        }
    
        for (int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; index++)
        {
            mSamplersVS[index].active = false;
        }
    
        mUsedVertexSamplerRange = 0;
        mUsedPixelSamplerRange = 0;
    
        while (!mUniforms.empty())
        {
            delete mUniforms.back();
            mUniforms.pop_back();
        }
    
        mDxDepthRangeLocation = -1;
        mDxDepthLocation = -1;
        mDxCoordLocation = -1;
        mDxHalfPixelSizeLocation = -1;
        mDxFrontCCWLocation = -1;
        mDxPointsOrLinesLocation = -1;
    
        mUniformIndex.clear();
    
        mPixelHLSL.clear();
        mVertexHLSL.clear();
    
        delete[] mInfoLog;
        mInfoLog = NULL;
    
        mLinked = false;
    }
    
    bool Program::isLinked()
    {
        return mLinked;
    }
    
    bool Program::isValidated() const 
    {
        return mValidated;
    }
    
    void Program::release()
    {
        mRefCount--;
    
        if (mRefCount == 0 && mDeleteStatus)
        {
            mResourceManager->deleteProgram(mHandle);
        }
    }
    
    void Program::addRef()
    {
        mRefCount++;
    }
    
    unsigned int Program::getRefCount() const
    {
        return mRefCount;
    }
    
    unsigned int Program::getSerial() const
    {
        return mSerial;
    }
    
    unsigned int Program::issueSerial()
    {
        return mCurrentSerial++;
    }
    
    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 (bufSize > 0)
        {
            if (mInfoLog)
            {
                index = std::min(bufSize - 1, (int)strlen(mInfoLog));
                memcpy(infoLog, mInfoLog, index);
            }
    
            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::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
    {
        // 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 Program::getActiveAttributeCount()
    {
        int count = 0;
    
        for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            if (!mLinkedAttribute[attributeIndex].name.empty())
            {
                count++;
            }
        }
    
        return count;
    }
    
    GLint Program::getActiveAttributeMaxLength()
    {
        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 Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
    {
        // Skip over internal uniforms
        unsigned int activeUniform = 0;
        unsigned int uniform;
        for (uniform = 0; uniform < mUniforms.size(); uniform++)
        {
            if (mUniforms[uniform]->name.compare(0, 3, "dx_") == 0)
            {
                continue;
            }
    
            if (activeUniform == index)
            {
                break;
            }
    
            activeUniform++;
        }
    
        ASSERT(uniform < mUniforms.size());   // index must be smaller than getActiveUniformCount()
    
        if (bufsize > 0)
        {
            std::string string = mUniforms[uniform]->name;
    
            if (mUniforms[uniform]->isArray())
            {
                string += "[0]";
            }
    
            strncpy(name, string.c_str(), bufsize);
            name[bufsize - 1] = '\0';
    
            if (length)
            {
                *length = strlen(name);
            }
        }
    
        *size = mUniforms[uniform]->arraySize;
    
        *type = mUniforms[uniform]->type;
    }
    
    GLint Program::getActiveUniformCount()
    {
        int count = 0;
    
        unsigned int numUniforms = mUniforms.size();
        for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
        {
            if (mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
            {
                count++;
            }
        }
    
        return count;
    }
    
    GLint Program::getActiveUniformMaxLength()
    {
        int maxLength = 0;
    
        unsigned int numUniforms = mUniforms.size();
        for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
        {
            if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
            {
                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 Program::flagForDeletion()
    {
        mDeleteStatus = true;
    }
    
    bool Program::isFlaggedForDeletion() const
    {
        return mDeleteStatus;
    }
    
    void Program::validate()
    {
        resetInfoLog();
    
        if (!isLinked()) 
        {
            appendToInfoLog("Program has not been successfully linked.");
            mValidated = false;
        }
        else
        {
            applyUniforms();
            if (!validateSamplers(true))
            {
                mValidated = false;
            }
            else
            {
                mValidated = true;
            }
        }
    }
    
    bool Program::validateSamplers(bool logErrors)
    {
        // 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 = getContext()->getMaximumCombinedTextureImageUnits();
        TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF];
    
        for (unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; ++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 (logErrors)
                    {
                        appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
                    }
    
                    return false;
                }
    
                if (textureUnitType[unit] != TEXTURE_UNKNOWN)
                {
                    if (mSamplersPS[i].textureType != textureUnitType[unit])
                    {
                        if (logErrors)
                        {
                            appendToInfoLog("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 (logErrors)
                    {
                        appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
                    }
    
                    return false;
                }
    
                if (textureUnitType[unit] != TEXTURE_UNKNOWN)
                {
                    if (mSamplersVS[i].textureType != textureUnitType[unit])
                    {
                        if (logErrors)
                        {
                            appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
                        }
    
                        return false;
                    }
                }
                else
                {
                    textureUnitType[unit] = mSamplersVS[i].textureType;
                }
            }
        }
    
        return true;
    }
    
    void Program::initializeConstantHandles(Uniform *targetUniform, Uniform::RegisterInfo *ri, ID3DXConstantTable *constantTable)
    {
        D3DXHANDLE handle = constantTable->GetConstantByName(0, targetUniform->_name.c_str());
        if (handle)
        {
            UINT descriptionCount = 1;
            D3DXCONSTANT_DESC constantDescription;
            HRESULT result = constantTable->GetConstantDesc(handle, &constantDescription, &descriptionCount);
            ASSERT(SUCCEEDED(result));
            ri->registerIndex = constantDescription.RegisterIndex;
            ri->registerCount = constantDescription.RegisterCount;
            ri->registerSet = constantDescription.RegisterSet;
        }
        else
        {
            ri->registerCount = 0;
        }
    }
    
    GLint Program::getDxDepthRangeLocation() const
    {
        return mDxDepthRangeLocation;
    }
    
    GLint Program::getDxDepthLocation() const
    {
        return mDxDepthLocation;
    }
    
    GLint Program::getDxCoordLocation() const
    {
        return mDxCoordLocation;
    }
    
    GLint Program::getDxHalfPixelSizeLocation() const
    {
        return mDxHalfPixelSizeLocation;
    }
    
    GLint Program::getDxFrontCCWLocation() const
    {
        return mDxFrontCCWLocation;
    }
    
    GLint Program::getDxPointsOrLinesLocation() const
    {
        return mDxPointsOrLinesLocation;
    }
    
    }