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

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  • Author : alokp@chromium.org
    Date : 2010-03-22 19:33:14
    Hash : ea0e1af4
    Message : Minor reshuffling of directory structure in preparation of ESSL to GLSL compiler work. 1. Added include/GLSLANG which includes compiler API 2. Deleted src/include and moved the header files to the same directory as the corresponding source files 3. Modied include path to be relative to src/. I have only fixed paths for files I moved. We should fix it for all new files at least. It is much easier to see where an included file is coming from. I noticed that a few libGLESv2 source files include headers from libEGL project, which seems wrong. I think we should address this issue. Next step: move compiler source files to compiler/frontend and create two new projects compiler/glsl_backend and compiler/hlsl_backend. Review URL: http://codereview.appspot.com/662042 git-svn-id: https://angleproject.googlecode.com/svn/trunk@62 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Program.cpp
  • //
    // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Program.cpp: Implements the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #include "Program.h"
    
    #include "main.h"
    #include "Shader.h"
    #include "common/debug.h"
    
    namespace gl
    {
    Uniform::Uniform(UniformType type, const std::string &name, unsigned int bytes) : type(type), name(name), bytes(bytes)
    {
        this->data = new unsigned char[bytes];
        memset(this->data, 0, bytes);
    }
    
    Uniform::~Uniform()
    {
        delete[] data;
    }
    
    Program::Program()
    {
        mFragmentShader = NULL;
        mVertexShader = NULL;
    
        mPixelExecutable = NULL;
        mVertexExecutable = NULL;
        mConstantTablePS = NULL;
        mConstantTableVS = NULL;
    
        for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
        {
            mAttributeName[index] = NULL;
        }
    
        unlink();
    
        mDeleteStatus = false;
    }
    
    Program::~Program()
    {
        unlink(true);
    }
    
    bool Program::attachShader(Shader *shader)
    {
        if (shader->getType() == GL_VERTEX_SHADER)
        {
            if (mVertexShader)
            {
                return false;
            }
    
            mVertexShader = (VertexShader*)shader;
            mVertexShader->attach();
        }
        else if (shader->getType() == GL_FRAGMENT_SHADER)
        {
            if (mFragmentShader)
            {
                return false;
            }
    
            mFragmentShader = (FragmentShader*)shader;
            mFragmentShader->attach();
        }
        else UNREACHABLE();
    
        return true;
    }
    
    bool Program::detachShader(Shader *shader)
    {
        if (shader->getType() == GL_VERTEX_SHADER)
        {
            if (mVertexShader != shader)
            {
                return false;
            }
    
            mVertexShader->detach();
            mVertexShader = NULL;
        }
        else if (shader->getType() == GL_FRAGMENT_SHADER)
        {
            if (mFragmentShader != shader)
            {
                return false;
            }
    
            mFragmentShader->detach();
            mFragmentShader = NULL;
        }
        else UNREACHABLE();
    
        unlink();
    
        return true;
    }
    
    IDirect3DPixelShader9 *Program::getPixelShader()
    {
        return mPixelExecutable;
    }
    
    IDirect3DVertexShader9 *Program::getVertexShader()
    {
        return mVertexExecutable;
    }
    
    void Program::bindAttributeLocation(GLuint index, const char *name)
    {
        if (index < MAX_VERTEX_ATTRIBS)
        {
            delete[] mAttributeName[index];
            mAttributeName[index] = new char[strlen(name) + 1];
            strcpy(mAttributeName[index], name);
        }
    }
    
    GLuint Program::getAttributeLocation(const char *name)
    {
        for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
        {
            if (mAttributeName[index] && strcmp(mAttributeName[index], name) == 0)
            {
                return index;
            }
        }
    
        return -1;
    }
    
    bool Program::isActiveAttribute(int attributeIndex)
    {
        if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
        {
            return mInputMapping[attributeIndex] != -1;
        }
    
        return false;
    }
    
    int Program::getInputMapping(int attributeIndex)
    {
        if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
        {
            return mInputMapping[attributeIndex];
        }
    
        return -1;
    }
    
    // Returns the index of the texture unit corresponding to a Direct3D 9 sampler
    // index referenced in the compiled HLSL shader
    GLint Program::getSamplerMapping(unsigned int samplerIndex)
    {
        assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
    
        if (mSamplers[samplerIndex].active)
        {
            return mSamplers[samplerIndex].logicalTextureUnit;
        }
    
        return -1;
    }
    
    SamplerType Program::getSamplerType(unsigned int samplerIndex)
    {
        assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
        assert(mSamplers[samplerIndex].active);
    
        return mSamplers[samplerIndex].type;
    }
    
    GLint Program::getUniformLocation(const char *name)
    {
        for (unsigned int location = 0; location < mUniforms.size(); location++)
        {
            if (mUniforms[location]->name == name)
            {
                return location;
            }
        }
    
        return -1;
    }
    
    bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != UNIFORM_1FV || mUniforms[location]->bytes < sizeof(GLfloat) * count)
        {
            return false;
        }
    
        memcpy(mUniforms[location]->data, v, sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != UNIFORM_2FV || mUniforms[location]->bytes < 2 * sizeof(GLfloat) * count)
        {
            return false;
        }
    
        memcpy(mUniforms[location]->data, v, 2 * sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != UNIFORM_3FV || mUniforms[location]->bytes < 3 * sizeof(GLfloat) * count)
        {
            return false;
        }
    
        memcpy(mUniforms[location]->data, v, 3 * sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != UNIFORM_4FV || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count)
        {
            return false;
        }
    
        memcpy(mUniforms[location]->data, v, 4 * sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != UNIFORM_MATRIX_2FV || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count)
        {
            return false;
        }
    
        memcpy(mUniforms[location]->data, value, 4 * sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != UNIFORM_MATRIX_3FV || mUniforms[location]->bytes < 9 * sizeof(GLfloat) * count)
        {
            return false;
        }
    
        memcpy(mUniforms[location]->data, value, 9 * sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != UNIFORM_MATRIX_4FV || mUniforms[location]->bytes <  16 * sizeof(GLfloat) * count)
        {
            return false;
        }
    
        memcpy(mUniforms[location]->data, value, 16 * sizeof(GLfloat) * count);
    
        return true;
    }
    
    bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        if (location < 0 || location >= (int)mUniforms.size())
        {
            return false;
        }
    
        if (mUniforms[location]->type != UNIFORM_1IV || mUniforms[location]->bytes < sizeof(GLint) * count)
        {
            return false;
        }
    
        memcpy(mUniforms[location]->data, v, sizeof(GLint) * count);
    
        return true;
    }
    
    // Applies all the uniforms set for this program object to the Direct3D 9 device
    void Program::applyUniforms()
    {
        for (unsigned int location = 0; location < mUniforms.size(); location++)
        {
            int bytes = mUniforms[location]->bytes;
            GLfloat *f = (GLfloat*)mUniforms[location]->data;
            GLint *i = (GLint*)mUniforms[location]->data;
    
            switch (mUniforms[location]->type)
            {
              case UNIFORM_1FV:        applyUniform1fv(location, bytes / sizeof(GLfloat), f);            break;
              case UNIFORM_2FV:        applyUniform2fv(location, bytes / 2 / sizeof(GLfloat), f);        break;
              case UNIFORM_3FV:        applyUniform3fv(location, bytes / 3 / sizeof(GLfloat), f);        break;
              case UNIFORM_4FV:        applyUniform4fv(location, bytes / 4 / sizeof(GLfloat), f);        break;
              case UNIFORM_MATRIX_2FV: applyUniformMatrix2fv(location, bytes / 4 / sizeof(GLfloat), f);  break;
              case UNIFORM_MATRIX_3FV: applyUniformMatrix3fv(location, bytes / 9 / sizeof(GLfloat), f);  break;
              case UNIFORM_MATRIX_4FV: applyUniformMatrix4fv(location, bytes / 16 / sizeof(GLfloat), f); break;
              case UNIFORM_1IV:        applyUniform1iv(location, bytes / sizeof(GLint), i);              break;
              default:
                UNIMPLEMENTED();   // FIXME
                UNREACHABLE();
            }
        }
    }
    
    // Compiles the HLSL code of the attached shaders into executable binaries
    ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
    {
        if (!hlsl)
        {
            return NULL;
        }
    
        ID3DXBuffer *binary = NULL;
        ID3DXBuffer *errorMessage = NULL;
        DWORD flags = D3DXSHADER_USE_LEGACY_D3DX9_31_DLL |
                      D3DXSHADER_PREFER_FLOW_CONTROL;
    
        HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, 0, "main", profile, flags, &binary, &errorMessage, constantTable);
    
        if (SUCCEEDED(result))
        {
            return binary;
        }
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL);
        }
    
        if (errorMessage)
        {
            const char *message = (const char*)errorMessage->GetBufferPointer();
            TRACE("\n%s", hlsl);
            TRACE("\n%s", message);
        }
    
        return NULL;
    }
    
    // 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()
    {
        if (mLinked)
        {
            return;
        }
    
        unlink();
    
        if (!mFragmentShader || !mFragmentShader->isCompiled())
        {
            return;
        }
    
        if (!mVertexShader || !mVertexShader->isCompiled())
        {
            return;
        }
    
        const char *pixelHLSL = mFragmentShader->linkHLSL();
        const char *vertexHLSL = mVertexShader->linkHLSL(pixelHLSL);
        ID3DXBuffer *vertexBinary = compileToBinary(vertexHLSL, "vs_3_0", &mConstantTableVS);
        ID3DXBuffer *pixelBinary = compileToBinary(pixelHLSL, "ps_3_0", &mConstantTablePS);
    
        if (vertexBinary && pixelBinary)
        {
            IDirect3DDevice9 *device = getDevice();
            HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
            HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
    
            if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
            {
                return error(GL_OUT_OF_MEMORY);
            }
    
            ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
    
            vertexBinary->Release();
            pixelBinary->Release();
            vertexBinary = NULL;
            pixelBinary = NULL;
    
            if (mVertexExecutable && mPixelExecutable)
            {
                if (!linkAttributes())
                {
                    return;
                }
    
                for (int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
                {
                    mSamplers[i].active = false;
                }
    
                if (!linkUniforms(mConstantTablePS))
                {
                    return;
                }
    
                if (!linkUniforms(mConstantTableVS))
                {
                    return;
                }
    
                mLinked = true;   // Success
            }
        }
    }
    
    // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
    bool Program::linkAttributes()
    {
        for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            const char *name = mVertexShader->getAttributeName(attributeIndex);
    
            if (name)
            {
                GLuint location = getAttributeLocation(name);
    
                if (location == -1)   // Not set by glBindAttribLocation
                {
                    int availableIndex = 0;
    
                    while (availableIndex < MAX_VERTEX_ATTRIBS && mAttributeName[availableIndex] && mVertexShader->isActiveAttribute(mAttributeName[availableIndex]))
                    {
                        availableIndex++;
                    }
    
                    if (availableIndex == MAX_VERTEX_ATTRIBS)
                    {
                        return false;   // Fail to link
                    }
    
                    delete[] mAttributeName[availableIndex];
                    mAttributeName[availableIndex] = new char[strlen(name) + 1];   // FIXME: Check allocation
                    strcpy(mAttributeName[availableIndex], name);
                }
            }
        }
    
        for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            mInputMapping[attributeIndex] = mVertexShader->getInputMapping(mAttributeName[attributeIndex]);
        }
    
        return true;
    }
    
    bool Program::linkUniforms(ID3DXConstantTable *constantTable)
    {
        D3DXCONSTANTTABLE_DESC constantTableDescription;
        D3DXCONSTANT_DESC constantDescription;
        UINT descriptionCount = 1;
    
        constantTable->GetDesc(&constantTableDescription);
    
        for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
        {
            D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
            constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
    
            if (!defineUniform(constantHandle, constantDescription))
            {
                return false;
            }
        }
    
        return true;
    }
    
    // Adds the description of a constant found in the binary shader to the list of uniforms
    // Returns true if succesful (uniform not already defined)
    bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
    {
        if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
        {
            unsigned int samplerIndex = constantDescription.RegisterIndex;
    
            assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
    
            mSamplers[samplerIndex].active = true;
            mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
            mSamplers[samplerIndex].logicalTextureUnit = 0;
        }
    
        switch(constantDescription.Class)
        {
          case D3DXPC_STRUCT:
            {
                for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
                {
                    D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
    
                    D3DXCONSTANT_DESC fieldDescription;
                    UINT descriptionCount = 1;
    
                    mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
    
                    if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + "."))
                    {
                        return false;
                    }
                }
    
                return true;
            }
          case D3DXPC_SCALAR:
          case D3DXPC_VECTOR:
          case D3DXPC_MATRIX_COLUMNS:
          case D3DXPC_OBJECT:
            return defineUniform(constantDescription, name + constantDescription.Name);
          default:
            UNREACHABLE();
            return false;
        }
    }
    
    bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
    {
        Uniform *uniform = createUniform(constantDescription, name);
    
        if(!uniform)
        {
            return false;
        }
    
        // Check if already defined
        GLint location = getUniformLocation(name.c_str());
        UniformType type = uniform->type;
    
        if (location >= 0)
        {
            delete uniform;
    
            if (mUniforms[location]->type != type)
            {
                return false;
            }
            else
            {
                return true;
            }
        }
    
        mUniforms.push_back(uniform);
    
        return true;
    }
    
    Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
    {
        if (constantDescription.Rows == 1)   // Vectors and scalars
        {
            switch (constantDescription.Type)
            {
              case D3DXPT_SAMPLER2D:
              case D3DXPT_SAMPLERCUBE:
              case D3DXPT_BOOL:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(UNIFORM_1IV, name, 1 * sizeof(GLint) * constantDescription.Elements);
                  default:
                    UNIMPLEMENTED();   // FIXME
                    UNREACHABLE();
                }
                break;
              case D3DXPT_FLOAT:
                switch (constantDescription.Columns)
                {
                  case 1: return new Uniform(UNIFORM_1FV, name, 1 * sizeof(GLfloat) * constantDescription.Elements);
                  case 2: return new Uniform(UNIFORM_2FV, name, 2 * sizeof(GLfloat) * constantDescription.Elements);
                  case 3: return new Uniform(UNIFORM_3FV, name, 3 * sizeof(GLfloat) * constantDescription.Elements);
                  case 4: return new Uniform(UNIFORM_4FV, name, 4 * sizeof(GLfloat) * constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              default:
                UNIMPLEMENTED();   // FIXME
                UNREACHABLE();
            }
        }
        else if (constantDescription.Rows == constantDescription.Columns)  // Square matrices
        {
            switch (constantDescription.Type)
            {
              case D3DXPT_FLOAT:
                switch (constantDescription.Rows)
                {
                  case 2: return new Uniform(UNIFORM_MATRIX_2FV, name, 2 * 2 * sizeof(GLfloat) * constantDescription.Elements);
                  case 3: return new Uniform(UNIFORM_MATRIX_3FV, name, 3 * 3 * sizeof(GLfloat) * constantDescription.Elements);
                  case 4: return new Uniform(UNIFORM_MATRIX_4FV, name, 4 * 4 * sizeof(GLfloat) * constantDescription.Elements);
                  default: UNREACHABLE();
                }
                break;
              default: UNREACHABLE();
            }
        }
        else UNREACHABLE();
    
        return 0;
    }
    
    bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
    {
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetFloatArray(device, constantPS, v, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetFloatArray(device, constantVS, v, count);
        }
    
        return true;
    }
    
    bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
    
            v += 2;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete[] vector;
    
        return true;
    }
    
    bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
    
        for (int i = 0; i < count; i++)
        {
            vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
    
            v += 3;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
        }
    
        delete[] vector;
    
        return true;
    }
    
    bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
        }
    
        return true;
    }
    
    bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
    {
        D3DXMATRIX *matrix = new D3DXMATRIX[count];
    
        for (int i = 0; i < count; i++)
        {
            matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
                                   value[1], value[3], 0, 0,
                                   0,        0,        1, 0,
                                   0,        0,        0, 1);
    
            value += 4;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count);
        }
    
        delete[] matrix;
    
        return true;
    }
    
    bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
    {
        D3DXMATRIX *matrix = new D3DXMATRIX[count];
    
        for (int i = 0; i < count; i++)
        {
            matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
                                   value[1], value[4], value[7], 0,
                                   value[2], value[5], value[8], 0,
                                   0,        0,        0,        1);
    
            value += 9;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count);
        }
    
        delete[] matrix;
    
        return true;
    }
    
    bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
    {
        D3DXMATRIX *matrix = new D3DXMATRIX[count];
    
        for (int i = 0; i < count; i++)
        {
            matrix[i] = D3DXMATRIX(value[0], value[4], value[8],  value[12],
                                   value[1], value[5], value[9],  value[13],
                                   value[2], value[6], value[10], value[14],
                                   value[3], value[7], value[11], value[15]);
    
            value += 16;
        }
    
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count);
        }
    
        delete[] matrix;
    
        return true;
    }
    
    bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
        D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
        IDirect3DDevice9 *device = getDevice();
    
        if (constantPS)
        {
            D3DXCONSTANT_DESC constantDescription;
            UINT descriptionCount = 1;
            HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
    
            if (FAILED(result))
            {
                return false;
            }
    
            if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
            {
                unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
    
                for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
                {
                    GLint mappedSampler = v[0];
    
                    if (mappedSampler >= 0 && mappedSampler < MAX_TEXTURE_IMAGE_UNITS)
                    {
                        if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
                        {
                            ASSERT(mSamplers[samplerIndex].active);
                            mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
                        }
                    }
                }
    
                return true;
            }
        }
    
        if (constantPS)
        {
            mConstantTablePS->SetIntArray(device, constantPS, v, count);
        }
    
        if (constantVS)
        {
            mConstantTableVS->SetIntArray(device, constantVS, v, count);
        }
    
        return true;
    }
    
    // Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
    void Program::unlink(bool destroy)
    {
        if (destroy)   // Object being destructed
        {
            if (mFragmentShader)
            {
                mFragmentShader->detach();
                mFragmentShader = NULL;
            }
    
            if (mVertexShader)
            {
                mVertexShader->detach();
                mVertexShader = NULL;
            }
    
            for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
            {
                delete[] mAttributeName[index];
                mAttributeName[index] = NULL;
            }
        }
    
        if (mPixelExecutable)
        {
            mPixelExecutable->Release();
            mPixelExecutable = NULL;
        }
    
        if (mVertexExecutable)
        {
            mVertexExecutable->Release();
            mVertexExecutable = NULL;
        }
    
        if (mConstantTablePS)
        {
            mConstantTablePS->Release();
            mConstantTablePS = NULL;
        }
    
        if (mConstantTableVS)
        {
            mConstantTableVS->Release();
            mConstantTableVS = NULL;
        }
    
        for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
        {
            mInputMapping[index] = 0;
        }
    
        for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
        {
            mSamplers[index].active = false;
        }
    
        while (!mUniforms.empty())
        {
            delete mUniforms.back();
            mUniforms.pop_back();
        }
    
        mLinked = false;
    }
    
    bool Program::isLinked()
    {
        return mLinked;
    }
    
    void Program::flagForDeletion()
    {
        mDeleteStatus = true;
    }
    
    bool Program::isFlaggedForDeletion() const
    {
        return mDeleteStatus;
    }
    }