Moving Uniform handling into ProgramD3D.

Moves the last references to HLSLBlockEncoder out of ProgramBinary. Only one reference to ShaderD3D remains.

BUG=angle:731
Change-Id: Ie23e24e09fbed4c8c5fab3bab814b7092a383c7f
Reviewed-on: https://chromium-review.googlesource.com/220940
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libGLESv2.gypi b/src/libGLESv2.gypi
index d7e612f..0b80d75 100644
--- a/src/libGLESv2.gypi
+++ b/src/libGLESv2.gypi
@@ -101,6 +101,7 @@
             'libGLESv2/renderer/Image.h',
             'libGLESv2/renderer/IndexRangeCache.cpp',
             'libGLESv2/renderer/IndexRangeCache.h',
+            'libGLESv2/renderer/ProgramImpl.cpp',
             'libGLESv2/renderer/ProgramImpl.h',
             'libGLESv2/renderer/QueryImpl.h',
             'libGLESv2/renderer/RenderTarget.h',
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 1a81620..900423f 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -34,36 +34,6 @@
 namespace
 {
 
-GLenum GetTextureType(GLenum samplerType)
-{
-    switch (samplerType)
-    {
-      case GL_SAMPLER_2D:
-      case GL_INT_SAMPLER_2D:
-      case GL_UNSIGNED_INT_SAMPLER_2D:
-      case GL_SAMPLER_2D_SHADOW:
-        return GL_TEXTURE_2D;
-      case GL_SAMPLER_3D:
-      case GL_INT_SAMPLER_3D:
-      case GL_UNSIGNED_INT_SAMPLER_3D:
-        return GL_TEXTURE_3D;
-      case GL_SAMPLER_CUBE:
-      case GL_SAMPLER_CUBE_SHADOW:
-        return GL_TEXTURE_CUBE_MAP;
-      case GL_INT_SAMPLER_CUBE:
-      case GL_UNSIGNED_INT_SAMPLER_CUBE:
-        return GL_TEXTURE_CUBE_MAP;
-      case GL_SAMPLER_2D_ARRAY:
-      case GL_INT_SAMPLER_2D_ARRAY:
-      case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
-      case GL_SAMPLER_2D_ARRAY_SHADOW:
-        return GL_TEXTURE_2D_ARRAY;
-      default: UNREACHABLE();
-    }
-
-    return GL_TEXTURE_2D;
-}
-
 unsigned int ParseAndStripArrayIndex(std::string* name)
 {
     unsigned int subscript = GL_INVALID_INDEX;
@@ -80,16 +50,6 @@
     return subscript;
 }
 
-bool IsRowMajorLayout(const sh::InterfaceBlockField &var)
-{
-    return var.isRowMajorLayout;
-}
-
-bool IsRowMajorLayout(const sh::ShaderVariable &var)
-{
-    return false;
-}
-
 }
 
 VariableLocation::VariableLocation(const std::string &name, unsigned int element, unsigned int index)
@@ -118,9 +78,6 @@
 ProgramBinary::ProgramBinary(rx::ProgramImpl *impl)
     : RefCountObject(0),
       mProgram(impl),
-      mUsedVertexSamplerRange(0),
-      mUsedPixelSamplerRange(0),
-      mDirtySamplerMapping(true),
       mValidated(false),
       mSerial(issueSerial())
 {
@@ -174,16 +131,7 @@
 // Returns one more than the highest sampler index used.
 GLint ProgramBinary::getUsedSamplerRange(SamplerType type)
 {
-    switch (type)
-    {
-      case SAMPLER_PIXEL:
-        return mUsedPixelSamplerRange;
-      case SAMPLER_VERTEX:
-        return mUsedVertexSamplerRange;
-      default:
-        UNREACHABLE();
-        return 0;
-    }
+    return mProgram->getUsedSamplerRange(type);
 }
 
 bool ProgramBinary::usesPointSize() const
@@ -193,128 +141,32 @@
 
 GLint ProgramBinary::getSamplerMapping(SamplerType type, unsigned int samplerIndex, const Caps &caps)
 {
-    GLint logicalTextureUnit = -1;
-
-    switch (type)
-    {
-      case SAMPLER_PIXEL:
-        ASSERT(samplerIndex < caps.maxTextureImageUnits);
-        if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active)
-        {
-            logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
-        }
-        break;
-      case SAMPLER_VERTEX:
-        ASSERT(samplerIndex < caps.maxVertexTextureImageUnits);
-        if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active)
-        {
-            logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
-        }
-        break;
-      default: UNREACHABLE();
-    }
-
-    if (logicalTextureUnit >= 0 && logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits))
-    {
-        return logicalTextureUnit;
-    }
-
-    return -1;
+    return mProgram->getSamplerMapping(type, samplerIndex, caps);
 }
 
-// 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).
 GLenum ProgramBinary::getSamplerTextureType(SamplerType type, unsigned int samplerIndex)
 {
-    switch (type)
-    {
-      case SAMPLER_PIXEL:
-        ASSERT(samplerIndex < mSamplersPS.size());
-        ASSERT(mSamplersPS[samplerIndex].active);
-        return mSamplersPS[samplerIndex].textureType;
-      case SAMPLER_VERTEX:
-        ASSERT(samplerIndex < mSamplersVS.size());
-        ASSERT(mSamplersVS[samplerIndex].active);
-        return mSamplersVS[samplerIndex].textureType;
-      default: UNREACHABLE();
-    }
-
-    return GL_TEXTURE_2D;
+    return mProgram->getSamplerTextureType(type, samplerIndex);
 }
 
 GLint ProgramBinary::getUniformLocation(std::string name)
 {
-    unsigned int subscript = ParseAndStripArrayIndex(&name);
-
-    unsigned int numUniforms = mUniformIndex.size();
-    for (unsigned int location = 0; location < numUniforms; location++)
-    {
-        if (mUniformIndex[location].name == name)
-        {
-            const int index = mUniformIndex[location].index;
-            const bool isArray = mUniforms[index]->isArray();
-
-            if ((isArray && mUniformIndex[location].element == subscript) ||
-                (subscript == GL_INVALID_INDEX))
-            {
-                return location;
-            }
-        }
-    }
-
-    return -1;
+    return mProgram->getUniformLocation(name);
 }
 
 GLuint ProgramBinary::getUniformIndex(std::string name)
 {
-    unsigned int subscript = ParseAndStripArrayIndex(&name);
-
-    // The app is not allowed to specify array indices other than 0 for arrays of basic types
-    if (subscript != 0 && subscript != GL_INVALID_INDEX)
-    {
-        return GL_INVALID_INDEX;
-    }
-
-    unsigned int numUniforms = mUniforms.size();
-    for (unsigned int index = 0; index < numUniforms; index++)
-    {
-        if (mUniforms[index]->name == name)
-        {
-            if (mUniforms[index]->isArray() || subscript == GL_INVALID_INDEX)
-            {
-                return index;
-            }
-        }
-    }
-
-    return GL_INVALID_INDEX;
+    return mProgram->getUniformIndex(name);
 }
 
 GLuint ProgramBinary::getUniformBlockIndex(std::string name)
 {
-    unsigned int subscript = ParseAndStripArrayIndex(&name);
-
-    unsigned int numUniformBlocks = mUniformBlocks.size();
-    for (unsigned int blockIndex = 0; blockIndex < numUniformBlocks; blockIndex++)
-    {
-        const UniformBlock &uniformBlock = *mUniformBlocks[blockIndex];
-        if (uniformBlock.name == name)
-        {
-            const bool arrayElementZero = (subscript == GL_INVALID_INDEX && uniformBlock.elementIndex == 0);
-            if (subscript == uniformBlock.elementIndex || arrayElementZero)
-            {
-                return blockIndex;
-            }
-        }
-    }
-
-    return GL_INVALID_INDEX;
+    return mProgram->getUniformBlockIndex(name);
 }
 
 UniformBlock *ProgramBinary::getUniformBlockByIndex(GLuint blockIndex)
 {
-    ASSERT(blockIndex < mUniformBlocks.size());
-    return mUniformBlocks[blockIndex];
+    return mProgram->getUniformBlockByIndex(blockIndex);
 }
 
 GLint ProgramBinary::getFragDataLocation(const char *name) const
@@ -351,468 +203,116 @@
     return mProgram->getTransformFeedbackBufferMode();
 }
 
-template <typename T>
-static inline void SetIfDirty(T *dest, const T& source, bool *dirtyFlag)
-{
-    ASSERT(dest != NULL);
-    ASSERT(dirtyFlag != NULL);
-
-    *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0);
-    *dest = source;
+void ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) {
+    mProgram->setUniform1fv(location, count, v);
 }
 
-template <typename T>
-void ProgramBinary::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType)
-{
-    const int components = VariableComponentCount(targetUniformType);
-    const GLenum targetBoolType = VariableBoolVectorType(targetUniformType);
-
-    LinkedUniform *targetUniform = getUniformByLocation(location);
-
-    int elementCount = targetUniform->elementCount();
-
-    count = std::min(elementCount - (int)mUniformIndex[location].element, count);
-
-    if (targetUniform->type == targetUniformType)
-    {
-        T *target = reinterpret_cast<T*>(targetUniform->data) + mUniformIndex[location].element * 4;
-
-        for (int i = 0; i < count; i++)
-        {
-            T *dest = target + (i * 4);
-            const T *source = v + (i * components);
-
-            for (int c = 0; c < components; c++)
-            {
-                SetIfDirty(dest + c, source[c], &targetUniform->dirty);
-            }
-            for (int c = components; c < 4; c++)
-            {
-                SetIfDirty(dest + c, T(0), &targetUniform->dirty);
-            }
-        }
-    }
-    else if (targetUniform->type == targetBoolType)
-    {
-        GLint *boolParams = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
-
-        for (int i = 0; i < count; i++)
-        {
-            GLint *dest = boolParams + (i * 4);
-            const T *source = v + (i * components);
-
-            for (int c = 0; c < components; c++)
-            {
-                SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE, &targetUniform->dirty);
-            }
-            for (int c = components; c < 4; c++)
-            {
-                SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty);
-            }
-        }
-    }
-    else if (IsSampler(targetUniform->type))
-    {
-        ASSERT(targetUniformType == GL_INT);
-
-        GLint *target = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
-
-        bool wasDirty = targetUniform->dirty;
-
-        for (int i = 0; i < count; i++)
-        {
-            GLint *dest = target + (i * 4);
-            const GLint *source = reinterpret_cast<const GLint*>(v) + (i * components);
-
-            SetIfDirty(dest + 0, source[0], &targetUniform->dirty);
-            SetIfDirty(dest + 1, 0, &targetUniform->dirty);
-            SetIfDirty(dest + 2, 0, &targetUniform->dirty);
-            SetIfDirty(dest + 3, 0, &targetUniform->dirty);
-        }
-
-        if (!wasDirty && targetUniform->dirty)
-        {
-            mDirtySamplerMapping = true;
-        }
-    }
-    else UNREACHABLE();
+void ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) {
+    mProgram->setUniform2fv(location, count, v);
 }
 
-void ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
-{
-    setUniform(location, count, v, GL_FLOAT);
+void ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) {
+    mProgram->setUniform3fv(location, count, v);
 }
 
-void ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
-{
-    setUniform(location, count, v, GL_FLOAT_VEC2);
+void ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) {
+    mProgram->setUniform4fv(location, count, v);
 }
 
-void ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
-{
-    setUniform(location, count, v, GL_FLOAT_VEC3);
+void ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v) {
+    mProgram->setUniform1iv(location, count, v);
 }
 
-void ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
-{
-    setUniform(location, count, v, GL_FLOAT_VEC4);
+void ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v) {
+    mProgram->setUniform2iv(location, count, v);
 }
 
-template<typename T>
-bool transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
-{
-    bool dirty = false;
-    int copyWidth = std::min(targetHeight, srcWidth);
-    int copyHeight = std::min(targetWidth, srcHeight);
-
-    for (int x = 0; x < copyWidth; x++)
-    {
-        for (int y = 0; y < copyHeight; y++)
-        {
-            SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]), &dirty);
-        }
-    }
-    // clear unfilled right side
-    for (int y = 0; y < copyWidth; y++)
-    {
-        for (int x = copyHeight; x < targetWidth; x++)
-        {
-            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
-        }
-    }
-    // clear unfilled bottom.
-    for (int y = copyWidth; y < targetHeight; y++)
-    {
-        for (int x = 0; x < targetWidth; x++)
-        {
-            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
-        }
-    }
-
-    return dirty;
+void ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v) {
+    mProgram->setUniform3iv(location, count, v);
 }
 
-template<typename T>
-bool expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
-{
-    bool dirty = false;
-    int copyWidth = std::min(targetWidth, srcWidth);
-    int copyHeight = std::min(targetHeight, srcHeight);
-
-    for (int y = 0; y < copyHeight; y++)
-    {
-        for (int x = 0; x < copyWidth; x++)
-        {
-            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]), &dirty);
-        }
-    }
-    // clear unfilled right side
-    for (int y = 0; y < copyHeight; y++)
-    {
-        for (int x = copyWidth; x < targetWidth; x++)
-        {
-            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
-        }
-    }
-    // clear unfilled bottom.
-    for (int y = copyHeight; y < targetHeight; y++)
-    {
-        for (int x = 0; x < targetWidth; x++)
-        {
-            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
-        }
-    }
-
-    return dirty;
+void ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v) {
+    mProgram->setUniform4iv(location, count, v);
 }
 
-template <int cols, int rows>
-void ProgramBinary::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType)
-{
-    LinkedUniform *targetUniform = getUniformByLocation(location);
-
-    int elementCount = targetUniform->elementCount();
-
-    count = std::min(elementCount - (int)mUniformIndex[location].element, count);
-    const unsigned int targetMatrixStride = (4 * rows);
-    GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * targetMatrixStride);
-
-    for (int i = 0; i < count; i++)
-    {
-        // Internally store matrices as transposed versions to accomodate HLSL matrix indexing
-        if (transpose == GL_FALSE)
-        {
-            targetUniform->dirty = transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) || targetUniform->dirty;
-        }
-        else
-        {
-            targetUniform->dirty = expandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty;
-        }
-        target += targetMatrixStride;
-        value += cols * rows;
-    }
+void ProgramBinary::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) {
+    mProgram->setUniform1uiv(location, count, v);
 }
 
-void ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
-{
-    setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
+void ProgramBinary::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) {
+    mProgram->setUniform2uiv(location, count, v);
 }
 
-void ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
-{
-    setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
+void ProgramBinary::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) {
+    mProgram->setUniform3uiv(location, count, v);
 }
 
-void ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
-{
-    setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
+void ProgramBinary::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) {
+    mProgram->setUniform4uiv(location, count, v);
 }
 
-void ProgramBinary::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
-{
-    setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
+void ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+    mProgram->setUniformMatrix2fv(location, count, transpose, v);
 }
 
-void ProgramBinary::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
-{
-    setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
+void ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+    mProgram->setUniformMatrix3fv(location, count, transpose, v);
 }
 
-void ProgramBinary::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
-{
-    setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
+void ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+    mProgram->setUniformMatrix4fv(location, count, transpose, v);
 }
 
-void ProgramBinary::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
-{
-    setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
+void ProgramBinary::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+    mProgram->setUniformMatrix2x3fv(location, count, transpose, v);
 }
 
-void ProgramBinary::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
-{
-    setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
+void ProgramBinary::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+    mProgram->setUniformMatrix2x4fv(location, count, transpose, v);
 }
 
-void ProgramBinary::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
-{
-    setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
+void ProgramBinary::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+    mProgram->setUniformMatrix3x2fv(location, count, transpose, v);
 }
 
-void ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v)
-{
-    setUniform(location, count, v, GL_INT);
+void ProgramBinary::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+    mProgram->setUniformMatrix3x4fv(location, count, transpose, v);
 }
 
-void ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v)
-{
-    setUniform(location, count, v, GL_INT_VEC2);
+void ProgramBinary::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+    mProgram->setUniformMatrix4x2fv(location, count, transpose, v);
 }
 
-void ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v)
-{
-    setUniform(location, count, v, GL_INT_VEC3);
+void ProgramBinary::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+    mProgram->setUniformMatrix4x3fv(location, count, transpose, v);
 }
 
-void ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v)
-{
-    setUniform(location, count, v, GL_INT_VEC4);
+void ProgramBinary::getUniformfv(GLint location, GLfloat *v) {
+    mProgram->getUniformfv(location, v);
 }
 
-void ProgramBinary::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
-{
-    setUniform(location, count, v, GL_UNSIGNED_INT);
+void ProgramBinary::getUniformiv(GLint location, GLint *v) {
+    mProgram->getUniformiv(location, v);
 }
 
-void ProgramBinary::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
-{
-    setUniform(location, count, v, GL_UNSIGNED_INT_VEC2);
-}
-
-void ProgramBinary::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
-{
-    setUniform(location, count, v, GL_UNSIGNED_INT_VEC3);
-}
-
-void ProgramBinary::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
-{
-    setUniform(location, count, v, GL_UNSIGNED_INT_VEC4);
-}
-
-template <typename T>
-void ProgramBinary::getUniformv(GLint location, T *params, GLenum uniformType)
-{
-    LinkedUniform *targetUniform = mUniforms[mUniformIndex[location].index];
-
-    if (IsMatrixType(targetUniform->type))
-    {
-        const int rows = VariableRowCount(targetUniform->type);
-        const int cols = VariableColumnCount(targetUniform->type);
-        transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, rows, cols, 4, rows);
-    }
-    else if (uniformType == VariableComponentType(targetUniform->type))
-    {
-        unsigned int size = VariableComponentCount(targetUniform->type);
-        memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T),
-                size * sizeof(T));
-    }
-    else
-    {
-        unsigned int size = VariableComponentCount(targetUniform->type);
-        switch (VariableComponentType(targetUniform->type))
-        {
-          case GL_BOOL:
-            {
-                GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
-                for (unsigned int i = 0; i < size; i++)
-                {
-                    params[i] = (boolParams[i] == GL_FALSE) ? static_cast<T>(0) : static_cast<T>(1);
-                }
-            }
-            break;
-
-          case GL_FLOAT:
-            {
-                GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
-
-                for (unsigned int i = 0; i < size; i++)
-                {
-                    params[i] = static_cast<T>(floatParams[i]);
-                }
-            }
-            break;
-
-          case GL_INT:
-            {
-                GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
-                for (unsigned int i = 0; i < size; i++)
-                {
-                    params[i] = static_cast<T>(intParams[i]);
-                }
-            }
-            break;
-
-          case GL_UNSIGNED_INT:
-            {
-                GLuint *uintParams = (GLuint*)targetUniform->data + mUniformIndex[location].element * 4;
-
-                for (unsigned int i = 0; i < size; i++)
-                {
-                    params[i] = static_cast<T>(uintParams[i]);
-                }
-            }
-            break;
-
-          default: UNREACHABLE();
-        }
-    }
-}
-
-void ProgramBinary::getUniformfv(GLint location, GLfloat *params)
-{
-    getUniformv(location, params, GL_FLOAT);
-}
-
-void ProgramBinary::getUniformiv(GLint location, GLint *params)
-{
-    getUniformv(location, params, GL_INT);
-}
-
-void ProgramBinary::getUniformuiv(GLint location, GLuint *params)
-{
-    getUniformv(location, params, GL_UNSIGNED_INT);
-}
-
-void ProgramBinary::dirtyAllUniforms()
-{
-    unsigned int numUniforms = mUniforms.size();
-    for (unsigned int index = 0; index < numUniforms; index++)
-    {
-        mUniforms[index]->dirty = true;
-    }
+void ProgramBinary::getUniformuiv(GLint location, GLuint *v) {
+    mProgram->getUniformuiv(location, v);
 }
 
 void ProgramBinary::updateSamplerMapping()
 {
-    if (!mDirtySamplerMapping)
-    {
-        return;
-    }
-
-    mDirtySamplerMapping = false;
-
-    // Retrieve sampler uniform values
-    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
-    {
-        LinkedUniform *targetUniform = mUniforms[uniformIndex];
-
-        if (targetUniform->dirty)
-        {
-            if (IsSampler(targetUniform->type))
-            {
-                int count = targetUniform->elementCount();
-                GLint (*v)[4] = reinterpret_cast<GLint(*)[4]>(targetUniform->data);
-
-                if (targetUniform->isReferencedByFragmentShader())
-                {
-                    unsigned int firstIndex = targetUniform->psRegisterIndex;
-
-                    for (int i = 0; i < count; i++)
-                    {
-                        unsigned int samplerIndex = firstIndex + i;
-
-                        if (samplerIndex < mSamplersPS.size())
-                        {
-                            ASSERT(mSamplersPS[samplerIndex].active);
-                            mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
-                        }
-                    }
-                }
-
-                if (targetUniform->isReferencedByVertexShader())
-                {
-                    unsigned int firstIndex = targetUniform->vsRegisterIndex;
-
-                    for (int i = 0; i < count; i++)
-                    {
-                        unsigned int samplerIndex = firstIndex + i;
-
-                        if (samplerIndex < mSamplersVS.size())
-                        {
-                            ASSERT(mSamplersVS[samplerIndex].active);
-                            mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
-                        }
-                    }
-                }
-            }
-        }
-    }
+    return mProgram->updateSamplerMapping();
 }
 
 // Applies all the uniforms set for this program object to the renderer
 Error ProgramBinary::applyUniforms()
 {
-    updateSamplerMapping();
-
-    Error error = mProgram->applyUniforms(mUniforms);
-    if (error.isError())
-    {
-        return error;
-    }
-
-    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
-    {
-        mUniforms[uniformIndex]->dirty = false;
-    }
-
-    return gl::Error(GL_NO_ERROR);
+    return mProgram->applyUniforms();
 }
 
 Error ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const Caps &caps)
 {
-    ASSERT(boundBuffers.size() == mUniformBlocks.size());
-    return mProgram->applyUniformBuffers(mUniformBlocks, boundBuffers, caps);
+    return mProgram->applyUniformBuffers(boundBuffers, caps);
 }
 
 bool ProgramBinary::linkVaryings(InfoLog &infoLog, Shader *fragmentShader, Shader *vertexShader)
@@ -912,113 +412,12 @@
 
     initAttributesByLayout();
 
-    const unsigned int psSamplerCount = stream.readInt<unsigned int>();
-    for (unsigned int i = 0; i < psSamplerCount; ++i)
-    {
-        Sampler sampler;
-        stream.readBool(&sampler.active);
-        stream.readInt(&sampler.logicalTextureUnit);
-        stream.readInt(&sampler.textureType);
-        mSamplersPS.push_back(sampler);
-    }
-    const unsigned int vsSamplerCount = stream.readInt<unsigned int>();
-    for (unsigned int i = 0; i < vsSamplerCount; ++i)
-    {
-        Sampler sampler;
-        stream.readBool(&sampler.active);
-        stream.readInt(&sampler.logicalTextureUnit);
-        stream.readInt(&sampler.textureType);
-        mSamplersVS.push_back(sampler);
-    }
-
-    stream.readInt(&mUsedVertexSamplerRange);
-    stream.readInt(&mUsedPixelSamplerRange);
-
-    const unsigned int uniformCount = stream.readInt<unsigned int>();
-    if (stream.error())
-    {
-        infoLog.append("Invalid program binary.");
-        return LinkResult(false, Error(GL_NO_ERROR));
-    }
-
-    mUniforms.resize(uniformCount);
-    for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++)
-    {
-        GLenum type = stream.readInt<GLenum>();
-        GLenum precision = stream.readInt<GLenum>();
-        std::string name = stream.readString();
-        unsigned int arraySize = stream.readInt<unsigned int>();
-        int blockIndex = stream.readInt<int>();
-
-        int offset = stream.readInt<int>();
-        int arrayStride = stream.readInt<int>();
-        int matrixStride = stream.readInt<int>();
-        bool isRowMajorMatrix = stream.readBool();
-
-        const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix);
-
-        LinkedUniform *uniform = new LinkedUniform(type, precision, name, arraySize, blockIndex, blockInfo);
-
-        stream.readInt(&uniform->psRegisterIndex);
-        stream.readInt(&uniform->vsRegisterIndex);
-        stream.readInt(&uniform->registerCount);
-        stream.readInt(&uniform->registerElement);
-
-        mUniforms[uniformIndex] = uniform;
-    }
-
-    unsigned int uniformBlockCount = stream.readInt<unsigned int>();
-    if (stream.error())
-    {
-        infoLog.append("Invalid program binary.");
-        return LinkResult(false, Error(GL_NO_ERROR));
-    }
-
-    mUniformBlocks.resize(uniformBlockCount);
-    for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex)
-    {
-        std::string name = stream.readString();
-        unsigned int elementIndex = stream.readInt<unsigned int>();
-        unsigned int dataSize = stream.readInt<unsigned int>();
-
-        UniformBlock *uniformBlock = new UniformBlock(name, elementIndex, dataSize);
-
-        stream.readInt(&uniformBlock->psRegisterIndex);
-        stream.readInt(&uniformBlock->vsRegisterIndex);
-
-        unsigned int numMembers = stream.readInt<unsigned int>();
-        uniformBlock->memberUniformIndexes.resize(numMembers);
-        for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++)
-        {
-            stream.readInt(&uniformBlock->memberUniformIndexes[blockMemberIndex]);
-        }
-
-        mUniformBlocks[uniformBlockIndex] = uniformBlock;
-    }
-
-    const unsigned int uniformIndexCount = stream.readInt<unsigned int>();
-    if (stream.error())
-    {
-        infoLog.append("Invalid program binary.");
-        return LinkResult(false, Error(GL_NO_ERROR));
-    }
-
-    mUniformIndex.resize(uniformIndexCount);
-    for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; uniformIndexIndex++)
-    {
-        stream.readString(&mUniformIndex[uniformIndexIndex].name);
-        stream.readInt(&mUniformIndex[uniformIndexIndex].element);
-        stream.readInt(&mUniformIndex[uniformIndexIndex].index);
-    }
-
     LinkResult result = mProgram->load(infoLog, &stream);
     if (result.error.isError() || !result.linkSuccess)
     {
         return result;
     }
 
-    mProgram->initializeUniformStorage(mUniforms);
-
     return LinkResult(true, Error(GL_NO_ERROR));
 #endif // #ifdef ANGLE_DISABLE_PROGRAM_BINARY_LOAD
 }
@@ -1047,74 +446,6 @@
         stream.writeInt(mSemanticIndex[i]);
     }
 
-    stream.writeInt(mSamplersPS.size());
-    for (unsigned int i = 0; i < mSamplersPS.size(); ++i)
-    {
-        stream.writeInt(mSamplersPS[i].active);
-        stream.writeInt(mSamplersPS[i].logicalTextureUnit);
-        stream.writeInt(mSamplersPS[i].textureType);
-    }
-
-    stream.writeInt(mSamplersVS.size());
-    for (unsigned int i = 0; i < mSamplersVS.size(); ++i)
-    {
-        stream.writeInt(mSamplersVS[i].active);
-        stream.writeInt(mSamplersVS[i].logicalTextureUnit);
-        stream.writeInt(mSamplersVS[i].textureType);
-    }
-
-    stream.writeInt(mUsedVertexSamplerRange);
-    stream.writeInt(mUsedPixelSamplerRange);
-
-    stream.writeInt(mUniforms.size());
-    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex)
-    {
-        const LinkedUniform &uniform = *mUniforms[uniformIndex];
-
-        stream.writeInt(uniform.type);
-        stream.writeInt(uniform.precision);
-        stream.writeString(uniform.name);
-        stream.writeInt(uniform.arraySize);
-        stream.writeInt(uniform.blockIndex);
-
-        stream.writeInt(uniform.blockInfo.offset);
-        stream.writeInt(uniform.blockInfo.arrayStride);
-        stream.writeInt(uniform.blockInfo.matrixStride);
-        stream.writeInt(uniform.blockInfo.isRowMajorMatrix);
-
-        stream.writeInt(uniform.psRegisterIndex);
-        stream.writeInt(uniform.vsRegisterIndex);
-        stream.writeInt(uniform.registerCount);
-        stream.writeInt(uniform.registerElement);
-    }
-
-    stream.writeInt(mUniformBlocks.size());
-    for (size_t uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex)
-    {
-        const UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex];
-
-        stream.writeString(uniformBlock.name);
-        stream.writeInt(uniformBlock.elementIndex);
-        stream.writeInt(uniformBlock.dataSize);
-
-        stream.writeInt(uniformBlock.memberUniformIndexes.size());
-        for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
-        {
-            stream.writeInt(uniformBlock.memberUniformIndexes[blockMemberIndex]);
-        }
-
-        stream.writeInt(uniformBlock.psRegisterIndex);
-        stream.writeInt(uniformBlock.vsRegisterIndex);
-    }
-
-    stream.writeInt(mUniformIndex.size());
-    for (size_t i = 0; i < mUniformIndex.size(); ++i)
-    {
-        stream.writeString(mUniformIndex[i].name);
-        stream.writeInt(mUniformIndex[i].element);
-        stream.writeInt(mUniformIndex[i].index);
-    }
-
     mProgram->save(&stream);
 
     GLsizei streamLength = stream.length();
@@ -1180,12 +511,6 @@
 
     reset();
 
-    mSamplersPS.resize(caps.maxTextureImageUnits);
-    mSamplersVS.resize(caps.maxVertexTextureImageUnits);
-
-    rx::ShaderD3D *vertexShaderD3D = rx::ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
-    rx::ShaderD3D *fragmentShaderD3D = rx::ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
-
     int registers;
     std::vector<LinkedVarying> linkedVaryings;
     LinkResult result = mProgram->link(infoLog, fragmentShader, vertexShader, transformFeedbackVaryings, transformFeedbackBufferMode,
@@ -1200,21 +525,11 @@
         return LinkResult(false, Error(GL_NO_ERROR));
     }
 
-    if (!linkUniforms(infoLog, *vertexShader, *fragmentShader, caps))
+    if (!mProgram->linkUniforms(infoLog, *vertexShader, *fragmentShader, caps))
     {
         return LinkResult(false, Error(GL_NO_ERROR));
     }
 
-    // special case for gl_DepthRange, the only built-in uniform (also a struct)
-    if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange())
-    {
-        const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo();
-
-        mUniforms.push_back(new LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0, -1, defaultInfo));
-        mUniforms.push_back(new LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0, -1, defaultInfo));
-        mUniforms.push_back(new LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0, -1, defaultInfo));
-    }
-
     if (!linkUniformBlocks(infoLog, *vertexShader, *fragmentShader, caps))
     {
         return LinkResult(false, Error(GL_NO_ERROR));
@@ -1239,6 +554,114 @@
     return LinkResult(true, Error(GL_NO_ERROR));
 }
 
+bool ProgramBinary::linkUniformBlocks(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+                                   const gl::Caps &caps)
+{
+    const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks = vertexShader.getInterfaceBlocks();
+    const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks = fragmentShader.getInterfaceBlocks();
+
+    // Check that interface blocks defined in the vertex and fragment shaders are identical
+    typedef std::map<std::string, const sh::InterfaceBlock*> UniformBlockMap;
+    UniformBlockMap linkedUniformBlocks;
+
+    for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++)
+    {
+        const sh::InterfaceBlock &vertexInterfaceBlock = vertexInterfaceBlocks[blockIndex];
+        linkedUniformBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock;
+    }
+
+    for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++)
+    {
+        const sh::InterfaceBlock &fragmentInterfaceBlock = fragmentInterfaceBlocks[blockIndex];
+        UniformBlockMap::const_iterator entry = linkedUniformBlocks.find(fragmentInterfaceBlock.name);
+        if (entry != linkedUniformBlocks.end())
+        {
+            const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second;
+            if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock))
+            {
+                return false;
+            }
+        }
+    }
+
+    for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++)
+    {
+        const sh::InterfaceBlock &interfaceBlock = vertexInterfaceBlocks[blockIndex];
+
+        // Note: shared and std140 layouts are always considered active
+        if (interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED)
+        {
+            if (!mProgram->defineUniformBlock(infoLog, vertexShader, interfaceBlock, caps))
+            {
+                return false;
+            }
+        }
+    }
+
+    for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++)
+    {
+        const sh::InterfaceBlock &interfaceBlock = fragmentInterfaceBlocks[blockIndex];
+
+        // Note: shared and std140 layouts are always considered active
+        if (interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED)
+        {
+            if (!mProgram->defineUniformBlock(infoLog, fragmentShader, interfaceBlock, caps))
+            {
+                return false;
+            }
+        }
+    }
+
+    return true;
+}
+
+bool ProgramBinary::areMatchingInterfaceBlocks(gl::InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock,
+                                            const sh::InterfaceBlock &fragmentInterfaceBlock)
+{
+    const char* blockName = vertexInterfaceBlock.name.c_str();
+
+    // validate blocks for the same member types
+    if (vertexInterfaceBlock.fields.size() != fragmentInterfaceBlock.fields.size())
+    {
+        infoLog.append("Types for interface block '%s' differ between vertex and fragment shaders", blockName);
+        return false;
+    }
+
+    if (vertexInterfaceBlock.arraySize != fragmentInterfaceBlock.arraySize)
+    {
+        infoLog.append("Array sizes differ for interface block '%s' between vertex and fragment shaders", blockName);
+        return false;
+    }
+
+    if (vertexInterfaceBlock.layout != fragmentInterfaceBlock.layout || vertexInterfaceBlock.isRowMajorLayout != fragmentInterfaceBlock.isRowMajorLayout)
+    {
+        infoLog.append("Layout qualifiers differ for interface block '%s' between vertex and fragment shaders", blockName);
+        return false;
+    }
+
+    const unsigned int numBlockMembers = vertexInterfaceBlock.fields.size();
+    for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
+    {
+        const sh::InterfaceBlockField &vertexMember = vertexInterfaceBlock.fields[blockMemberIndex];
+        const sh::InterfaceBlockField &fragmentMember = fragmentInterfaceBlock.fields[blockMemberIndex];
+
+        if (vertexMember.name != fragmentMember.name)
+        {
+            infoLog.append("Name mismatch for field %d of interface block '%s': (in vertex: '%s', in fragment: '%s')",
+                           blockMemberIndex, blockName, vertexMember.name.c_str(), fragmentMember.name.c_str());
+            return false;
+        }
+
+        std::string memberName = "interface block '" + vertexInterfaceBlock.name + "' member '" + vertexMember.name + "'";
+        if (!gl::ProgramBinary::linkValidateInterfaceBlockFields(infoLog, memberName, vertexMember, fragmentMember))
+        {
+            return false;
+        }
+    }
+
+    return true;
+}
+
 // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
 bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, const Shader *vertexShader)
 {
@@ -1424,346 +847,6 @@
     return true;
 }
 
-bool ProgramBinary::linkUniforms(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps)
-{
-    const rx::ShaderD3D *vertexShaderD3D = rx::ShaderD3D::makeShaderD3D(vertexShader.getImplementation());
-    const rx::ShaderD3D *fragmentShaderD3D = rx::ShaderD3D::makeShaderD3D(fragmentShader.getImplementation());
-
-    const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms();
-    const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms();
-
-    // Check that uniforms defined in the vertex and fragment shaders are identical
-    typedef std::map<std::string, const sh::Uniform*> UniformMap;
-    UniformMap linkedUniforms;
-
-    for (unsigned int vertexUniformIndex = 0; vertexUniformIndex < vertexUniforms.size(); vertexUniformIndex++)
-    {
-        const sh::Uniform &vertexUniform = vertexUniforms[vertexUniformIndex];
-        linkedUniforms[vertexUniform.name] = &vertexUniform;
-    }
-
-    for (unsigned int fragmentUniformIndex = 0; fragmentUniformIndex < fragmentUniforms.size(); fragmentUniformIndex++)
-    {
-        const sh::Uniform &fragmentUniform = fragmentUniforms[fragmentUniformIndex];
-        UniformMap::const_iterator entry = linkedUniforms.find(fragmentUniform.name);
-        if (entry != linkedUniforms.end())
-        {
-            const sh::Uniform &vertexUniform = *entry->second;
-            const std::string &uniformName = "uniform '" + vertexUniform.name + "'";
-            if (!linkValidateUniforms(infoLog, uniformName, vertexUniform, fragmentUniform))
-            {
-                return false;
-            }
-        }
-    }
-
-    for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
-    {
-        const sh::Uniform &uniform = vertexUniforms[uniformIndex];
-
-        if (uniform.staticUse)
-        {
-            defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShaderD3D->getUniformRegister(uniform.name));
-        }
-    }
-
-    for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
-    {
-        const sh::Uniform &uniform = fragmentUniforms[uniformIndex];
-
-        if (uniform.staticUse)
-        {
-            defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShaderD3D->getUniformRegister(uniform.name));
-        }
-    }
-
-    if (!indexUniforms(infoLog, caps))
-    {
-        return false;
-    }
-
-    mProgram->initializeUniformStorage(mUniforms);
-
-    return true;
-}
-
-void ProgramBinary::defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister)
-{
-    ShShaderOutput outputType = rx::ShaderD3D::getCompilerOutputType(shader);
-    sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
-    encoder.skipRegisters(uniformRegister);
-
-    defineUniform(shader, uniform, uniform.name, &encoder);
-}
-
-void ProgramBinary::defineUniform(GLenum shader, const sh::ShaderVariable &uniform,
-                                  const std::string &fullName, sh::HLSLBlockEncoder *encoder)
-{
-    if (uniform.isStruct())
-    {
-        for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++)
-        {
-            const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : "");
-
-            encoder->enterAggregateType();
-
-            for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++)
-            {
-                const sh::ShaderVariable &field = uniform.fields[fieldIndex];
-                const std::string &fieldFullName = (fullName + elementString + "." + field.name);
-
-                defineUniform(shader, field, fieldFullName, encoder);
-            }
-
-            encoder->exitAggregateType();
-        }
-    }
-    else // Not a struct
-    {
-        // Arrays are treated as aggregate types
-        if (uniform.isArray())
-        {
-            encoder->enterAggregateType();
-        }
-
-        LinkedUniform *linkedUniform = getUniformByName(fullName);
-
-        if (!linkedUniform)
-        {
-            linkedUniform = new LinkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize,
-                                              -1, sh::BlockMemberInfo::getDefaultBlockInfo());
-            ASSERT(linkedUniform);
-            linkedUniform->registerElement = encoder->getCurrentElement();
-            mUniforms.push_back(linkedUniform);
-        }
-
-        ASSERT(linkedUniform->registerElement == encoder->getCurrentElement());
-
-        if (shader == GL_FRAGMENT_SHADER)
-        {
-            linkedUniform->psRegisterIndex = encoder->getCurrentRegister();
-        }
-        else if (shader == GL_VERTEX_SHADER)
-        {
-            linkedUniform->vsRegisterIndex = encoder->getCurrentRegister();
-        }
-        else UNREACHABLE();
-
-        // Advance the uniform offset, to track registers allocation for structs
-        encoder->encodeType(uniform.type, uniform.arraySize, false);
-
-        // Arrays are treated as aggregate types
-        if (uniform.isArray())
-        {
-            encoder->exitAggregateType();
-        }
-    }
-}
-
-bool ProgramBinary::indexSamplerUniform(const LinkedUniform &uniform, InfoLog &infoLog, const Caps &caps)
-{
-    ASSERT(IsSampler(uniform.type));
-    ASSERT(uniform.vsRegisterIndex != GL_INVALID_INDEX || uniform.psRegisterIndex != GL_INVALID_INDEX);
-
-    if (uniform.vsRegisterIndex != GL_INVALID_INDEX)
-    {
-        if (!assignSamplers(uniform.vsRegisterIndex, uniform.type, uniform.arraySize, mSamplersVS,
-                            &mUsedVertexSamplerRange))
-        {
-            infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).",
-                           mSamplersVS.size());
-            return false;
-        }
-
-        unsigned int maxVertexVectors = mProgram->getReservedUniformVectors(GL_VERTEX_SHADER) + caps.maxVertexUniformVectors;
-        if (uniform.vsRegisterIndex + uniform.registerCount > maxVertexVectors)
-        {
-            infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)",
-                           caps.maxVertexUniformVectors);
-            return false;
-        }
-    }
-
-    if (uniform.psRegisterIndex != GL_INVALID_INDEX)
-    {
-        if (!assignSamplers(uniform.psRegisterIndex, uniform.type, uniform.arraySize, mSamplersPS,
-                            &mUsedPixelSamplerRange))
-        {
-            infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).",
-                           mSamplersPS.size());
-            return false;
-        }
-
-        unsigned int maxFragmentVectors = mProgram->getReservedUniformVectors(GL_FRAGMENT_SHADER) + caps.maxFragmentUniformVectors;
-        if (uniform.psRegisterIndex + uniform.registerCount > maxFragmentVectors)
-        {
-            infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)",
-                           caps.maxFragmentUniformVectors);
-            return false;
-        }
-    }
-
-    return true;
-}
-
-bool ProgramBinary::indexUniforms(InfoLog &infoLog, const Caps &caps)
-{
-    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
-    {
-        const LinkedUniform &uniform = *mUniforms[uniformIndex];
-
-        if (IsSampler(uniform.type))
-        {
-            if (!indexSamplerUniform(uniform, infoLog, caps))
-            {
-                return false;
-            }
-        }
-
-        for (unsigned int arrayElementIndex = 0; arrayElementIndex < uniform.elementCount(); arrayElementIndex++)
-        {
-            mUniformIndex.push_back(VariableLocation(uniform.name, arrayElementIndex, uniformIndex));
-        }
-    }
-
-    return true;
-}
-
-bool ProgramBinary::assignSamplers(unsigned int startSamplerIndex,
-                                   GLenum samplerType,
-                                   unsigned int samplerCount,
-                                   std::vector<Sampler> &outSamplers,
-                                   GLuint *outUsedRange)
-{
-    unsigned int samplerIndex = startSamplerIndex;
-
-    do
-    {
-        if (samplerIndex < outSamplers.size())
-        {
-            Sampler& sampler = outSamplers[samplerIndex];
-            sampler.active = true;
-            sampler.textureType = GetTextureType(samplerType);
-            sampler.logicalTextureUnit = 0;
-            *outUsedRange = std::max(samplerIndex + 1, *outUsedRange);
-        }
-        else
-        {
-            return false;
-        }
-
-        samplerIndex++;
-    } while (samplerIndex < startSamplerIndex + samplerCount);
-
-    return true;
-}
-
-bool ProgramBinary::areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock)
-{
-    const char* blockName = vertexInterfaceBlock.name.c_str();
-
-    // validate blocks for the same member types
-    if (vertexInterfaceBlock.fields.size() != fragmentInterfaceBlock.fields.size())
-    {
-        infoLog.append("Types for interface block '%s' differ between vertex and fragment shaders", blockName);
-        return false;
-    }
-
-    if (vertexInterfaceBlock.arraySize != fragmentInterfaceBlock.arraySize)
-    {
-        infoLog.append("Array sizes differ for interface block '%s' between vertex and fragment shaders", blockName);
-        return false;
-    }
-
-    if (vertexInterfaceBlock.layout != fragmentInterfaceBlock.layout || vertexInterfaceBlock.isRowMajorLayout != fragmentInterfaceBlock.isRowMajorLayout)
-    {
-        infoLog.append("Layout qualifiers differ for interface block '%s' between vertex and fragment shaders", blockName);
-        return false;
-    }
-
-    const unsigned int numBlockMembers = vertexInterfaceBlock.fields.size();
-    for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
-    {
-        const sh::InterfaceBlockField &vertexMember = vertexInterfaceBlock.fields[blockMemberIndex];
-        const sh::InterfaceBlockField &fragmentMember = fragmentInterfaceBlock.fields[blockMemberIndex];
-
-        if (vertexMember.name != fragmentMember.name)
-        {
-            infoLog.append("Name mismatch for field %d of interface block '%s': (in vertex: '%s', in fragment: '%s')",
-                           blockMemberIndex, blockName, vertexMember.name.c_str(), fragmentMember.name.c_str());
-            return false;
-        }
-
-        std::string memberName = "interface block '" + vertexInterfaceBlock.name + "' member '" + vertexMember.name + "'";
-        if (!linkValidateInterfaceBlockFields(infoLog, memberName, vertexMember, fragmentMember))
-        {
-            return false;
-        }
-    }
-
-    return true;
-}
-
-bool ProgramBinary::linkUniformBlocks(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps)
-{
-    const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks = vertexShader.getInterfaceBlocks();
-    const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks = fragmentShader.getInterfaceBlocks();
-
-    // Check that interface blocks defined in the vertex and fragment shaders are identical
-    typedef std::map<std::string, const sh::InterfaceBlock*> UniformBlockMap;
-    UniformBlockMap linkedUniformBlocks;
-
-    for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++)
-    {
-        const sh::InterfaceBlock &vertexInterfaceBlock = vertexInterfaceBlocks[blockIndex];
-        linkedUniformBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock;
-    }
-
-    for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++)
-    {
-        const sh::InterfaceBlock &fragmentInterfaceBlock = fragmentInterfaceBlocks[blockIndex];
-        UniformBlockMap::const_iterator entry = linkedUniformBlocks.find(fragmentInterfaceBlock.name);
-        if (entry != linkedUniformBlocks.end())
-        {
-            const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second;
-            if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock))
-            {
-                return false;
-            }
-        }
-    }
-
-    for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++)
-    {
-        const sh::InterfaceBlock &interfaceBlock = vertexInterfaceBlocks[blockIndex];
-
-        // Note: shared and std140 layouts are always considered active
-        if (interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED)
-        {
-            if (!defineUniformBlock(infoLog, vertexShader, interfaceBlock, caps))
-            {
-                return false;
-            }
-        }
-    }
-
-    for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++)
-    {
-        const sh::InterfaceBlock &interfaceBlock = fragmentInterfaceBlocks[blockIndex];
-
-        // Note: shared and std140 layouts are always considered active
-        if (interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED)
-        {
-            if (!defineUniformBlock(infoLog, fragmentShader, interfaceBlock, caps))
-            {
-                return false;
-            }
-        }
-    }
-
-    return true;
-}
-
 bool ProgramBinary::gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
                                                           const std::vector<std::string> &transformFeedbackVaryingNames,
                                                           GLenum transformFeedbackBufferMode,
@@ -1821,117 +904,6 @@
     return true;
 }
 
-template <typename VarT>
-void ProgramBinary::defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
-                                              sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
-                                              bool inRowMajorLayout)
-{
-    for (unsigned int uniformIndex = 0; uniformIndex < fields.size(); uniformIndex++)
-    {
-        const VarT &field = fields[uniformIndex];
-        const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name);
-
-        if (field.isStruct())
-        {
-            bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field));
-
-            for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
-            {
-                encoder->enterAggregateType();
-
-                const std::string uniformElementName = fieldName + (field.isArray() ? ArrayString(arrayElement) : "");
-                defineUniformBlockMembers(field.fields, uniformElementName, blockIndex, encoder, blockUniformIndexes, rowMajorLayout);
-
-                encoder->exitAggregateType();
-            }
-        }
-        else
-        {
-            bool isRowMajorMatrix = (IsMatrixType(field.type) && inRowMajorLayout);
-
-            sh::BlockMemberInfo memberInfo = encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix);
-
-            LinkedUniform *newUniform = new LinkedUniform(field.type, field.precision, fieldName, field.arraySize,
-                                                          blockIndex, memberInfo);
-
-            // add to uniform list, but not index, since uniform block uniforms have no location
-            blockUniformIndexes->push_back(mUniforms.size());
-            mUniforms.push_back(newUniform);
-        }
-    }
-}
-
-bool ProgramBinary::defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock, const Caps &caps)
-{
-    const rx::ShaderD3D* shaderD3D = rx::ShaderD3D::makeShaderD3D(shader.getImplementation());
-
-    // create uniform block entries if they do not exist
-    if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX)
-    {
-        std::vector<unsigned int> blockUniformIndexes;
-        const unsigned int blockIndex = mUniformBlocks.size();
-
-        // define member uniforms
-        sh::BlockLayoutEncoder *encoder = NULL;
-
-        if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD)
-        {
-            encoder = new sh::Std140BlockEncoder;
-        }
-        else
-        {
-            encoder = new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED);
-        }
-        ASSERT(encoder);
-
-        defineUniformBlockMembers(interfaceBlock.fields, "", blockIndex, encoder, &blockUniformIndexes, interfaceBlock.isRowMajorLayout);
-
-        size_t dataSize = encoder->getBlockSize();
-
-        // create all the uniform blocks
-        if (interfaceBlock.arraySize > 0)
-        {
-            for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++)
-            {
-                UniformBlock *newUniformBlock = new UniformBlock(interfaceBlock.name, uniformBlockElement, dataSize);
-                newUniformBlock->memberUniformIndexes = blockUniformIndexes;
-                mUniformBlocks.push_back(newUniformBlock);
-            }
-        }
-        else
-        {
-            UniformBlock *newUniformBlock = new UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, dataSize);
-            newUniformBlock->memberUniformIndexes = blockUniformIndexes;
-            mUniformBlocks.push_back(newUniformBlock);
-        }
-    }
-
-    if (interfaceBlock.staticUse)
-    {
-        // Assign registers to the uniform blocks
-        const GLuint blockIndex = getUniformBlockIndex(interfaceBlock.name);
-        const unsigned int elementCount = std::max(1u, interfaceBlock.arraySize);
-        ASSERT(blockIndex != GL_INVALID_INDEX);
-        ASSERT(blockIndex + elementCount <= mUniformBlocks.size());
-
-        unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name);
-
-        for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
-        {
-            UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement];
-            ASSERT(uniformBlock->name == interfaceBlock.name);
-
-            if (!mProgram->assignUniformBlockRegister(infoLog, uniformBlock, shader.getType(),
-                                                      interfaceBlockRegister + uniformBlockElement, caps))
-            {
-                return false;
-            }
-        }
-    }
-
-    return true;
-}
-
 bool ProgramBinary::isValidated() const
 {
     return mValidated;
@@ -2007,13 +979,13 @@
 
 void ProgramBinary::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const
 {
-    ASSERT(index < mUniforms.size());   // index must be smaller than getActiveUniformCount()
+    ASSERT(index < mProgram->getUniforms().size());   // index must be smaller than getActiveUniformCount()
 
     if (bufsize > 0)
     {
-        std::string string = mUniforms[index]->name;
+        std::string string = mProgram->getUniforms()[index]->name;
 
-        if (mUniforms[index]->isArray())
+        if (mProgram->getUniforms()[index]->isArray())
         {
             string += "[0]";
         }
@@ -2027,27 +999,27 @@
         }
     }
 
-    *size = mUniforms[index]->elementCount();
+    *size = mProgram->getUniforms()[index]->elementCount();
 
-    *type = mUniforms[index]->type;
+    *type = mProgram->getUniforms()[index]->type;
 }
 
 GLint ProgramBinary::getActiveUniformCount() const
 {
-    return mUniforms.size();
+    return mProgram->getUniforms().size();
 }
 
 GLint ProgramBinary::getActiveUniformMaxLength() const
 {
     int maxLength = 0;
 
-    unsigned int numUniforms = mUniforms.size();
+    unsigned int numUniforms = mProgram->getUniforms().size();
     for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
     {
-        if (!mUniforms[uniformIndex]->name.empty())
+        if (!mProgram->getUniforms()[uniformIndex]->name.empty())
         {
-            int length = (int)(mUniforms[uniformIndex]->name.length() + 1);
-            if (mUniforms[uniformIndex]->isArray())
+            int length = (int)(mProgram->getUniforms()[uniformIndex]->name.length() + 1);
+            if (mProgram->getUniforms()[uniformIndex]->isArray())
             {
                 length += 3;  // Counting in "[0]".
             }
@@ -2060,7 +1032,7 @@
 
 GLint ProgramBinary::getActiveUniformi(GLuint index, GLenum pname) const
 {
-    const gl::LinkedUniform& uniform = *mUniforms[index];
+    const gl::LinkedUniform& uniform = *mProgram->getUniforms()[index];
 
     switch (pname)
     {
@@ -2083,34 +1055,25 @@
 
 bool ProgramBinary::isValidUniformLocation(GLint location) const
 {
-    ASSERT(rx::IsIntegerCastSafe<GLint>(mUniformIndex.size()));
-    return (location >= 0 && location < static_cast<GLint>(mUniformIndex.size()));
+    ASSERT(rx::IsIntegerCastSafe<GLint>(mProgram->getUniformIndices().size()));
+    return (location >= 0 && location < static_cast<GLint>(mProgram->getUniformIndices().size()));
 }
 
 LinkedUniform *ProgramBinary::getUniformByLocation(GLint location) const
 {
-    ASSERT(location >= 0 && static_cast<size_t>(location) < mUniformIndex.size());
-    return mUniforms[mUniformIndex[location].index];
+    return mProgram->getUniformByLocation(location);
 }
 
 LinkedUniform *ProgramBinary::getUniformByName(const std::string &name) const
 {
-    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
-    {
-        if (mUniforms[uniformIndex]->name == name)
-        {
-            return mUniforms[uniformIndex];
-        }
-    }
-
-    return NULL;
+    return mProgram->getUniformByName(name);
 }
 
 void ProgramBinary::getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const
 {
-    ASSERT(uniformBlockIndex < mUniformBlocks.size());   // index must be smaller than getActiveUniformBlockCount()
+    ASSERT(uniformBlockIndex < mProgram->getUniformBlocks().size());   // index must be smaller than getActiveUniformBlockCount()
 
-    const UniformBlock &uniformBlock = *mUniformBlocks[uniformBlockIndex];
+    const UniformBlock &uniformBlock = *mProgram->getUniformBlocks()[uniformBlockIndex];
 
     if (bufSize > 0)
     {
@@ -2133,9 +1096,9 @@
 
 void ProgramBinary::getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const
 {
-    ASSERT(uniformBlockIndex < mUniformBlocks.size());   // index must be smaller than getActiveUniformBlockCount()
+    ASSERT(uniformBlockIndex < mProgram->getUniformBlocks().size());   // index must be smaller than getActiveUniformBlockCount()
 
-    const UniformBlock &uniformBlock = *mUniformBlocks[uniformBlockIndex];
+    const UniformBlock &uniformBlock = *mProgram->getUniformBlocks()[uniformBlockIndex];
 
     switch (pname)
     {
@@ -2168,17 +1131,17 @@
 
 GLuint ProgramBinary::getActiveUniformBlockCount() const
 {
-    return mUniformBlocks.size();
+    return mProgram->getUniformBlocks().size();
 }
 
 GLuint ProgramBinary::getActiveUniformBlockMaxLength() const
 {
     unsigned int maxLength = 0;
 
-    unsigned int numUniformBlocks = mUniformBlocks.size();
+    unsigned int numUniformBlocks = mProgram->getUniformBlocks().size();
     for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++)
     {
-        const UniformBlock &uniformBlock = *mUniformBlocks[uniformBlockIndex];
+        const UniformBlock &uniformBlock = *mProgram->getUniformBlocks()[uniformBlockIndex];
         if (!uniformBlock.name.empty())
         {
             const unsigned int length = uniformBlock.name.length() + 1;
@@ -2208,88 +1171,7 @@
 
 bool ProgramBinary::validateSamplers(InfoLog *infoLog, const Caps &caps)
 {
-    // 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.
-    updateSamplerMapping();
-
-    std::vector<GLenum> textureUnitTypes(caps.maxCombinedTextureImageUnits, GL_NONE);
-
-    for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
-    {
-        if (mSamplersPS[i].active)
-        {
-            unsigned int unit = mSamplersPS[i].logicalTextureUnit;
-
-            if (unit >= textureUnitTypes.size())
-            {
-                if (infoLog)
-                {
-                    infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size());
-                }
-
-                return false;
-            }
-
-            if (textureUnitTypes[unit] != GL_NONE)
-            {
-                if (mSamplersPS[i].textureType != textureUnitTypes[unit])
-                {
-                    if (infoLog)
-                    {
-                        infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
-                    }
-
-                    return false;
-                }
-            }
-            else
-            {
-                textureUnitTypes[unit] = mSamplersPS[i].textureType;
-            }
-        }
-    }
-
-    for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
-    {
-        if (mSamplersVS[i].active)
-        {
-            unsigned int unit = mSamplersVS[i].logicalTextureUnit;
-
-            if (unit >= textureUnitTypes.size())
-            {
-                if (infoLog)
-                {
-                    infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size());
-                }
-
-                return false;
-            }
-
-            if (textureUnitTypes[unit] != GL_NONE)
-            {
-                if (mSamplersVS[i].textureType != textureUnitTypes[unit])
-                {
-                    if (infoLog)
-                    {
-                        infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
-                    }
-
-                    return false;
-                }
-            }
-            else
-            {
-                textureUnitTypes[unit] = mSamplersVS[i].textureType;
-            }
-        }
-    }
-
-    return true;
-}
-
-ProgramBinary::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(GL_TEXTURE_2D)
-{
+    return mProgram->validateSamplers(infoLog, caps);
 }
 
 struct AttributeSorter
@@ -2338,16 +1220,6 @@
 
 void ProgramBinary::reset()
 {
-    mSamplersPS.clear();
-    mSamplersVS.clear();
-
-    mUsedVertexSamplerRange = 0;
-    mUsedPixelSamplerRange = 0;
-    mDirtySamplerMapping = true;
-
-    SafeDeleteContainer(mUniforms);
-    SafeDeleteContainer(mUniformBlocks);
-    mUniformIndex.clear();
     mOutputVariables.clear();
 
     mProgram->reset();
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index da35d4f..71a59fc 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -141,8 +141,6 @@
     void getUniformiv(GLint location, GLint *params);
     void getUniformuiv(GLint location, GLuint *params);
 
-    void dirtyAllUniforms();
-
     Error applyUniforms();
     Error applyUniformBuffers(const std::vector<Buffer*> boundBuffers, const Caps &caps);
 
@@ -188,25 +186,19 @@
     void initAttributesByLayout();
     void sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const;
 
-    const std::vector<LinkedUniform*> &getUniforms() const { return mUniforms; }
-
     static bool linkVaryings(InfoLog &infoLog, Shader *fragmentShader, Shader *vertexShader);
+    static bool linkValidateUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
+    static bool linkValidateInterfaceBlockFields(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
 
   private:
     DISALLOW_COPY_AND_ASSIGN(ProgramBinary);
 
-    struct Sampler
-    {
-        Sampler();
-
-        bool active;
-        GLint logicalTextureUnit;
-        GLenum textureType;
-    };
-
     void reset();
 
     bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, const Shader *vertexShader);
+    bool linkUniformBlocks(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
+    bool areMatchingInterfaceBlocks(gl::InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock,
+                                    const sh::InterfaceBlock &fragmentInterfaceBlock);
 
     static bool linkValidateVariablesBase(InfoLog &infoLog,
                                           const std::string &variableName,
@@ -214,55 +206,21 @@
                                           const sh::ShaderVariable &fragmentVariable,
                                           bool validatePrecision);
 
-    static bool linkValidateUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
     static bool linkValidateVaryings(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying);
-    static bool linkValidateInterfaceBlockFields(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
-    bool linkUniforms(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
-    void defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister);
-    void defineUniform(GLenum shader, const sh::ShaderVariable &uniform, const std::string &fullName, sh::HLSLBlockEncoder *encoder);
-    bool indexSamplerUniform(const LinkedUniform &uniform, InfoLog &infoLog, const Caps &caps);
-    bool indexUniforms(InfoLog &infoLog, const Caps &caps);
-    static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
-                               std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
-    bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock);
-    bool linkUniformBlocks(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
     bool gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
                                                const std::vector<std::string> &transformFeedbackVaryingNames,
                                                GLenum transformFeedbackBufferMode,
                                                std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings,
                                                const Caps &caps) const;
-    template <typename VarT>
-    void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
-                                   sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
-                                   bool inRowMajorLayout);
-    bool defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock, const Caps &caps);
     bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex, const Caps &caps);
     void defineOutputVariables(Shader *fragmentShader);
 
-    template <typename T>
-    void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
-
-    template <int cols, int rows>
-    void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
-
-    template <typename T>
-    void getUniformv(GLint location, T *params, GLenum uniformType);
-
     rx::ProgramImpl *mProgram;
 
     sh::Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
     int mSemanticIndex[MAX_VERTEX_ATTRIBS];
     int mAttributesByLayout[MAX_VERTEX_ATTRIBS];
 
-    std::vector<Sampler> mSamplersPS;
-    std::vector<Sampler> mSamplersVS;
-    GLuint mUsedVertexSamplerRange;
-    GLuint mUsedPixelSamplerRange;
-    bool mDirtySamplerMapping;
-
-    std::vector<LinkedUniform*> mUniforms;
-    std::vector<UniformBlock*> mUniformBlocks;
-    std::vector<VariableLocation> mUniformIndex;
     std::map<int, VariableLocation> mOutputVariables;
 
     bool mValidated;
diff --git a/src/libGLESv2/renderer/ProgramImpl.cpp b/src/libGLESv2/renderer/ProgramImpl.cpp
new file mode 100644
index 0000000..f9fcad3
--- /dev/null
+++ b/src/libGLESv2/renderer/ProgramImpl.cpp
@@ -0,0 +1,146 @@
+//
+// Copyright (c) 2014 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.
+//
+
+// ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
+
+#include "libGLESv2/renderer/ProgramImpl.h"
+
+#include "common/utilities.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+namespace
+{
+
+unsigned int ParseAndStripArrayIndex(std::string* name)
+{
+    unsigned int subscript = GL_INVALID_INDEX;
+
+    // Strip any trailing array operator and retrieve the subscript
+    size_t open = name->find_last_of('[');
+    size_t close = name->find_last_of(']');
+    if (open != std::string::npos && close == name->length() - 1)
+    {
+        subscript = atoi(name->substr(open + 1).c_str());
+        name->erase(open);
+    }
+
+    return subscript;
+}
+
+}
+
+ProgramImpl::~ProgramImpl()
+{
+    // Ensure that reset was called by the inherited class during destruction
+    ASSERT(mUniformIndex.size() == 0);
+}
+
+gl::LinkedUniform *ProgramImpl::getUniformByLocation(GLint location) const
+{
+    ASSERT(location >= 0 && static_cast<size_t>(location) < mUniformIndex.size());
+    return mUniforms[mUniformIndex[location].index];
+}
+
+gl::LinkedUniform *ProgramImpl::getUniformByName(const std::string &name) const
+{
+    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+    {
+        if (mUniforms[uniformIndex]->name == name)
+        {
+            return mUniforms[uniformIndex];
+        }
+    }
+
+    return NULL;
+}
+
+gl::UniformBlock *ProgramImpl::getUniformBlockByIndex(GLuint blockIndex) const
+{
+    ASSERT(blockIndex < mUniformBlocks.size());
+    return mUniformBlocks[blockIndex];
+}
+
+GLint ProgramImpl::getUniformLocation(std::string name)
+{
+    unsigned int subscript = ParseAndStripArrayIndex(&name);
+
+    unsigned int numUniforms = mUniformIndex.size();
+    for (unsigned int location = 0; location < numUniforms; location++)
+    {
+        if (mUniformIndex[location].name == name)
+        {
+            const int index = mUniformIndex[location].index;
+            const bool isArray = mUniforms[index]->isArray();
+
+            if ((isArray && mUniformIndex[location].element == subscript) ||
+                (subscript == GL_INVALID_INDEX))
+            {
+                return location;
+            }
+        }
+    }
+
+    return -1;
+}
+
+GLuint ProgramImpl::getUniformIndex(std::string name)
+{
+    unsigned int subscript = ParseAndStripArrayIndex(&name);
+
+    // The app is not allowed to specify array indices other than 0 for arrays of basic types
+    if (subscript != 0 && subscript != GL_INVALID_INDEX)
+    {
+        return GL_INVALID_INDEX;
+    }
+
+    unsigned int numUniforms = mUniforms.size();
+    for (unsigned int index = 0; index < numUniforms; index++)
+    {
+        if (mUniforms[index]->name == name)
+        {
+            if (mUniforms[index]->isArray() || subscript == GL_INVALID_INDEX)
+            {
+                return index;
+            }
+        }
+    }
+
+    return GL_INVALID_INDEX;
+}
+
+GLuint ProgramImpl::getUniformBlockIndex(std::string name) const
+{
+    unsigned int subscript = ParseAndStripArrayIndex(&name);
+
+    unsigned int numUniformBlocks = mUniformBlocks.size();
+    for (unsigned int blockIndex = 0; blockIndex < numUniformBlocks; blockIndex++)
+    {
+        const gl::UniformBlock &uniformBlock = *mUniformBlocks[blockIndex];
+        if (uniformBlock.name == name)
+        {
+            const bool arrayElementZero = (subscript == GL_INVALID_INDEX && uniformBlock.elementIndex == 0);
+            if (subscript == uniformBlock.elementIndex || arrayElementZero)
+            {
+                return blockIndex;
+            }
+        }
+    }
+
+    return GL_INVALID_INDEX;
+}
+
+void ProgramImpl::reset()
+{
+    SafeDeleteContainer(mUniforms);
+    mUniformIndex.clear();
+    SafeDeleteContainer(mUniformBlocks);
+    mTransformFeedbackLinkedVaryings.clear();
+}
+
+}
diff --git a/src/libGLESv2/renderer/ProgramImpl.h b/src/libGLESv2/renderer/ProgramImpl.h
index e128385..8f87e19 100644
--- a/src/libGLESv2/renderer/ProgramImpl.h
+++ b/src/libGLESv2/renderer/ProgramImpl.h
@@ -13,8 +13,11 @@
 #include "libGLESv2/BinaryStream.h"
 #include "libGLESv2/Constants.h"
 #include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/Shader.h"
 #include "libGLESv2/renderer/Renderer.h"
 
+#include <map>
+
 namespace rx
 {
 
@@ -22,37 +25,101 @@
 
 class ProgramImpl
 {
-public:
-    virtual ~ProgramImpl() { }
+  public:
+    ProgramImpl() { }
+    virtual ~ProgramImpl();
+
+    const std::vector<gl::LinkedUniform*> &getUniforms() const { return mUniforms; }
+    const std::vector<gl::VariableLocation> &getUniformIndices() const { return mUniformIndex; }
+    const std::vector<gl::UniformBlock*> &getUniformBlocks() const { return mUniformBlocks; }
+    const std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() const { return mTransformFeedbackLinkedVaryings; }
+    const sh::Attribute *getShaderAttributes() const { return mShaderAttributes; }
+
+    std::vector<gl::LinkedUniform*> &getUniforms() { return mUniforms; }
+    std::vector<gl::VariableLocation> &getUniformIndices() { return mUniformIndex; }
+    std::vector<gl::UniformBlock*> &getUniformBlocks() { return mUniformBlocks; }
+    std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() { return mTransformFeedbackLinkedVaryings; }
+    sh::Attribute *getShaderAttributes() { return mShaderAttributes; }
+
+    gl::LinkedUniform *getUniformByLocation(GLint location) const;
+    gl::LinkedUniform *getUniformByName(const std::string &name) const;
+    gl::UniformBlock *getUniformBlockByIndex(GLuint blockIndex) const;
+
+    GLint getUniformLocation(std::string name);
+    GLuint getUniformIndex(std::string name);
+    GLuint getUniformBlockIndex(std::string name) const;
 
     virtual bool usesPointSize() const = 0;
     virtual int getShaderVersion() const = 0;
     virtual GLenum getTransformFeedbackBufferMode() const = 0;
-    virtual std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() = 0;
-    virtual sh::Attribute *getShaderAttributes() = 0;
 
     virtual GLenum getBinaryFormat() = 0;
     virtual gl::LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0;
     virtual gl::Error save(gl::BinaryOutputStream *stream) = 0;
 
-    virtual gl::LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
-                                                     int registers) = 0;
-
     virtual gl::LinkResult link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
                                 const std::vector<std::string> &transformFeedbackVaryings, GLenum transformFeedbackBufferMode,
                                 int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
                                 std::map<int, gl::VariableLocation> *outputVariables, const gl::Caps &caps) = 0;
 
-    virtual void initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms) = 0;
+    virtual void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) = 0;
+    virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0;
+    virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0;
+    virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0;
+    virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v) = 0;
+    virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v) = 0;
+    virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v) = 0;
+    virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v) = 0;
+    virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0;
+    virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0;
+    virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0;
+    virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0;
+    virtual void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+    virtual void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+    virtual void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+    virtual void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+    virtual void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+    virtual void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+    virtual void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+    virtual void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+    virtual void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
 
-    virtual gl::Error applyUniforms(const std::vector<gl::LinkedUniform*> &uniforms) = 0;
-    virtual gl::Error applyUniformBuffers(const std::vector<gl::UniformBlock*> uniformBlocks, const std::vector<gl::Buffer*> boundBuffers,
-                                     const gl::Caps &caps) = 0;
+    virtual void getUniformfv(GLint location, GLfloat *params) = 0;
+    virtual void getUniformiv(GLint location, GLint *params) = 0;
+    virtual void getUniformuiv(GLint location, GLuint *params) = 0;
+
+    virtual void reset();
+
+    // TODO: The following functions are possibly only applicable to D3D backends. The should be carefully evaluated to
+    // determine if they can be removed from this interface.
+    virtual GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const = 0;
+    virtual GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const = 0;
+    virtual GLint getUsedSamplerRange(gl::SamplerType type) const = 0;
+    virtual void updateSamplerMapping() = 0;
+    virtual bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps) = 0;
+
+    virtual gl::LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
+                                                     int registers) = 0;
+
+    virtual bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+                              const gl::Caps &caps) = 0;
+    virtual bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
+                                    const gl::Caps &caps) = 0;
+
+    virtual gl::Error applyUniforms() = 0;
+    virtual gl::Error applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps) = 0;
     virtual bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
                                             unsigned int registerIndex, const gl::Caps &caps) = 0;
-    virtual unsigned int getReservedUniformVectors(GLenum shader) = 0;
 
-    virtual void reset() = 0;
+  protected:
+    DISALLOW_COPY_AND_ASSIGN(ProgramImpl);
+
+    std::vector<gl::LinkedUniform*> mUniforms;
+    std::vector<gl::VariableLocation> mUniformIndex;
+    std::vector<gl::UniformBlock*> mUniformBlocks;
+    std::vector<gl::LinkedVarying> mTransformFeedbackLinkedVaryings;
+
+    sh::Attribute mShaderAttributes[gl::MAX_VERTEX_ATTRIBS];
 };
 
 }
diff --git a/src/libGLESv2/renderer/d3d/ProgramD3D.cpp b/src/libGLESv2/renderer/d3d/ProgramD3D.cpp
index 681c330..cf8566d 100644
--- a/src/libGLESv2/renderer/d3d/ProgramD3D.cpp
+++ b/src/libGLESv2/renderer/d3d/ProgramD3D.cpp
@@ -25,6 +25,36 @@
 namespace
 {
 
+GLenum GetTextureType(GLenum samplerType)
+{
+    switch (samplerType)
+    {
+      case GL_SAMPLER_2D:
+      case GL_INT_SAMPLER_2D:
+      case GL_UNSIGNED_INT_SAMPLER_2D:
+      case GL_SAMPLER_2D_SHADOW:
+        return GL_TEXTURE_2D;
+      case GL_SAMPLER_3D:
+      case GL_INT_SAMPLER_3D:
+      case GL_UNSIGNED_INT_SAMPLER_3D:
+        return GL_TEXTURE_3D;
+      case GL_SAMPLER_CUBE:
+      case GL_SAMPLER_CUBE_SHADOW:
+        return GL_TEXTURE_CUBE_MAP;
+      case GL_INT_SAMPLER_CUBE:
+      case GL_UNSIGNED_INT_SAMPLER_CUBE:
+        return GL_TEXTURE_CUBE_MAP;
+      case GL_SAMPLER_2D_ARRAY:
+      case GL_INT_SAMPLER_2D_ARRAY:
+      case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
+      case GL_SAMPLER_2D_ARRAY_SHADOW:
+        return GL_TEXTURE_2D_ARRAY;
+      default: UNREACHABLE();
+    }
+
+    return GL_TEXTURE_2D;
+}
+
 void GetDefaultInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
 {
     size_t layoutIndex = 0;
@@ -61,6 +91,16 @@
     return defaultPixelOutput;
 }
 
+bool IsRowMajorLayout(const sh::InterfaceBlockField &var)
+{
+    return var.isRowMajorLayout;
+}
+
+bool IsRowMajorLayout(const sh::ShaderVariable &var)
+{
+    return false;
+}
+
 }
 
 ProgramD3D::VertexExecutable::VertexExecutable(const gl::VertexFormat inputLayout[],
@@ -104,6 +144,10 @@
     SafeDelete(mShaderExecutable);
 }
 
+ProgramD3D::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(GL_TEXTURE_2D)
+{
+}
+
 ProgramD3D::ProgramD3D(Renderer *renderer)
     : ProgramImpl(),
       mRenderer(renderer),
@@ -114,6 +158,9 @@
       mUsesPointSize(false),
       mVertexUniformStorage(NULL),
       mFragmentUniformStorage(NULL),
+      mUsedVertexSamplerRange(0),
+      mUsedPixelSamplerRange(0),
+      mDirtySamplerMapping(true),
       mShaderVersion(100)
 {
     mDynamicHLSL = new DynamicHLSL(renderer);
@@ -147,10 +194,313 @@
     return usesPointSpriteEmulation();
 }
 
+GLint ProgramD3D::getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const
+{
+    GLint logicalTextureUnit = -1;
+
+    switch (type)
+    {
+      case gl::SAMPLER_PIXEL:
+        ASSERT(samplerIndex < caps.maxTextureImageUnits);
+        if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active)
+        {
+            logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
+        }
+        break;
+      case gl::SAMPLER_VERTEX:
+        ASSERT(samplerIndex < caps.maxVertexTextureImageUnits);
+        if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active)
+        {
+            logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
+        }
+        break;
+      default: UNREACHABLE();
+    }
+
+    if (logicalTextureUnit >= 0 && logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits))
+    {
+        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).
+GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const
+{
+    switch (type)
+    {
+      case gl::SAMPLER_PIXEL:
+        ASSERT(samplerIndex < mSamplersPS.size());
+        ASSERT(mSamplersPS[samplerIndex].active);
+        return mSamplersPS[samplerIndex].textureType;
+      case gl::SAMPLER_VERTEX:
+        ASSERT(samplerIndex < mSamplersVS.size());
+        ASSERT(mSamplersVS[samplerIndex].active);
+        return mSamplersVS[samplerIndex].textureType;
+      default: UNREACHABLE();
+    }
+
+    return GL_TEXTURE_2D;
+}
+
+GLint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
+{
+    switch (type)
+    {
+      case gl::SAMPLER_PIXEL:
+        return mUsedPixelSamplerRange;
+      case gl::SAMPLER_VERTEX:
+        return mUsedVertexSamplerRange;
+      default:
+        UNREACHABLE();
+        return 0;
+    }
+}
+
+void ProgramD3D::updateSamplerMapping()
+{
+    if (!mDirtySamplerMapping)
+    {
+        return;
+    }
+
+    mDirtySamplerMapping = false;
+
+    // Retrieve sampler uniform values
+    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+    {
+        gl::LinkedUniform *targetUniform = mUniforms[uniformIndex];
+
+        if (targetUniform->dirty)
+        {
+            if (gl::IsSampler(targetUniform->type))
+            {
+                int count = targetUniform->elementCount();
+                GLint (*v)[4] = reinterpret_cast<GLint(*)[4]>(targetUniform->data);
+
+                if (targetUniform->isReferencedByFragmentShader())
+                {
+                    unsigned int firstIndex = targetUniform->psRegisterIndex;
+
+                    for (int i = 0; i < count; i++)
+                    {
+                        unsigned int samplerIndex = firstIndex + i;
+
+                        if (samplerIndex < mSamplersPS.size())
+                        {
+                            ASSERT(mSamplersPS[samplerIndex].active);
+                            mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
+                        }
+                    }
+                }
+
+                if (targetUniform->isReferencedByVertexShader())
+                {
+                    unsigned int firstIndex = targetUniform->vsRegisterIndex;
+
+                    for (int i = 0; i < count; i++)
+                    {
+                        unsigned int samplerIndex = firstIndex + i;
+
+                        if (samplerIndex < mSamplersVS.size())
+                        {
+                            ASSERT(mSamplersVS[samplerIndex].active);
+                            mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
+                        }
+                    }
+                }
+            }
+        }
+    }
+}
+
+bool ProgramD3D::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps)
+{
+    // 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.
+    updateSamplerMapping();
+
+    std::vector<GLenum> textureUnitTypes(caps.maxCombinedTextureImageUnits, GL_NONE);
+
+    for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
+    {
+        if (mSamplersPS[i].active)
+        {
+            unsigned int unit = mSamplersPS[i].logicalTextureUnit;
+
+            if (unit >= textureUnitTypes.size())
+            {
+                if (infoLog)
+                {
+                    infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size());
+                }
+
+                return false;
+            }
+
+            if (textureUnitTypes[unit] != GL_NONE)
+            {
+                if (mSamplersPS[i].textureType != textureUnitTypes[unit])
+                {
+                    if (infoLog)
+                    {
+                        infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
+                    }
+
+                    return false;
+                }
+            }
+            else
+            {
+                textureUnitTypes[unit] = mSamplersPS[i].textureType;
+            }
+        }
+    }
+
+    for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
+    {
+        if (mSamplersVS[i].active)
+        {
+            unsigned int unit = mSamplersVS[i].logicalTextureUnit;
+
+            if (unit >= textureUnitTypes.size())
+            {
+                if (infoLog)
+                {
+                    infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size());
+                }
+
+                return false;
+            }
+
+            if (textureUnitTypes[unit] != GL_NONE)
+            {
+                if (mSamplersVS[i].textureType != textureUnitTypes[unit])
+                {
+                    if (infoLog)
+                    {
+                        infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
+                    }
+
+                    return false;
+                }
+            }
+            else
+            {
+                textureUnitTypes[unit] = mSamplersVS[i].textureType;
+            }
+        }
+    }
+
+    return true;
+}
+
 gl::LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
 {
     stream->readInt(&mShaderVersion);
 
+    const unsigned int psSamplerCount = stream->readInt<unsigned int>();
+    for (unsigned int i = 0; i < psSamplerCount; ++i)
+    {
+        Sampler sampler;
+        stream->readBool(&sampler.active);
+        stream->readInt(&sampler.logicalTextureUnit);
+        stream->readInt(&sampler.textureType);
+        mSamplersPS.push_back(sampler);
+    }
+    const unsigned int vsSamplerCount = stream->readInt<unsigned int>();
+    for (unsigned int i = 0; i < vsSamplerCount; ++i)
+    {
+        Sampler sampler;
+        stream->readBool(&sampler.active);
+        stream->readInt(&sampler.logicalTextureUnit);
+        stream->readInt(&sampler.textureType);
+        mSamplersVS.push_back(sampler);
+    }
+
+    stream->readInt(&mUsedVertexSamplerRange);
+    stream->readInt(&mUsedPixelSamplerRange);
+
+    const unsigned int uniformCount = stream->readInt<unsigned int>();
+    if (stream->error())
+    {
+        infoLog.append("Invalid program binary.");
+        return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
+    }
+
+    mUniforms.resize(uniformCount);
+    for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++)
+    {
+        GLenum type = stream->readInt<GLenum>();
+        GLenum precision = stream->readInt<GLenum>();
+        std::string name = stream->readString();
+        unsigned int arraySize = stream->readInt<unsigned int>();
+        int blockIndex = stream->readInt<int>();
+
+        int offset = stream->readInt<int>();
+        int arrayStride = stream->readInt<int>();
+        int matrixStride = stream->readInt<int>();
+        bool isRowMajorMatrix = stream->readBool();
+
+        const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix);
+
+        gl::LinkedUniform *uniform = new gl::LinkedUniform(type, precision, name, arraySize, blockIndex, blockInfo);
+
+        stream->readInt(&uniform->psRegisterIndex);
+        stream->readInt(&uniform->vsRegisterIndex);
+        stream->readInt(&uniform->registerCount);
+        stream->readInt(&uniform->registerElement);
+
+        mUniforms[uniformIndex] = uniform;
+    }
+
+    const unsigned int uniformIndexCount = stream->readInt<unsigned int>();
+    if (stream->error())
+    {
+        infoLog.append("Invalid program binary.");
+        return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
+    }
+
+    mUniformIndex.resize(uniformIndexCount);
+    for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; uniformIndexIndex++)
+    {
+        stream->readString(&mUniformIndex[uniformIndexIndex].name);
+        stream->readInt(&mUniformIndex[uniformIndexIndex].element);
+        stream->readInt(&mUniformIndex[uniformIndexIndex].index);
+    }
+
+    unsigned int uniformBlockCount = stream->readInt<unsigned int>();
+    if (stream->error())
+    {
+        infoLog.append("Invalid program binary.");
+        return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
+    }
+
+    mUniformBlocks.resize(uniformBlockCount);
+    for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex)
+    {
+        std::string name = stream->readString();
+        unsigned int elementIndex = stream->readInt<unsigned int>();
+        unsigned int dataSize = stream->readInt<unsigned int>();
+
+        gl::UniformBlock *uniformBlock = new gl::UniformBlock(name, elementIndex, dataSize);
+
+        stream->readInt(&uniformBlock->psRegisterIndex);
+        stream->readInt(&uniformBlock->vsRegisterIndex);
+
+        unsigned int numMembers = stream->readInt<unsigned int>();
+        uniformBlock->memberUniformIndexes.resize(numMembers);
+        for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++)
+        {
+            stream->readInt(&uniformBlock->memberUniformIndexes[blockMemberIndex]);
+        }
+
+        mUniformBlocks[uniformBlockIndex] = uniformBlock;
+    }
+
     stream->readInt(&mTransformFeedbackBufferMode);
     const unsigned int transformFeedbackVaryingCount = stream->readInt<unsigned int>();
     mTransformFeedbackLinkedVaryings.resize(transformFeedbackVaryingCount);
@@ -295,6 +645,8 @@
         return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
     }
 
+    initializeUniformStorage();
+
     return gl::LinkResult(true, gl::Error(GL_NO_ERROR));
 }
 
@@ -302,6 +654,74 @@
 {
     stream->writeInt(mShaderVersion);
 
+    stream->writeInt(mSamplersPS.size());
+    for (unsigned int i = 0; i < mSamplersPS.size(); ++i)
+    {
+        stream->writeInt(mSamplersPS[i].active);
+        stream->writeInt(mSamplersPS[i].logicalTextureUnit);
+        stream->writeInt(mSamplersPS[i].textureType);
+    }
+
+    stream->writeInt(mSamplersVS.size());
+    for (unsigned int i = 0; i < mSamplersVS.size(); ++i)
+    {
+        stream->writeInt(mSamplersVS[i].active);
+        stream->writeInt(mSamplersVS[i].logicalTextureUnit);
+        stream->writeInt(mSamplersVS[i].textureType);
+    }
+
+    stream->writeInt(mUsedVertexSamplerRange);
+    stream->writeInt(mUsedPixelSamplerRange);
+
+    stream->writeInt(mUniforms.size());
+    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex)
+    {
+        const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
+
+        stream->writeInt(uniform.type);
+        stream->writeInt(uniform.precision);
+        stream->writeString(uniform.name);
+        stream->writeInt(uniform.arraySize);
+        stream->writeInt(uniform.blockIndex);
+
+        stream->writeInt(uniform.blockInfo.offset);
+        stream->writeInt(uniform.blockInfo.arrayStride);
+        stream->writeInt(uniform.blockInfo.matrixStride);
+        stream->writeInt(uniform.blockInfo.isRowMajorMatrix);
+
+        stream->writeInt(uniform.psRegisterIndex);
+        stream->writeInt(uniform.vsRegisterIndex);
+        stream->writeInt(uniform.registerCount);
+        stream->writeInt(uniform.registerElement);
+    }
+
+    stream->writeInt(mUniformIndex.size());
+    for (size_t i = 0; i < mUniformIndex.size(); ++i)
+    {
+        stream->writeString(mUniformIndex[i].name);
+        stream->writeInt(mUniformIndex[i].element);
+        stream->writeInt(mUniformIndex[i].index);
+    }
+
+    stream->writeInt(mUniformBlocks.size());
+    for (size_t uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex)
+    {
+        const gl::UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex];
+
+        stream->writeString(uniformBlock.name);
+        stream->writeInt(uniformBlock.elementIndex);
+        stream->writeInt(uniformBlock.dataSize);
+
+        stream->writeInt(uniformBlock.memberUniformIndexes.size());
+        for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
+        {
+            stream->writeInt(uniformBlock.memberUniformIndexes[blockMemberIndex]);
+        }
+
+        stream->writeInt(uniformBlock.psRegisterIndex);
+        stream->writeInt(uniformBlock.vsRegisterIndex);
+    }
+
     stream->writeInt(mTransformFeedbackBufferMode);
     stream->writeInt(mTransformFeedbackLinkedVaryings.size());
     for (size_t i = 0; i < mTransformFeedbackLinkedVaryings.size(); i++)
@@ -567,6 +987,9 @@
     ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
     ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
 
+    mSamplersPS.resize(caps.maxTextureImageUnits);
+    mSamplersVS.resize(caps.maxVertexTextureImageUnits);
+
     mTransformFeedbackBufferMode = transformFeedbackBufferMode;
 
     mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
@@ -607,14 +1030,14 @@
     mDynamicHLSL->getInputLayoutSignature(inputLayout, signature);
 }
 
-void ProgramD3D::initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms)
+void ProgramD3D::initializeUniformStorage()
 {
     // Compute total default block size
     unsigned int vertexRegisters = 0;
     unsigned int fragmentRegisters = 0;
-    for (size_t uniformIndex = 0; uniformIndex < uniforms.size(); uniformIndex++)
+    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
     {
-        const gl::LinkedUniform &uniform = *uniforms[uniformIndex];
+        const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
 
         if (!gl::IsSampler(uniform.type))
         {
@@ -633,23 +1056,37 @@
     mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u);
 }
 
-gl::Error ProgramD3D::applyUniforms(const std::vector<gl::LinkedUniform*> &uniforms)
+gl::Error ProgramD3D::applyUniforms()
 {
-    return mRenderer->applyUniforms(*this, uniforms);
+    updateSamplerMapping();
+
+    gl::Error error = mRenderer->applyUniforms(*this, mUniforms);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+    {
+        mUniforms[uniformIndex]->dirty = false;
+    }
+
+    return gl::Error(GL_NO_ERROR);
 }
 
-gl::Error ProgramD3D::applyUniformBuffers(const std::vector<gl::UniformBlock*> uniformBlocks, const std::vector<gl::Buffer*> boundBuffers,
-                                          const gl::Caps &caps)
+gl::Error ProgramD3D::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps)
 {
+    ASSERT(boundBuffers.size() == mUniformBlocks.size());
+
     const gl::Buffer *vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = {NULL};
     const gl::Buffer *fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = {NULL};
 
     const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
     const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
 
-    for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlocks.size(); uniformBlockIndex++)
+    for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++)
     {
-        gl::UniformBlock *uniformBlock = uniformBlocks[uniformBlockIndex];
+        gl::UniformBlock *uniformBlock = mUniformBlocks[uniformBlockIndex];
         gl::Buffer *uniformBuffer = boundBuffers[uniformBlockIndex];
 
         ASSERT(uniformBlock && uniformBuffer);
@@ -712,29 +1149,754 @@
     return true;
 }
 
-unsigned int ProgramD3D::getReservedUniformVectors(GLenum shader)
+void ProgramD3D::dirtyAllUniforms()
 {
-    if (shader == GL_VERTEX_SHADER)
+    unsigned int numUniforms = mUniforms.size();
+    for (unsigned int index = 0; index < numUniforms; index++)
     {
-        return mRenderer->getReservedVertexUniformVectors();
+        mUniforms[index]->dirty = true;
     }
-    else if (shader == GL_FRAGMENT_SHADER)
+}
+
+void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+{
+    setUniform(location, count, v, GL_FLOAT);
+}
+
+void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    setUniform(location, count, v, GL_FLOAT_VEC2);
+}
+
+void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    setUniform(location, count, v, GL_FLOAT_VEC3);
+}
+
+void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    setUniform(location, count, v, GL_FLOAT_VEC4);
+}
+
+void ProgramD3D::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+    setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
+}
+
+void ProgramD3D::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+    setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
+}
+
+void ProgramD3D::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+    setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
+}
+
+void ProgramD3D::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+    setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
+}
+
+void ProgramD3D::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+    setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
+}
+
+void ProgramD3D::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+    setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
+}
+
+void ProgramD3D::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+    setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
+}
+
+void ProgramD3D::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+    setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
+}
+
+void ProgramD3D::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+    setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
+}
+
+void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v)
+{
+    setUniform(location, count, v, GL_INT);
+}
+
+void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v)
+{
+    setUniform(location, count, v, GL_INT_VEC2);
+}
+
+void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v)
+{
+    setUniform(location, count, v, GL_INT_VEC3);
+}
+
+void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v)
+{
+    setUniform(location, count, v, GL_INT_VEC4);
+}
+
+void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
+{
+    setUniform(location, count, v, GL_UNSIGNED_INT);
+}
+
+void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
+{
+    setUniform(location, count, v, GL_UNSIGNED_INT_VEC2);
+}
+
+void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
+{
+    setUniform(location, count, v, GL_UNSIGNED_INT_VEC3);
+}
+
+void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
+{
+    setUniform(location, count, v, GL_UNSIGNED_INT_VEC4);
+}
+
+void ProgramD3D::getUniformfv(GLint location, GLfloat *params)
+{
+    getUniformv(location, params, GL_FLOAT);
+}
+
+void ProgramD3D::getUniformiv(GLint location, GLint *params)
+{
+    getUniformv(location, params, GL_INT);
+}
+
+void ProgramD3D::getUniformuiv(GLint location, GLuint *params)
+{
+    getUniformv(location, params, GL_UNSIGNED_INT);
+}
+
+bool ProgramD3D::linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+                              const gl::Caps &caps)
+{
+    const rx::ShaderD3D *vertexShaderD3D = rx::ShaderD3D::makeShaderD3D(vertexShader.getImplementation());
+    const rx::ShaderD3D *fragmentShaderD3D = rx::ShaderD3D::makeShaderD3D(fragmentShader.getImplementation());
+
+    const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms();
+    const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms();
+
+    // Check that uniforms defined in the vertex and fragment shaders are identical
+    typedef std::map<std::string, const sh::Uniform*> UniformMap;
+    UniformMap linkedUniforms;
+
+    for (unsigned int vertexUniformIndex = 0; vertexUniformIndex < vertexUniforms.size(); vertexUniformIndex++)
     {
-        return mRenderer->getReservedFragmentUniformVectors();
+        const sh::Uniform &vertexUniform = vertexUniforms[vertexUniformIndex];
+        linkedUniforms[vertexUniform.name] = &vertexUniform;
+    }
+
+    for (unsigned int fragmentUniformIndex = 0; fragmentUniformIndex < fragmentUniforms.size(); fragmentUniformIndex++)
+    {
+        const sh::Uniform &fragmentUniform = fragmentUniforms[fragmentUniformIndex];
+        UniformMap::const_iterator entry = linkedUniforms.find(fragmentUniform.name);
+        if (entry != linkedUniforms.end())
+        {
+            const sh::Uniform &vertexUniform = *entry->second;
+            const std::string &uniformName = "uniform '" + vertexUniform.name + "'";
+            if (!gl::ProgramBinary::linkValidateUniforms(infoLog, uniformName, vertexUniform, fragmentUniform))
+            {
+                return false;
+            }
+        }
+    }
+
+    for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
+    {
+        const sh::Uniform &uniform = vertexUniforms[uniformIndex];
+
+        if (uniform.staticUse)
+        {
+            defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShaderD3D->getUniformRegister(uniform.name));
+        }
+    }
+
+    for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
+    {
+        const sh::Uniform &uniform = fragmentUniforms[uniformIndex];
+
+        if (uniform.staticUse)
+        {
+            defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShaderD3D->getUniformRegister(uniform.name));
+        }
+    }
+
+    if (!indexUniforms(infoLog, caps))
+    {
+        return false;
+    }
+
+    initializeUniformStorage();
+
+    // special case for gl_DepthRange, the only built-in uniform (also a struct)
+    if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange())
+    {
+        const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo();
+
+        mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0, -1, defaultInfo));
+        mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0, -1, defaultInfo));
+        mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0, -1, defaultInfo));
+    }
+
+    return true;
+}
+
+void ProgramD3D::defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister)
+{
+    ShShaderOutput outputType = rx::ShaderD3D::getCompilerOutputType(shader);
+    sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
+    encoder.skipRegisters(uniformRegister);
+
+    defineUniform(shader, uniform, uniform.name, &encoder);
+}
+
+void ProgramD3D::defineUniform(GLenum shader, const sh::ShaderVariable &uniform,
+                                  const std::string &fullName, sh::HLSLBlockEncoder *encoder)
+{
+    if (uniform.isStruct())
+    {
+        for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++)
+        {
+            const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : "");
+
+            encoder->enterAggregateType();
+
+            for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++)
+            {
+                const sh::ShaderVariable &field = uniform.fields[fieldIndex];
+                const std::string &fieldFullName = (fullName + elementString + "." + field.name);
+
+                defineUniform(shader, field, fieldFullName, encoder);
+            }
+
+            encoder->exitAggregateType();
+        }
+    }
+    else // Not a struct
+    {
+        // Arrays are treated as aggregate types
+        if (uniform.isArray())
+        {
+            encoder->enterAggregateType();
+        }
+
+        gl::LinkedUniform *linkedUniform = getUniformByName(fullName);
+
+        if (!linkedUniform)
+        {
+            linkedUniform = new gl::LinkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize,
+                                              -1, sh::BlockMemberInfo::getDefaultBlockInfo());
+            ASSERT(linkedUniform);
+            linkedUniform->registerElement = encoder->getCurrentElement();
+            mUniforms.push_back(linkedUniform);
+        }
+
+        ASSERT(linkedUniform->registerElement == encoder->getCurrentElement());
+
+        if (shader == GL_FRAGMENT_SHADER)
+        {
+            linkedUniform->psRegisterIndex = encoder->getCurrentRegister();
+        }
+        else if (shader == GL_VERTEX_SHADER)
+        {
+            linkedUniform->vsRegisterIndex = encoder->getCurrentRegister();
+        }
+        else UNREACHABLE();
+
+        // Advance the uniform offset, to track registers allocation for structs
+        encoder->encodeType(uniform.type, uniform.arraySize, false);
+
+        // Arrays are treated as aggregate types
+        if (uniform.isArray())
+        {
+            encoder->exitAggregateType();
+        }
+    }
+}
+
+template <typename T>
+static inline void SetIfDirty(T *dest, const T& source, bool *dirtyFlag)
+{
+    ASSERT(dest != NULL);
+    ASSERT(dirtyFlag != NULL);
+
+    *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0);
+    *dest = source;
+}
+
+template <typename T>
+void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType)
+{
+    const int components = gl::VariableComponentCount(targetUniformType);
+    const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType);
+
+    gl::LinkedUniform *targetUniform = getUniformByLocation(location);
+
+    int elementCount = targetUniform->elementCount();
+
+    count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+
+    if (targetUniform->type == targetUniformType)
+    {
+        T *target = reinterpret_cast<T*>(targetUniform->data) + mUniformIndex[location].element * 4;
+
+        for (int i = 0; i < count; i++)
+        {
+            T *dest = target + (i * 4);
+            const T *source = v + (i * components);
+
+            for (int c = 0; c < components; c++)
+            {
+                SetIfDirty(dest + c, source[c], &targetUniform->dirty);
+            }
+            for (int c = components; c < 4; c++)
+            {
+                SetIfDirty(dest + c, T(0), &targetUniform->dirty);
+            }
+        }
+    }
+    else if (targetUniform->type == targetBoolType)
+    {
+        GLint *boolParams = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
+
+        for (int i = 0; i < count; i++)
+        {
+            GLint *dest = boolParams + (i * 4);
+            const T *source = v + (i * components);
+
+            for (int c = 0; c < components; c++)
+            {
+                SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE, &targetUniform->dirty);
+            }
+            for (int c = components; c < 4; c++)
+            {
+                SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty);
+            }
+        }
+    }
+    else if (gl::IsSampler(targetUniform->type))
+    {
+        ASSERT(targetUniformType == GL_INT);
+
+        GLint *target = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
+
+        bool wasDirty = targetUniform->dirty;
+
+        for (int i = 0; i < count; i++)
+        {
+            GLint *dest = target + (i * 4);
+            const GLint *source = reinterpret_cast<const GLint*>(v) + (i * components);
+
+            SetIfDirty(dest + 0, source[0], &targetUniform->dirty);
+            SetIfDirty(dest + 1, 0, &targetUniform->dirty);
+            SetIfDirty(dest + 2, 0, &targetUniform->dirty);
+            SetIfDirty(dest + 3, 0, &targetUniform->dirty);
+        }
+
+        if (!wasDirty && targetUniform->dirty)
+        {
+            mDirtySamplerMapping = true;
+        }
     }
     else UNREACHABLE();
+}
 
-    return 0;
+template<typename T>
+bool transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
+{
+    bool dirty = false;
+    int copyWidth = std::min(targetHeight, srcWidth);
+    int copyHeight = std::min(targetWidth, srcHeight);
+
+    for (int x = 0; x < copyWidth; x++)
+    {
+        for (int y = 0; y < copyHeight; y++)
+        {
+            SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]), &dirty);
+        }
+    }
+    // clear unfilled right side
+    for (int y = 0; y < copyWidth; y++)
+    {
+        for (int x = copyHeight; x < targetWidth; x++)
+        {
+            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+        }
+    }
+    // clear unfilled bottom.
+    for (int y = copyWidth; y < targetHeight; y++)
+    {
+        for (int x = 0; x < targetWidth; x++)
+        {
+            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+        }
+    }
+
+    return dirty;
+}
+
+template<typename T>
+bool expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
+{
+    bool dirty = false;
+    int copyWidth = std::min(targetWidth, srcWidth);
+    int copyHeight = std::min(targetHeight, srcHeight);
+
+    for (int y = 0; y < copyHeight; y++)
+    {
+        for (int x = 0; x < copyWidth; x++)
+        {
+            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]), &dirty);
+        }
+    }
+    // clear unfilled right side
+    for (int y = 0; y < copyHeight; y++)
+    {
+        for (int x = copyWidth; x < targetWidth; x++)
+        {
+            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+        }
+    }
+    // clear unfilled bottom.
+    for (int y = copyHeight; y < targetHeight; y++)
+    {
+        for (int x = 0; x < targetWidth; x++)
+        {
+            SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+        }
+    }
+
+    return dirty;
+}
+
+template <int cols, int rows>
+void ProgramD3D::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType)
+{
+    gl::LinkedUniform *targetUniform = getUniformByLocation(location);
+
+    int elementCount = targetUniform->elementCount();
+
+    count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+    const unsigned int targetMatrixStride = (4 * rows);
+    GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * targetMatrixStride);
+
+    for (int i = 0; i < count; i++)
+    {
+        // Internally store matrices as transposed versions to accomodate HLSL matrix indexing
+        if (transpose == GL_FALSE)
+        {
+            targetUniform->dirty = transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) || targetUniform->dirty;
+        }
+        else
+        {
+            targetUniform->dirty = expandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty;
+        }
+        target += targetMatrixStride;
+        value += cols * rows;
+    }
+}
+
+template <typename T>
+void ProgramD3D::getUniformv(GLint location, T *params, GLenum uniformType)
+{
+    gl::LinkedUniform *targetUniform = mUniforms[mUniformIndex[location].index];
+
+    if (gl::IsMatrixType(targetUniform->type))
+    {
+        const int rows = gl::VariableRowCount(targetUniform->type);
+        const int cols = gl::VariableColumnCount(targetUniform->type);
+        transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, rows, cols, 4, rows);
+    }
+    else if (uniformType == gl::VariableComponentType(targetUniform->type))
+    {
+        unsigned int size = gl::VariableComponentCount(targetUniform->type);
+        memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T),
+                size * sizeof(T));
+    }
+    else
+    {
+        unsigned int size = gl::VariableComponentCount(targetUniform->type);
+        switch (gl::VariableComponentType(targetUniform->type))
+        {
+          case GL_BOOL:
+            {
+                GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
+
+                for (unsigned int i = 0; i < size; i++)
+                {
+                    params[i] = (boolParams[i] == GL_FALSE) ? static_cast<T>(0) : static_cast<T>(1);
+                }
+            }
+            break;
+
+          case GL_FLOAT:
+            {
+                GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
+
+                for (unsigned int i = 0; i < size; i++)
+                {
+                    params[i] = static_cast<T>(floatParams[i]);
+                }
+            }
+            break;
+
+          case GL_INT:
+            {
+                GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
+
+                for (unsigned int i = 0; i < size; i++)
+                {
+                    params[i] = static_cast<T>(intParams[i]);
+                }
+            }
+            break;
+
+          case GL_UNSIGNED_INT:
+            {
+                GLuint *uintParams = (GLuint*)targetUniform->data + mUniformIndex[location].element * 4;
+
+                for (unsigned int i = 0; i < size; i++)
+                {
+                    params[i] = static_cast<T>(uintParams[i]);
+                }
+            }
+            break;
+
+          default: UNREACHABLE();
+        }
+    }
+}
+
+template <typename VarT>
+void ProgramD3D::defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
+                                           sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
+                                           bool inRowMajorLayout)
+{
+    for (unsigned int uniformIndex = 0; uniformIndex < fields.size(); uniformIndex++)
+    {
+        const VarT &field = fields[uniformIndex];
+        const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name);
+
+        if (field.isStruct())
+        {
+            bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field));
+
+            for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
+            {
+                encoder->enterAggregateType();
+
+                const std::string uniformElementName = fieldName + (field.isArray() ? ArrayString(arrayElement) : "");
+                defineUniformBlockMembers(field.fields, uniformElementName, blockIndex, encoder, blockUniformIndexes, rowMajorLayout);
+
+                encoder->exitAggregateType();
+            }
+        }
+        else
+        {
+            bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout);
+
+            sh::BlockMemberInfo memberInfo = encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix);
+
+            gl::LinkedUniform *newUniform = new gl::LinkedUniform(field.type, field.precision, fieldName, field.arraySize,
+                                                          blockIndex, memberInfo);
+
+            // add to uniform list, but not index, since uniform block uniforms have no location
+            blockUniformIndexes->push_back(mUniforms.size());
+            mUniforms.push_back(newUniform);
+        }
+    }
+}
+
+bool ProgramD3D::defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
+                                    const gl::Caps &caps)
+{
+    const rx::ShaderD3D* shaderD3D = rx::ShaderD3D::makeShaderD3D(shader.getImplementation());
+
+    // create uniform block entries if they do not exist
+    if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX)
+    {
+        std::vector<unsigned int> blockUniformIndexes;
+        const unsigned int blockIndex = mUniformBlocks.size();
+
+        // define member uniforms
+        sh::BlockLayoutEncoder *encoder = NULL;
+
+        if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD)
+        {
+            encoder = new sh::Std140BlockEncoder;
+        }
+        else
+        {
+            encoder = new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED);
+        }
+        ASSERT(encoder);
+
+        defineUniformBlockMembers(interfaceBlock.fields, "", blockIndex, encoder, &blockUniformIndexes, interfaceBlock.isRowMajorLayout);
+
+        size_t dataSize = encoder->getBlockSize();
+
+        // create all the uniform blocks
+        if (interfaceBlock.arraySize > 0)
+        {
+            for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++)
+            {
+                gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, uniformBlockElement, dataSize);
+                newUniformBlock->memberUniformIndexes = blockUniformIndexes;
+                mUniformBlocks.push_back(newUniformBlock);
+            }
+        }
+        else
+        {
+            gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, dataSize);
+            newUniformBlock->memberUniformIndexes = blockUniformIndexes;
+            mUniformBlocks.push_back(newUniformBlock);
+        }
+    }
+
+    if (interfaceBlock.staticUse)
+    {
+        // Assign registers to the uniform blocks
+        const GLuint blockIndex = getUniformBlockIndex(interfaceBlock.name);
+        const unsigned int elementCount = std::max(1u, interfaceBlock.arraySize);
+        ASSERT(blockIndex != GL_INVALID_INDEX);
+        ASSERT(blockIndex + elementCount <= mUniformBlocks.size());
+
+        unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name);
+
+        for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
+        {
+            gl::UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement];
+            ASSERT(uniformBlock->name == interfaceBlock.name);
+
+            if (!assignUniformBlockRegister(infoLog, uniformBlock, shader.getType(),
+                                            interfaceBlockRegister + uniformBlockElement, caps))
+            {
+                return false;
+            }
+        }
+    }
+
+    return true;
+}
+
+bool ProgramD3D::assignSamplers(unsigned int startSamplerIndex,
+                                   GLenum samplerType,
+                                   unsigned int samplerCount,
+                                   std::vector<Sampler> &outSamplers,
+                                   GLuint *outUsedRange)
+{
+    unsigned int samplerIndex = startSamplerIndex;
+
+    do
+    {
+        if (samplerIndex < outSamplers.size())
+        {
+            Sampler& sampler = outSamplers[samplerIndex];
+            sampler.active = true;
+            sampler.textureType = GetTextureType(samplerType);
+            sampler.logicalTextureUnit = 0;
+            *outUsedRange = std::max(samplerIndex + 1, *outUsedRange);
+        }
+        else
+        {
+            return false;
+        }
+
+        samplerIndex++;
+    } while (samplerIndex < startSamplerIndex + samplerCount);
+
+    return true;
+}
+
+bool ProgramD3D::indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps)
+{
+    ASSERT(gl::IsSampler(uniform.type));
+    ASSERT(uniform.vsRegisterIndex != GL_INVALID_INDEX || uniform.psRegisterIndex != GL_INVALID_INDEX);
+
+    if (uniform.vsRegisterIndex != GL_INVALID_INDEX)
+    {
+        if (!assignSamplers(uniform.vsRegisterIndex, uniform.type, uniform.arraySize, mSamplersVS,
+                            &mUsedVertexSamplerRange))
+        {
+            infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).",
+                           mSamplersVS.size());
+            return false;
+        }
+
+        unsigned int maxVertexVectors = mRenderer->getReservedVertexUniformVectors() + caps.maxVertexUniformVectors;
+        if (uniform.vsRegisterIndex + uniform.registerCount > maxVertexVectors)
+        {
+            infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)",
+                           caps.maxVertexUniformVectors);
+            return false;
+        }
+    }
+
+    if (uniform.psRegisterIndex != GL_INVALID_INDEX)
+    {
+        if (!assignSamplers(uniform.psRegisterIndex, uniform.type, uniform.arraySize, mSamplersPS,
+                            &mUsedPixelSamplerRange))
+        {
+            infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).",
+                           mSamplersPS.size());
+            return false;
+        }
+
+        unsigned int maxFragmentVectors = mRenderer->getReservedFragmentUniformVectors() + caps.maxFragmentUniformVectors;
+        if (uniform.psRegisterIndex + uniform.registerCount > maxFragmentVectors)
+        {
+            infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)",
+                           caps.maxFragmentUniformVectors);
+            return false;
+        }
+    }
+
+    return true;
+}
+
+bool ProgramD3D::indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps)
+{
+    for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+    {
+        const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
+
+        if (gl::IsSampler(uniform.type))
+        {
+            if (!indexSamplerUniform(uniform, infoLog, caps))
+            {
+                return false;
+            }
+        }
+
+        for (unsigned int arrayElementIndex = 0; arrayElementIndex < uniform.elementCount(); arrayElementIndex++)
+        {
+            mUniformIndex.push_back(gl::VariableLocation(uniform.name, arrayElementIndex, uniformIndex));
+        }
+    }
+
+    return true;
 }
 
 void ProgramD3D::reset()
 {
+    ProgramImpl::reset();
+
     SafeDeleteContainer(mVertexExecutables);
     SafeDeleteContainer(mPixelExecutables);
     SafeDelete(mGeometryExecutable);
 
     mTransformFeedbackBufferMode = GL_NONE;
-    mTransformFeedbackLinkedVaryings.clear();
 
     mVertexHLSL.clear();
     mVertexWorkarounds = ANGLE_D3D_WORKAROUND_NONE;
@@ -748,6 +1910,13 @@
 
     SafeDelete(mVertexUniformStorage);
     SafeDelete(mFragmentUniformStorage);
+
+    mSamplersPS.clear();
+    mSamplersVS.clear();
+
+    mUsedVertexSamplerRange = 0;
+    mUsedPixelSamplerRange = 0;
+    mDirtySamplerMapping = true;
 }
 
 }
diff --git a/src/libGLESv2/renderer/d3d/ProgramD3D.h b/src/libGLESv2/renderer/d3d/ProgramD3D.h
index 45a0574..5069f7d 100644
--- a/src/libGLESv2/renderer/d3d/ProgramD3D.h
+++ b/src/libGLESv2/renderer/d3d/ProgramD3D.h
@@ -39,8 +39,12 @@
     const std::vector<rx::PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
     int getShaderVersion() const { return mShaderVersion; }
     GLenum getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
-    std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() { return mTransformFeedbackLinkedVaryings; }
-    sh::Attribute *getShaderAttributes() { return mShaderAttributes; }
+
+    GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const;
+    GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const;
+    GLint getUsedSamplerRange(gl::SamplerType type) const;
+    void updateSamplerMapping();
+    bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps);
 
     bool usesPointSize() const { return mUsesPointSize; }
     bool usesPointSpriteEmulation() const;
@@ -65,17 +69,46 @@
 
     void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
 
-    void initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms);
-    gl::Error applyUniforms(const std::vector<gl::LinkedUniform*> &uniforms);
-    gl::Error applyUniformBuffers(const std::vector<gl::UniformBlock*> uniformBlocks, const std::vector<gl::Buffer*> boundBuffers,
-                             const gl::Caps &caps);
+    void initializeUniformStorage();
+    gl::Error applyUniforms();
+    gl::Error applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps);
     bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
                                     unsigned int registerIndex, const gl::Caps &caps);
-    unsigned int getReservedUniformVectors(GLenum shader);
+    void dirtyAllUniforms();
+
+    void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
+    void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
+    void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
+    void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
+    void setUniform1iv(GLint location, GLsizei count, const GLint *v);
+    void setUniform2iv(GLint location, GLsizei count, const GLint *v);
+    void setUniform3iv(GLint location, GLsizei count, const GLint *v);
+    void setUniform4iv(GLint location, GLsizei count, const GLint *v);
+    void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
+    void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
+    void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
+    void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
+    void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+    void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+
+    void getUniformfv(GLint location, GLfloat *params);
+    void getUniformiv(GLint location, GLint *params);
+    void getUniformuiv(GLint location, GLuint *params);
 
     const UniformStorage &getVertexUniformStorage() const { return *mVertexUniformStorage; }
     const UniformStorage &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
 
+    bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+                      const gl::Caps &caps);
+    bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, const gl::Caps &caps);
+
     void reset();
 
   private:
@@ -117,6 +150,37 @@
         rx::ShaderExecutable *mShaderExecutable;
     };
 
+    struct Sampler
+    {
+        Sampler();
+
+        bool active;
+        GLint logicalTextureUnit;
+        GLenum textureType;
+    };
+
+    void defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister);
+    void defineUniform(GLenum shader, const sh::ShaderVariable &uniform, const std::string &fullName,
+                       sh::HLSLBlockEncoder *encoder);
+    bool indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps);
+    bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps);
+    static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
+                               std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
+
+    template <typename T>
+    void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
+
+    template <int cols, int rows>
+    void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
+
+    template <typename T>
+    void getUniformv(GLint location, T *params, GLenum uniformType);
+
+    template <typename VarT>
+    void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
+                                   sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
+                                   bool inRowMajorLayout);
+
     Renderer *mRenderer;
     DynamicHLSL *mDynamicHLSL;
 
@@ -138,9 +202,12 @@
     UniformStorage *mFragmentUniformStorage;
 
     GLenum mTransformFeedbackBufferMode;
-    std::vector<gl::LinkedVarying> mTransformFeedbackLinkedVaryings;
 
-    sh::Attribute mShaderAttributes[gl::MAX_VERTEX_ATTRIBS];
+    std::vector<Sampler> mSamplersPS;
+    std::vector<Sampler> mSamplersVS;
+    GLuint mUsedVertexSamplerRange;
+    GLuint mUsedPixelSamplerRange;
+    bool mDirtySamplerMapping;
 
     int mShaderVersion;
 };
diff --git a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
index 50b84eb..e5c4d12 100644
--- a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
@@ -1467,7 +1467,7 @@
 
     if (dirtyUniforms)
     {
-        programBinary->dirtyAllUniforms();
+        programD3D->dirtyAllUniforms();
     }
 
     return gl::Error(GL_NO_ERROR);
diff --git a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
index 5776908..32d3400 100644
--- a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
@@ -1758,7 +1758,7 @@
     unsigned int programSerial = programBinary->getSerial();
     if (programSerial != mAppliedProgramSerial)
     {
-        programBinary->dirtyAllUniforms();
+        programD3D->dirtyAllUniforms();
         mDxUniformsDirty = true;
         mAppliedProgramSerial = programSerial;
     }