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/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;
 }
 
 }