Initial import from TransGaming

git-svn-id: https://angleproject.googlecode.com/svn/trunk@2 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/libGLESv2/Program.cpp b/libGLESv2/Program.cpp
new file mode 100644
index 0000000..0e73852
--- /dev/null
+++ b/libGLESv2/Program.cpp
@@ -0,0 +1,942 @@
+//
+// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Program.cpp: Implements the gl::Program class. Implements GL program objects
+// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
+
+#include "Program.h"
+
+#include "main.h"
+#include "Shader.h"
+#include "debug.h"
+
+namespace gl
+{
+Uniform::Uniform(UniformType type, const std::string &name, unsigned int bytes) : type(type), name(name), bytes(bytes)
+{
+    this->data = new unsigned char[bytes];
+    memset(this->data, 0, bytes);
+}
+
+Uniform::~Uniform()
+{
+    delete[] data;
+}
+
+Program::Program()
+{
+    mFragmentShader = NULL;
+    mVertexShader = NULL;
+
+    mPixelExecutable = NULL;
+    mVertexExecutable = NULL;
+    mConstantTablePS = NULL;
+    mConstantTableVS = NULL;
+
+    for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
+    {
+        mAttributeName[index] = NULL;
+    }
+
+    unlink();
+
+    mDeleteStatus = false;
+}
+
+Program::~Program()
+{
+    unlink(true);
+}
+
+bool Program::attachShader(Shader *shader)
+{
+    if (shader->getType() == GL_VERTEX_SHADER)
+    {
+        if (mVertexShader)
+        {
+            return false;
+        }
+
+        mVertexShader = (VertexShader*)shader;
+        mVertexShader->attach();
+    }
+    else if (shader->getType() == GL_FRAGMENT_SHADER)
+    {
+        if (mFragmentShader)
+        {
+            return false;
+        }
+
+        mFragmentShader = (FragmentShader*)shader;
+        mFragmentShader->attach();
+    }
+    else UNREACHABLE();
+
+    return true;
+}
+
+bool Program::detachShader(Shader *shader)
+{
+    if (shader->getType() == GL_VERTEX_SHADER)
+    {
+        if (mVertexShader != shader)
+        {
+            return false;
+        }
+
+        mVertexShader->detach();
+        mVertexShader = NULL;
+    }
+    else if (shader->getType() == GL_FRAGMENT_SHADER)
+    {
+        if (mFragmentShader != shader)
+        {
+            return false;
+        }
+
+        mFragmentShader->detach();
+        mFragmentShader = NULL;
+    }
+    else UNREACHABLE();
+
+    unlink();
+
+    return true;
+}
+
+IDirect3DPixelShader9 *Program::getPixelShader()
+{
+    return mPixelExecutable;
+}
+
+IDirect3DVertexShader9 *Program::getVertexShader()
+{
+    return mVertexExecutable;
+}
+
+void Program::bindAttributeLocation(GLuint index, const char *name)
+{
+    if (index < MAX_VERTEX_ATTRIBS)
+    {
+        delete[] mAttributeName[index];
+        mAttributeName[index] = new char[strlen(name) + 1];
+        strcpy(mAttributeName[index], name);
+    }
+}
+
+GLuint Program::getAttributeLocation(const char *name)
+{
+    for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
+    {
+        if (mAttributeName[index] && strcmp(mAttributeName[index], name) == 0)
+        {
+            return index;
+        }
+    }
+
+    return -1;
+}
+
+bool Program::isActiveAttribute(int attributeIndex)
+{
+    if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
+    {
+        return mInputMapping[attributeIndex] != -1;
+    }
+
+    return false;
+}
+
+int Program::getInputMapping(int attributeIndex)
+{
+    if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
+    {
+        return mInputMapping[attributeIndex];
+    }
+
+    return -1;
+}
+
+// Returns the index of the texture unit corresponding to a Direct3D 9 sampler
+// index referenced in the compiled HLSL shader
+GLint Program::getSamplerMapping(unsigned int samplerIndex)
+{
+    if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
+    {
+        return mSamplerMapping[samplerIndex];
+    }
+
+    return 0;
+}
+
+GLint Program::getUniformLocation(const char *name)
+{
+    for (unsigned int location = 0; location < mUniforms.size(); location++)
+    {
+        if (mUniforms[location]->name == name)
+        {
+            return location;
+        }
+    }
+
+    return -1;
+}
+
+bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+{
+    if (location < 0 || location >= (int)mUniforms.size())
+    {
+        return false;
+    }
+
+    if (mUniforms[location]->type != UNIFORM_1FV || mUniforms[location]->bytes < sizeof(GLfloat) * count)
+    {
+        return false;
+    }
+
+    memcpy(mUniforms[location]->data, v, sizeof(GLfloat) * count);
+
+    return true;
+}
+
+bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    if (location < 0 || location >= (int)mUniforms.size())
+    {
+        return false;
+    }
+
+    if (mUniforms[location]->type != UNIFORM_2FV || mUniforms[location]->bytes < 2 * sizeof(GLfloat) * count)
+    {
+        return false;
+    }
+
+    memcpy(mUniforms[location]->data, v, 2 * sizeof(GLfloat) * count);
+
+    return true;
+}
+
+bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    if (location < 0 || location >= (int)mUniforms.size())
+    {
+        return false;
+    }
+
+    if (mUniforms[location]->type != UNIFORM_3FV || mUniforms[location]->bytes < 3 * sizeof(GLfloat) * count)
+    {
+        return false;
+    }
+
+    memcpy(mUniforms[location]->data, v, 3 * sizeof(GLfloat) * count);
+
+    return true;
+}
+
+bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    if (location < 0 || location >= (int)mUniforms.size())
+    {
+        return false;
+    }
+
+    if (mUniforms[location]->type != UNIFORM_4FV || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count)
+    {
+        return false;
+    }
+
+    memcpy(mUniforms[location]->data, v, 4 * sizeof(GLfloat) * count);
+
+    return true;
+}
+
+bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
+{
+    if (location < 0 || location >= (int)mUniforms.size())
+    {
+        return false;
+    }
+
+    if (mUniforms[location]->type != UNIFORM_MATRIX_2FV || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count)
+    {
+        return false;
+    }
+
+    memcpy(mUniforms[location]->data, value, 4 * sizeof(GLfloat) * count);
+
+    return true;
+}
+
+bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
+{
+    if (location < 0 || location >= (int)mUniforms.size())
+    {
+        return false;
+    }
+
+    if (mUniforms[location]->type != UNIFORM_MATRIX_3FV || mUniforms[location]->bytes < 9 * sizeof(GLfloat) * count)
+    {
+        return false;
+    }
+
+    memcpy(mUniforms[location]->data, value, 9 * sizeof(GLfloat) * count);
+
+    return true;
+}
+
+bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
+{
+    if (location < 0 || location >= (int)mUniforms.size())
+    {
+        return false;
+    }
+
+    if (mUniforms[location]->type != UNIFORM_MATRIX_4FV || mUniforms[location]->bytes <  16 * sizeof(GLfloat) * count)
+    {
+        return false;
+    }
+
+    memcpy(mUniforms[location]->data, value, 16 * sizeof(GLfloat) * count);
+
+    return true;
+}
+
+bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
+{
+    if (location < 0 || location >= (int)mUniforms.size())
+    {
+        return false;
+    }
+
+    if (mUniforms[location]->type != UNIFORM_1IV || mUniforms[location]->bytes < sizeof(GLint) * count)
+    {
+        return false;
+    }
+
+    memcpy(mUniforms[location]->data, v, sizeof(GLint) * count);
+
+    return true;
+}
+
+// Applies all the uniforms set for this program object to the Direct3D 9 device
+void Program::applyUniforms()
+{
+    for (unsigned int location = 0; location < mUniforms.size(); location++)
+    {
+        int bytes = mUniforms[location]->bytes;
+        GLfloat *f = (GLfloat*)mUniforms[location]->data;
+        GLint *i = (GLint*)mUniforms[location]->data;
+
+        switch (mUniforms[location]->type)
+        {
+          case UNIFORM_1FV:        applyUniform1fv(location, bytes / sizeof(GLfloat), f);            break;
+          case UNIFORM_2FV:        applyUniform2fv(location, bytes / 2 / sizeof(GLfloat), f);        break;
+          case UNIFORM_3FV:        applyUniform3fv(location, bytes / 3 / sizeof(GLfloat), f);        break;
+          case UNIFORM_4FV:        applyUniform4fv(location, bytes / 4 / sizeof(GLfloat), f);        break;
+          case UNIFORM_MATRIX_2FV: applyUniformMatrix2fv(location, bytes / 4 / sizeof(GLfloat), f);  break;
+          case UNIFORM_MATRIX_3FV: applyUniformMatrix3fv(location, bytes / 9 / sizeof(GLfloat), f);  break;
+          case UNIFORM_MATRIX_4FV: applyUniformMatrix4fv(location, bytes / 16 / sizeof(GLfloat), f); break;
+          case UNIFORM_1IV:        applyUniform1iv(location, bytes / sizeof(GLint), i);              break;
+          default:
+            UNIMPLEMENTED();   // FIXME
+            UNREACHABLE();
+        }
+    }
+}
+
+// Compiles the HLSL code of the attached shaders into executable binaries
+ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
+{
+    if (!hlsl)
+    {
+        return NULL;
+    }
+
+    ID3DXBuffer *binary = NULL;
+    ID3DXBuffer *errorMessage = NULL;
+
+    HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, 0, "main", profile, D3DXSHADER_USE_LEGACY_D3DX9_31_DLL, &binary, &errorMessage, constantTable);
+
+    if (SUCCEEDED(result))
+    {
+        return binary;
+    }
+
+    if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+    {
+        return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL);
+    }
+
+    if (errorMessage)
+    {
+        const char *message = (const char*)errorMessage->GetBufferPointer();
+        trace(hlsl);
+        trace(message);
+    }
+
+    return NULL;
+}
+
+// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
+// compiling them into binaries, determining the attribute mappings, and collecting
+// a list of uniforms
+void Program::link()
+{
+    if (mLinked)
+    {
+        return;
+    }
+
+    unlink();
+
+    if (!mFragmentShader || !mFragmentShader->isCompiled())
+    {
+        return;
+    }
+
+    if (!mVertexShader || !mVertexShader->isCompiled())
+    {
+        return;
+    }
+
+    const char *pixelHLSL = mFragmentShader->linkHLSL();
+    const char *vertexHLSL = mVertexShader->linkHLSL(pixelHLSL);
+    ID3DXBuffer *vertexBinary = compileToBinary(vertexHLSL, "vs_2_0", &mConstantTableVS);
+    ID3DXBuffer *pixelBinary = compileToBinary(pixelHLSL, "ps_2_0", &mConstantTablePS);
+
+    if (vertexBinary && pixelBinary)
+    {
+        IDirect3DDevice9 *device = getDevice();
+        HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
+        HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
+
+        if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
+        {
+            return error(GL_OUT_OF_MEMORY);
+        }
+
+        ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
+        
+        vertexBinary->Release();
+        pixelBinary->Release();
+        vertexBinary = NULL;
+        pixelBinary = NULL;
+
+        if (mVertexExecutable && mPixelExecutable)
+        {
+            if (!linkAttributes())
+            {
+                return;
+            }
+
+            D3DXCONSTANTTABLE_DESC constantTableDescription;
+            D3DXCONSTANT_DESC constantDescription;
+            UINT descriptionCount = 1;
+            
+            mConstantTablePS->GetDesc(&constantTableDescription);
+
+            for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
+            {
+                D3DXHANDLE constantHandle = mConstantTablePS->GetConstant(0, constantIndex);
+                mConstantTablePS->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
+                
+                UniformArray::iterator uniform = mUniforms.begin();
+
+                while (uniform != mUniforms.end())
+                {
+                    if ((*uniform)->name == constantDescription.Name)
+                    {
+                        UNREACHABLE();   // Redefinition; detect at compile
+                    }
+
+                    uniform++;
+                }
+
+                if (uniform == mUniforms.end())
+                {
+                    defineUniform(constantDescription);
+                }
+            }
+
+            mConstantTableVS->GetDesc(&constantTableDescription);
+
+            for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
+            {
+                D3DXHANDLE constantHandle = mConstantTableVS->GetConstant(0, constantIndex);
+                mConstantTableVS->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
+
+                UniformArray::iterator uniform = mUniforms.begin();
+
+                while (uniform != mUniforms.end())
+                {
+                    if ((*uniform)->name == constantDescription.Name)
+                    {
+                        UNIMPLEMENTED();   // FIXME: Verify it's the same type as the fragment uniform
+
+                        if (true)
+                        {
+                            break;
+                        }
+                        else
+                        {
+                            return;
+                        }
+                    }
+
+                    uniform++;
+                }
+
+                if (uniform == mUniforms.end())
+                {
+                    defineUniform(constantDescription);
+                }
+            }
+
+            mLinked = true;
+
+            return;
+        }
+    }
+}
+
+// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
+bool Program::linkAttributes()
+{
+    for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+    {
+        const char *name = mVertexShader->getAttributeName(attributeIndex);
+
+        if (name)
+        {
+            GLuint location = getAttributeLocation(name);
+
+            if (location == -1)   // Not set by glBindAttribLocation
+            {
+                int availableIndex = 0;
+
+                while (availableIndex < MAX_VERTEX_ATTRIBS && mAttributeName[availableIndex] && mVertexShader->isActiveAttribute(mAttributeName[availableIndex]))
+                {
+                    availableIndex++;
+                }
+
+                if (availableIndex == MAX_VERTEX_ATTRIBS)
+                {
+                    return false;   // Fail to link
+                }
+
+                delete[] mAttributeName[availableIndex];
+                mAttributeName[availableIndex] = new char[strlen(name) + 1];   // FIXME: Check allocation
+                strcpy(mAttributeName[availableIndex], name);
+            }
+        }
+    }
+
+    for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+    {
+        mInputMapping[attributeIndex] = mVertexShader->getInputMapping(mAttributeName[attributeIndex]);
+    }
+
+    return true;
+}
+
+// Adds the description of a constant found in the binary shader to the list of uniforms
+void Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription)
+{
+    if (constantDescription.Rows == 1)   // Vectors and scalars
+    {
+        switch (constantDescription.Type)
+        {
+          case D3DXPT_SAMPLER2D:
+          case D3DXPT_SAMPLERCUBE:
+          case D3DXPT_BOOL:
+            switch (constantDescription.Columns)
+            {
+              case 1:
+                mUniforms.push_back(new Uniform(UNIFORM_1IV, constantDescription.Name, 1 * sizeof(GLint) * constantDescription.Elements));
+                break;
+              default:
+                UNIMPLEMENTED();   // FIXME
+                UNREACHABLE();
+            }
+            break;
+          case D3DXPT_FLOAT:
+            switch (constantDescription.Columns)
+            {
+              case 1:
+                mUniforms.push_back(new Uniform(UNIFORM_1FV, constantDescription.Name, 1 * sizeof(GLfloat) * constantDescription.Elements));
+                break;
+              case 2:
+                mUniforms.push_back(new Uniform(UNIFORM_2FV, constantDescription.Name, 2 * sizeof(GLfloat) * constantDescription.Elements));
+                break;
+              case 3:
+                mUniforms.push_back(new Uniform(UNIFORM_3FV, constantDescription.Name, 3 * sizeof(GLfloat) * constantDescription.Elements));
+                break;
+              case 4:
+                mUniforms.push_back(new Uniform(UNIFORM_4FV, constantDescription.Name, 4 * sizeof(GLfloat) * constantDescription.Elements));
+                break;
+              default: UNREACHABLE();
+            }
+            break;
+          default:
+            UNIMPLEMENTED();   // FIXME
+            UNREACHABLE();
+        }
+    }
+    else if (constantDescription.Rows == constantDescription.Columns)  // Square matrices
+    {
+        switch (constantDescription.Type)
+        {
+          case D3DXPT_FLOAT:
+            switch (constantDescription.Rows)
+            {
+              case 2:
+                mUniforms.push_back(new Uniform(UNIFORM_MATRIX_2FV, constantDescription.Name, 2 * 2 * sizeof(GLfloat) * constantDescription.Elements));
+                break;
+              case 3:
+                mUniforms.push_back(new Uniform(UNIFORM_MATRIX_3FV, constantDescription.Name, 3 * 3 * sizeof(GLfloat) * constantDescription.Elements));
+                break;
+              case 4:
+                mUniforms.push_back(new Uniform(UNIFORM_MATRIX_4FV, constantDescription.Name, 4 * 4 * sizeof(GLfloat) * constantDescription.Elements));
+                break;
+              default: UNREACHABLE();
+            }
+            break;
+          default: UNREACHABLE();
+        }
+    }
+    else UNREACHABLE();
+}
+
+bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    IDirect3DDevice9 *device = getDevice();
+
+    if (constantPS)
+    {
+        mConstantTablePS->SetFloatArray(device, constantPS, v, count);
+    }
+
+    if (constantVS)
+    {
+        mConstantTableVS->SetFloatArray(device, constantVS, v, count);
+    }
+
+    return true;
+}
+
+bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
+
+    for (int i = 0; i < count; i++)
+    {
+        vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
+
+        v += 2;
+    }
+
+    D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    IDirect3DDevice9 *device = getDevice();
+
+    if (constantPS)
+    {
+        mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
+    }
+
+    if (constantVS)
+    {
+        mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
+    }
+
+    delete[] vector;
+
+    return true;
+}
+
+bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
+
+    for (int i = 0; i < count; i++)
+    {
+        vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
+
+        v += 3;
+    }
+
+    D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    IDirect3DDevice9 *device = getDevice();
+
+    if (constantPS)
+    {
+        mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
+    }
+
+    if (constantVS)
+    {
+        mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
+    }
+
+    delete[] vector;
+
+    return true;
+}
+
+bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
+{
+    D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    IDirect3DDevice9 *device = getDevice();
+
+    if (constantPS)
+    {
+        mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
+    }
+
+    if (constantVS)
+    {
+        mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
+    }
+
+    return true;
+}
+
+bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
+{
+    D3DXMATRIX *matrix = new D3DXMATRIX[count];
+
+    for (int i = 0; i < count; i++)
+    {
+        matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
+                               value[1], value[3], 0, 0,
+                               0,        0,        1, 0,
+                               0,        0,        0, 1);
+
+        value += 4;
+    }
+
+    D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    IDirect3DDevice9 *device = getDevice();
+
+    if (constantPS)
+    {
+        mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count);
+    }
+
+    if (constantVS)
+    {
+        mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count);
+    }
+
+    delete[] matrix;
+
+    return true;
+}
+
+bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
+{
+    D3DXMATRIX *matrix = new D3DXMATRIX[count];
+
+    for (int i = 0; i < count; i++)
+    {
+        matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
+                               value[1], value[4], value[7], 0,
+                               value[2], value[5], value[8], 0,
+                               0,        0,        0,        1);
+
+        value += 9;
+    }
+
+    D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    IDirect3DDevice9 *device = getDevice();
+
+    if (constantPS)
+    {
+        mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count);
+    }
+
+    if (constantVS)
+    {
+        mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count);
+    }
+
+    delete[] matrix;
+
+    return true;
+}
+
+bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
+{
+    D3DXMATRIX *matrix = new D3DXMATRIX[count];
+
+    for (int i = 0; i < count; i++)
+    {
+        matrix[i] = D3DXMATRIX(value[0], value[4], value[8],  value[12],
+                               value[1], value[5], value[9],  value[13],
+                               value[2], value[6], value[10], value[14],
+                               value[3], value[7], value[11], value[15]);
+
+        value += 16;
+    }
+
+    D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    IDirect3DDevice9 *device = getDevice();
+
+    if (constantPS)
+    {
+        mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count);
+    }
+
+    if (constantVS)
+    {
+        mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count);
+    }
+
+    delete[] matrix;
+
+    return true;
+}
+
+bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
+{
+    D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
+    IDirect3DDevice9 *device = getDevice();
+
+    if (constantPS)
+    {
+        D3DXCONSTANT_DESC constantDescription;
+        UINT descriptionCount = 1;
+        HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
+
+        if (SUCCEEDED(result))
+        {
+            return false;
+        }
+
+        if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
+        {
+            unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
+
+            for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
+            {
+                GLint mappedSampler = v[0];
+            
+                if (mappedSampler >= 0 && mappedSampler < MAX_TEXTURE_IMAGE_UNITS)
+                {
+                    if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
+                    {
+                        mSamplerMapping[samplerIndex] = mappedSampler;
+                    }
+                }
+            }
+            
+            return true;
+        }
+    }
+
+    if (constantPS)
+    {
+        mConstantTablePS->SetIntArray(device, constantPS, v, count);
+    }
+
+    if (constantVS)
+    {
+        mConstantTableVS->SetIntArray(device, constantVS, v, count);
+    }
+
+    return true;
+}
+
+// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
+void Program::unlink(bool destroy)
+{
+    if (destroy)   // Object being destructed
+    {
+        if (mFragmentShader)
+        {
+            mFragmentShader->detach();
+            mFragmentShader = NULL;
+        }
+
+        if (mVertexShader)
+        {
+            mVertexShader->detach();
+            mVertexShader = NULL;
+        }
+
+        for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
+        {
+            delete[] mAttributeName[index];
+            mAttributeName[index] = NULL;
+        }
+    }
+
+    if (mPixelExecutable)
+    {
+        mPixelExecutable->Release();
+        mPixelExecutable = NULL;
+    }
+
+    if (mVertexExecutable)
+    {
+        mVertexExecutable->Release();
+        mVertexExecutable = NULL;
+    }
+
+    if (mConstantTablePS)
+    {
+        mConstantTablePS->Release();
+        mConstantTablePS = NULL;
+    }
+
+    if (mConstantTableVS)
+    {
+        mConstantTableVS->Release();
+        mConstantTableVS = NULL;
+    }
+
+    for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
+    {
+        mInputMapping[index] = 0;
+    }
+
+    for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
+    {
+        mSamplerMapping[index] = 0;
+    }
+
+    while (!mUniforms.empty())
+    {
+        delete mUniforms.back();
+        mUniforms.pop_back();
+    }
+
+    mLinked = false;
+}
+
+bool Program::isLinked()
+{
+    return mLinked;
+}
+
+void Program::flagForDeletion()
+{
+    mDeleteStatus = true;
+}
+
+bool Program::isFlaggedForDeletion() const
+{
+    return mDeleteStatus;
+}
+}