//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#include "platform/platform.h"

#if defined(TORQUE_OS_XENON)
#  include <xtl.h>
#else
#  include <d3d9.h>
#endif

#include "gfx/D3D9/gfxD3D9Shader.h"
#include "gfx/D3D9/gfxD3D9Device.h"

#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
#include "core/util/safeDelete.h"
#include "console/console.h"

extern bool gDisassembleAllShaders;

/// D3DXInclude plugin
class _gfxD3DXInclude : public ID3DXInclude, public StrongRefBase
{
private:

   Vector<String> mLastPath;

public:

   void setPath( const String &path )
   {
      mLastPath.clear();
      mLastPath.push_back( path );
   }

   _gfxD3DXInclude() {}
   virtual ~_gfxD3DXInclude() {}

   STDMETHOD(Close)(THIS_ LPCVOID pData);

   // 360 
   STDMETHOD(Open)(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes, /* OUT */ LPSTR pFullPath, DWORD cbFullPath);

   // PC
   STDMETHOD(Open)(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
   {
      return Open( IncludeType, pFileName, pParentData, ppData, pBytes, NULL, 0 );
   }
};

_gfxD3DXIncludeRef GFXD3D9Shader::smD3DXInclude = NULL;

HRESULT _gfxD3DXInclude::Open(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, 
                              LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes, 
                              LPSTR pFullPath, DWORD cbFullPath)
{
   // First try making the path relative to the parent.
   Torque::Path path = Torque::Path::Join( mLastPath.last(), '/', pFileName );
   path = Torque::Path::CompressPath( path );

   if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) )
   {
      // Ok... now try using the path as is.
      path = String( pFileName );
      path = Torque::Path::CompressPath( path );

      if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) )
      {
         AssertISV(false, avar( "Failed to open include '%s'.", pFileName));
         return E_FAIL;
      }
   }

   // If the data was of zero size then we cannot recurse
   // into this file and DX won't call Close() below.
   //
   // So in this case don't push on the path.
   if ( *pBytes > 0 )
      mLastPath.push_back( path.getRootAndPath() );

   return S_OK;
}

HRESULT _gfxD3DXInclude::Close( THIS_ LPCVOID pData )
{
   // Free the data file and pop its path off the stack.
   delete [] (U8*)pData;
   mLastPath.pop_back();

   return S_OK;
}

GFXD3D9ShaderConstHandle::GFXD3D9ShaderConstHandle()
{
   clear();
}

const String& GFXD3D9ShaderConstHandle::getName() const
{
   if ( mVertexConstant )
      return mVertexHandle.name;
   else
      return mPixelHandle.name;
}

GFXShaderConstType GFXD3D9ShaderConstHandle::getType() const
{
   if ( mVertexConstant )
      return mVertexHandle.constType;
   else
      return mPixelHandle.constType;
}

U32 GFXD3D9ShaderConstHandle::getArraySize() const
{
   if ( mVertexConstant )
      return mVertexHandle.arraySize;
   else
      return mPixelHandle.arraySize;
}

S32 GFXD3D9ShaderConstHandle::getSamplerRegister() const
{
   if ( !mValid || !isSampler() )
      return -1;

   // We always store sampler type and register index in the pixelHandle,
   // sampler registers are shared between vertex and pixel shaders anyway.

   return mPixelHandle.offset;   
}

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------


bool GFXD3D9ShaderBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer)
{
   PROFILE_SCOPE(GFXD3D9ShaderBufferLayout_setMatrix);

   if (pd.constType == GFXSCT_Float4x4)
   {
      // Special case, we can just blast this guy.
      AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!");
      if (dMemcmp(basePointer+pd.offset, data, size) != 0)
      {
         dMemcpy(basePointer+pd.offset, data, size);         
         return true;
      }

      return false;
   }
   else
   {
      PROFILE_SCOPE(GFXD3D9ShaderBufferLayout_setMatrix_not4x4);

      // Figure out how big of a chunk we are copying.  We're going to copy 4 columns by N rows of data
      U32 csize;
      switch (pd.constType)
      {
      case GFXSCT_Float2x2 :
         csize = 32;
         break;
      case GFXSCT_Float3x3 :
         csize = 48;
         break;
      default:
         AssertFatal(false, "Unhandled case!");
         return false;
         break;
      }

      // Loop through and copy 
      bool ret = false;
      U8* currDestPointer = basePointer+pd.offset;
      const U8* currSourcePointer = static_cast<const U8*>(data);
      const U8* endData = currSourcePointer + size;
      while (currSourcePointer < endData)
      {
         if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
         {
            dMemcpy(currDestPointer, currSourcePointer, csize);            
            ret = true;
         }

         currDestPointer += csize;
         currSourcePointer += sizeof(MatrixF);
      }

      return ret;
   }
}

//------------------------------------------------------------------------------
GFXD3D9ShaderConstBuffer::GFXD3D9ShaderConstBuffer( GFXD3D9Shader* shader, 
                                                    GFXD3D9ShaderBufferLayout* vertexLayoutF, 
                                                    GFXD3D9ShaderBufferLayout* vertexLayoutI, 
                                                    GFXD3D9ShaderBufferLayout* pixelLayoutF, 
                                                    GFXD3D9ShaderBufferLayout* pixelLayoutI ) 
{
   AssertFatal( shader, "GFXD3D9ShaderConstBuffer() - Got a null shader!" );

   // We hold on to this so we don't have to call
   // this virtual method during activation.
   mDevice = static_cast<GFXD3D9Device*>( GFX )->getDevice();
   
   mShader = shader;

   // TODO: Remove buffers and layouts that don't exist for performance?

   mVertexConstBufferLayoutF = vertexLayoutF;
   mVertexConstBufferF = new GenericConstBuffer(vertexLayoutF);   
   mVertexConstBufferLayoutI = vertexLayoutI;
   mVertexConstBufferI = new GenericConstBuffer(vertexLayoutI);   
   mPixelConstBufferLayoutF = pixelLayoutF;
   mPixelConstBufferF = new GenericConstBuffer(pixelLayoutF);   
   mPixelConstBufferLayoutI = pixelLayoutI;
   mPixelConstBufferI = new GenericConstBuffer(pixelLayoutI);   
}

GFXD3D9ShaderConstBuffer::~GFXD3D9ShaderConstBuffer()
{   
   SAFE_DELETE(mVertexConstBufferF);
   SAFE_DELETE(mPixelConstBufferF);
   SAFE_DELETE(mVertexConstBufferI);
   SAFE_DELETE(mPixelConstBufferI);

   if ( mShader )
      mShader->_unlinkBuffer( this );
}

GFXShader* GFXD3D9ShaderConstBuffer::getShader()
{
   return mShader;
}

// This is kind of cheesy, but I don't think templates would work well here because 
// these functions potentially need to be handled differently by other derived types
template<class T>
inline void GFXD3D9ShaderConstBuffer::SET_CONSTANT( GFXShaderConstHandle* handle, const T& fv, GenericConstBuffer *vBuffer, GenericConstBuffer *pBuffer )
{
   AssertFatal(dynamic_cast<const GFXD3D9ShaderConstHandle*>(handle), "Incorrect const buffer type!");
   const GFXD3D9ShaderConstHandle* h = static_cast<const GFXD3D9ShaderConstHandle*>(handle);
   AssertFatal(h, "Handle is NULL!" );
   AssertFatal(h->isValid(), "Handle is not valid!" );
   AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
   AssertFatal(!mShader.isNull(), "Buffer's shader is null!" );
   AssertFatal(!h->mShader.isNull(), "Handle's shader is null!" );
   AssertFatal(h->mShader.getPointer() == mShader.getPointer(), "Mismatched shaders!");
   if ( h->mInstancingConstant )
   {
      dMemcpy( mInstPtr+h->mPixelHandle.offset, &fv, sizeof( fv ) );
      return;
   }
   if (h->mVertexConstant)
      vBuffer->set(h->mVertexHandle, fv);
   if (h->mPixelConstant)
      pBuffer->set(h->mPixelHandle, fv);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv) 
{
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv) 
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv) 
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv) 
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv) 
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const ColorF& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 f)
{ 
   // This is the only type that is allowed to be used
   // with a sampler shader constant type, but it is only
   // allowed to be set from GLSL.
   //
   // So we ignore it here... all other cases will assert.
   //
   if ( ((GFXD3D9ShaderConstHandle*)handle)->isSampler() )
      return;

   SET_CONSTANT(handle, f, mVertexConstBufferI, mPixelConstBufferI);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
{ 
   SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}
#undef SET_CONSTANT

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType) 
{    
   AssertFatal(handle, "Handle is NULL!" );
   AssertFatal(handle->isValid(), "Handle is not valid!" );

   AssertFatal(dynamic_cast<const GFXD3D9ShaderConstHandle*>(handle), "Incorrect const buffer type!"); 
   const GFXD3D9ShaderConstHandle* h = static_cast<const GFXD3D9ShaderConstHandle*>(handle); 
   AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
   AssertFatal(h->mShader == mShader, "Mismatched shaders!"); 

   MatrixF transposed;   
   mat.transposeTo(transposed);

   if (h->mInstancingConstant) 
   {
      if ( matrixType == GFXSCT_Float4x4 )
         dMemcpy( mInstPtr+h->mPixelHandle.offset, mat, sizeof( mat ) );
         
      // TODO: Support 3x3 and 2x2 matricies?      
      return;
   }

   if (h->mVertexConstant) 
      mVertexConstBufferF->set(h->mVertexHandle, transposed, matrixType); 
   if (h->mPixelConstant) 
      mPixelConstBufferF->set(h->mPixelHandle, transposed, matrixType);   
}

void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType)
{
   AssertFatal(handle, "Handle is NULL!" );
   AssertFatal(handle->isValid(), "Handle is not valid!" );

   AssertFatal(dynamic_cast<const GFXD3D9ShaderConstHandle*>(handle), "Incorrect const buffer type!"); 
   const GFXD3D9ShaderConstHandle* h = static_cast<const GFXD3D9ShaderConstHandle*>(handle); 
   AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
   AssertFatal(h->mShader == mShader, "Mismatched shaders!"); 

   static Vector<MatrixF> transposed;
   if (arraySize > transposed.size())
      transposed.setSize(arraySize);   
   for (U32 i = 0; i < arraySize; i++)
      mat[i].transposeTo(transposed[i]);

   // TODO: Maybe support this in the future?
   if (h->mInstancingConstant) 
      return;

   if (h->mVertexConstant) 
      mVertexConstBufferF->set(h->mVertexHandle, transposed.begin(), arraySize, matrixType);
   if (h->mPixelConstant) 
      mPixelConstBufferF->set(h->mPixelHandle, transposed.begin(), arraySize, matrixType);              
}

const String GFXD3D9ShaderConstBuffer::describeSelf() const
{
   String ret;
   ret = String("   GFXD3D9ShaderConstBuffer\n");

   for (U32 i = 0; i < mVertexConstBufferLayoutF->getParameterCount(); i++)
   {
      GenericConstBufferLayout::ParamDesc pd;
      mVertexConstBufferLayoutF->getDesc(i, pd);

      ret += String::ToString("      Constant name: %s", pd.name);
   }

   return ret;
}

void GFXD3D9ShaderConstBuffer::zombify()
{
}

void GFXD3D9ShaderConstBuffer::resurrect()
{
}

bool GFXD3D9ShaderConstBuffer::isDirty()
{
   bool ret = mVertexConstBufferF->isDirty();
   ret |= mVertexConstBufferI->isDirty();
   ret |= mPixelConstBufferF->isDirty();
   ret |= mPixelConstBufferI->isDirty();
   return ret;
}

void GFXD3D9ShaderConstBuffer::activate( GFXD3D9ShaderConstBuffer *prevShaderBuffer )
{
   PROFILE_SCOPE(GFXD3D9ShaderConstBuffer_activate);

   // NOTE: This is a really critical function as it gets
   // called between every draw call to update the constants.
   //
   // Alot of the calls here are inlined... be careful 
   // what you change.

   // If the buffer has changed we need to compare it
   // with the new buffer to see if we can skip copying
   // equal buffer content.
   //
   // If the buffer hasn't changed then we only will
   // be copying the changes that have occured since
   // the last activate call.
   //
   if ( prevShaderBuffer != this )
   {
      // If the previous buffer is dirty, than we can't compare 
      // against it, because it hasn't sent its contents to the
      // card yet and must be copied.
      if ( prevShaderBuffer && !prevShaderBuffer->isDirty() )
      {
         PROFILE_SCOPE(GFXD3D9ShaderConstBuffer_activate_dirty_check_1);

         // If the buffer content is equal then we set the dirty
         // flag to false knowing the current state of the card matches
         // the new buffer.
         //
         // If the content is not equal we set the dirty flag to
         // true which causes the full content of the buffer to be
         // copied to the card.
         //
         mVertexConstBufferF->setDirty( !prevShaderBuffer->mVertexConstBufferF->isEqual( mVertexConstBufferF ) );
         mPixelConstBufferF->setDirty( !prevShaderBuffer->mPixelConstBufferF->isEqual( mPixelConstBufferF ) );
         mVertexConstBufferI->setDirty( !prevShaderBuffer->mVertexConstBufferF->isEqual( mVertexConstBufferI ) );
         mPixelConstBufferI->setDirty( !prevShaderBuffer->mPixelConstBufferF->isEqual( mPixelConstBufferI ) );
      } 
      else
      {
         // This happens rarely... but it can happen.
         //
         // We copy the entire dirty state to the card.

         PROFILE_SCOPE(GFXD3D9ShaderConstBuffer_activate_dirty_check_2);

         mVertexConstBufferF->setDirty( true );
         mPixelConstBufferF->setDirty( true );
         mVertexConstBufferI->setDirty( true );
         mPixelConstBufferI->setDirty( true );
      }      
   }

   const U32 bytesToFloat4 = 16;
   const U32 bytesToInt4 = 16;
   U32 start, bufferSize;      
   const U8* buf;

   if ( mVertexConstBufferF->isDirty() )
   {
      buf = mVertexConstBufferF->getDirtyBuffer( &start, &bufferSize );
      mDevice->SetVertexShaderConstantF( start / bytesToFloat4, (float*)buf, bufferSize / bytesToFloat4 );
   }

   if ( mPixelConstBufferF->isDirty() )    
   {
      buf = mPixelConstBufferF->getDirtyBuffer( &start, &bufferSize );
      mDevice->SetPixelShaderConstantF( start / bytesToFloat4, (float*)buf, bufferSize / bytesToFloat4 );      
   }

   if ( mVertexConstBufferI->isDirty() )
   {
      buf = mVertexConstBufferI->getDirtyBuffer( &start, &bufferSize );
      mDevice->SetVertexShaderConstantI( start / bytesToInt4, (int*)buf, bufferSize / bytesToInt4 );
   }

   if ( mPixelConstBufferI->isDirty() )    
   {
      buf = mPixelConstBufferI->getDirtyBuffer( &start, &bufferSize );
      mDevice->SetPixelShaderConstantI( start / bytesToInt4, (int*)buf, bufferSize / bytesToInt4 );      
   }

   #ifdef TORQUE_DEBUG

      // Make sure all the constants for this buffer were assigned.
      if ( mWasLost )
      {
         mVertexConstBufferF->assertUnassignedConstants( mShader->getVertexShaderFile().c_str() );
         mVertexConstBufferI->assertUnassignedConstants( mShader->getVertexShaderFile().c_str() );
         mPixelConstBufferF->assertUnassignedConstants( mShader->getPixelShaderFile().c_str() );
         mPixelConstBufferI->assertUnassignedConstants( mShader->getPixelShaderFile().c_str() );
      }

   #endif

   // Clear the lost state.
   mWasLost = false;
}

void GFXD3D9ShaderConstBuffer::onShaderReload( GFXD3D9Shader *shader )
{
   AssertFatal( shader == mShader, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );

   SAFE_DELETE( mVertexConstBufferF );
   SAFE_DELETE( mPixelConstBufferF );
   SAFE_DELETE( mVertexConstBufferI );
   SAFE_DELETE( mPixelConstBufferI );
        
   AssertFatal( mVertexConstBufferLayoutF == shader->mVertexConstBufferLayoutF, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );   
   AssertFatal( mPixelConstBufferLayoutF == shader->mPixelConstBufferLayoutF, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );   
   AssertFatal( mVertexConstBufferLayoutI == shader->mVertexConstBufferLayoutI, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );   
   AssertFatal( mPixelConstBufferLayoutI == shader->mPixelConstBufferLayoutI, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );      

   mVertexConstBufferF = new GenericConstBuffer( mVertexConstBufferLayoutF );      
   mVertexConstBufferI = new GenericConstBuffer( mVertexConstBufferLayoutI );      
   mPixelConstBufferF = new GenericConstBuffer( mPixelConstBufferLayoutF );      
   mPixelConstBufferI = new GenericConstBuffer( mPixelConstBufferLayoutI ); 
   
   // Set the lost state.
   mWasLost = true;
}

//------------------------------------------------------------------------------

GFXD3D9Shader::GFXD3D9Shader()
{
   VECTOR_SET_ASSOCIATION( mShaderConsts );

   mD3D9Device = dynamic_cast<GFXD3D9Device *>(GFX)->getDevice();
   AssertFatal(mD3D9Device, "Invalid device for shader.");
   mVertShader = NULL;
   mPixShader = NULL;
   mVertexConstBufferLayoutF = NULL;
   mPixelConstBufferLayoutF = NULL;
   mVertexConstBufferLayoutI = NULL;
   mPixelConstBufferLayoutI = NULL;

   if( smD3DXInclude == NULL )
      smD3DXInclude = new _gfxD3DXInclude;
}

//------------------------------------------------------------------------------

GFXD3D9Shader::~GFXD3D9Shader()
{
   for (HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); i++)
      delete i->value;
   SAFE_DELETE(mVertexConstBufferLayoutF);
   SAFE_DELETE(mPixelConstBufferLayoutF);
   SAFE_DELETE(mVertexConstBufferLayoutI);
   SAFE_DELETE(mPixelConstBufferLayoutI);
   SAFE_RELEASE(mVertShader);
   SAFE_RELEASE(mPixShader);
}

bool GFXD3D9Shader::_init()
{
   PROFILE_SCOPE( GFXD3D9Shader_Init );
   
   if ( mPixVersion > GFX->getPixelShaderVersion() )
   {
      if ( smLogErrors )
         Con::errorf( "GFXD3D9Shader::init - Bad pixel shader version!" );

      return false;
   }

   if ( mPixVersion < 1.0f && mPixelFile.getFileName().isNotEmpty() )
   {
      if ( smLogErrors )
         Con::errorf( "GFXD3D9Shader::init - Pixel shaders not supported on SM %.1f!", mPixVersion );

      return false;
   }

   SAFE_RELEASE(mVertShader);
   SAFE_RELEASE(mPixShader);

   U32 mjVer = (U32)mFloor( mPixVersion );
   U32 mnVer = (U32)( ( mPixVersion - F32( mjVer ) ) * 10.01f ); // 10.01 instead of 10.0 because of floating point issues

   String vertTarget = String::ToString("vs_%d_%d", mjVer, mnVer);
   String pixTarget = String::ToString("ps_%d_%d", mjVer, mnVer);

   // Adjust version for vertex shaders
   if (mjVer == 2 && mnVer == 1)
   {      
      pixTarget  = "ps_2_a";
      vertTarget = "vs_2_0";
   }
   else if ( mjVer == 2 && mnVer == 2 )
   {      
      pixTarget  = "ps_2_b";
      vertTarget = "vs_2_0";
   }
   else if ( ( mPixVersion < 2.0f ) && ( mPixVersion > 1.101f ) )
      vertTarget = "vs_1_1";      

   // Create the macro array including the system wide macros.
   const U32 macroCount = smGlobalMacros.size() + mMacros.size() + 2;
   FrameTemp<D3DXMACRO> d3dXMacros( macroCount );
   for ( U32 i=0; i < smGlobalMacros.size(); i++ )
   {
      d3dXMacros[i].Name = smGlobalMacros[i].name.c_str();
      d3dXMacros[i].Definition = smGlobalMacros[i].value.c_str();
   }
   for ( U32 i=0; i < mMacros.size(); i++ )
   {
      d3dXMacros[i+smGlobalMacros.size()].Name = mMacros[i].name.c_str();
      d3dXMacros[i+smGlobalMacros.size()].Definition = mMacros[i].value.c_str();
   }
   String smVersion = String::ToString( mjVer * 10 + mnVer );
   d3dXMacros[macroCount - 2].Name = "TORQUE_SM";
   d3dXMacros[macroCount - 2].Definition = smVersion.c_str();
   d3dXMacros[macroCount - 1].Name = NULL;
   d3dXMacros[macroCount - 1].Definition = NULL;

   if ( !mVertexConstBufferLayoutF )
      mVertexConstBufferLayoutF = new GFXD3D9ShaderBufferLayout();
   else
      mVertexConstBufferLayoutF->clear();

   if ( !mVertexConstBufferLayoutI )
      mVertexConstBufferLayoutI = new GFXD3D9ShaderBufferLayout();
   else
      mVertexConstBufferLayoutI->clear();
      
   if ( !mPixelConstBufferLayoutF )
      mPixelConstBufferLayoutF = new GFXD3D9ShaderBufferLayout();
   else
      mPixelConstBufferLayoutF->clear();

   if ( !mPixelConstBufferLayoutI )
      mPixelConstBufferLayoutI = new GFXD3D9ShaderBufferLayout();
   else
      mPixelConstBufferLayoutI->clear();
   
   mSamplerDescriptions.clear();
   mShaderConsts.clear();

   if ( GFXD3DX.isLoaded && !Con::getBoolVariable( "$shaders::forceLoadCSF", false ) )
   {
      if (  !mVertexFile.isEmpty() &&
            !_compileShader( mVertexFile, vertTarget, d3dXMacros, mVertexConstBufferLayoutF, mVertexConstBufferLayoutI, mSamplerDescriptions ) )
         return false;

      if (  !mPixelFile.isEmpty() &&
            !_compileShader( mPixelFile, pixTarget, d3dXMacros, mPixelConstBufferLayoutF, mPixelConstBufferLayoutI, mSamplerDescriptions ) )
         return false;
   } 
   else 
   {
      if ( !_loadCompiledOutput( mVertexFile, vertTarget, mVertexConstBufferLayoutF, mVertexConstBufferLayoutI, mSamplerDescriptions ) )
      {
         if ( smLogErrors )
            Con::errorf( "GFXD3D9Shader::init - Unable to load precompiled vertex shader for '%s'.", 
               mVertexFile.getFullPath().c_str() );

         return false;
      }

      if ( !_loadCompiledOutput( mPixelFile, pixTarget, mPixelConstBufferLayoutF, mPixelConstBufferLayoutI, mSamplerDescriptions ) )
      {
         if ( smLogErrors )
            Con::errorf( "GFXD3D9Shader::init - Unable to load precompiled pixel shader for '%s'.", 
               mPixelFile.getFullPath().c_str() );

         return false;
      }
   }

   // Existing handles are resored to an uninitialized state.
   // Those that are found when parsing the layout parameters
   // will then be re-initialized.
   HandleMap::Iterator iter = mHandles.begin();
   for ( ; iter != mHandles.end(); iter++ )        
      (iter->value)->clear();      

   _buildShaderConstantHandles(mVertexConstBufferLayoutF, true);
   _buildShaderConstantHandles(mVertexConstBufferLayoutI, true);
   _buildShaderConstantHandles(mPixelConstBufferLayoutF, false);
   _buildShaderConstantHandles(mPixelConstBufferLayoutI, false);
   _buildSamplerShaderConstantHandles( mSamplerDescriptions );
   _buildInstancingShaderConstantHandles();

   // Notify any existing buffers that the buffer 
   // layouts have changed and they need to update.
   Vector<GFXShaderConstBuffer*>::iterator biter = mActiveBuffers.begin();
   for ( ; biter != mActiveBuffers.end(); biter++ )
      ((GFXD3D9ShaderConstBuffer*)(*biter))->onShaderReload( this );

   return true;
}

bool GFXD3D9Shader::_compileShader( const Torque::Path &filePath, 
                                    const String& target,                                  
                                    const D3DXMACRO *defines, 
                                    GenericConstBufferLayout* bufferLayoutF, 
                                    GenericConstBufferLayout* bufferLayoutI,
                                    Vector<GFXShaderConstDesc> &samplerDescriptions )
{
   PROFILE_SCOPE( GFXD3D9Shader_CompileShader );

   HRESULT res = D3DERR_INVALIDCALL;
   LPD3DXBUFFER code = NULL;
   LPD3DXBUFFER errorBuff = NULL;

#ifdef TORQUE_DEBUG
   U32 flags = D3DXSHADER_DEBUG;
#else
   U32 flags = 0;
#endif

#ifdef TORQUE_OS_XENON
   flags |= D3DXSHADER_PREFER_FLOW_CONTROL;
#endif

#ifdef D3DXSHADER_USE_LEGACY_D3DX9_31_DLL
   if( D3DX_SDK_VERSION >= 32 )
   {
      // will need to use old compiler for 1_1 shaders - check for pixel
      // or vertex shader with appropriate version.
      if ((target.compare("vs1", 3) == 0) || (target.compare("vs_1", 4) == 0))      
         flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;

      if ((target.compare("ps1", 3) == 0) || (target.compare("ps_1", 4) == 0))
         flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;
   }
#endif

#if !defined(TORQUE_OS_XENON) && (D3DX_SDK_VERSION <= 40)
#error This version of the DirectX SDK is too old. Please install a newer version of the DirectX SDK: http://msdn.microsoft.com/en-us/directx/default.aspx
#endif

   ID3DXConstantTable* table = NULL;

   static String sHLSLStr( "hlsl" );
   static String sOBJStr( "obj" );

   // Is it an HLSL shader?
   if ( filePath.getExtension().equal(sHLSLStr, String::NoCase) )   
   {
      FrameAllocatorMarker fam;
      char *buffer = NULL;

      // Set this so that the D3DXInclude::Open will have this 
      // information for relative paths.
      smD3DXInclude->setPath( filePath.getRootAndPath() );

      FileStream s;
      if ( !s.open( filePath, Torque::FS::File::Read ) )
      {
         AssertISV(false, avar("GFXD3D9Shader::initShader - failed to open shader '%s'.", filePath.getFullPath().c_str()));

         if ( smLogErrors )
            Con::errorf( "GFXD3D9Shader::_compileShader - Failed to open shader file '%s'.", 
               filePath.getFullPath().c_str() );

         return false;
      }

      // Convert the path which might have virtualized
      // mount paths to a real file system path.
      Torque::Path realPath;
      if ( !FS::GetFSPath( filePath, realPath ) )
         realPath = filePath;

      // Add a #line pragma so that error and warning messages
      // returned by the HLSL compiler report the right file.
      String linePragma = String::ToString( "#line 1 \"%s\"\r\n", realPath.getFullPath().c_str() );
      U32 linePragmaLen = linePragma.length();

      U32 bufSize = s.getStreamSize();
      buffer = (char *)fam.alloc( bufSize + linePragmaLen + 1 );
      dStrncpy( buffer, linePragma.c_str(), linePragmaLen );
      s.read( bufSize, buffer + linePragmaLen );
      buffer[bufSize+linePragmaLen] = 0;

      res = GFXD3DX.D3DXCompileShader( buffer, bufSize + linePragmaLen, defines, smD3DXInclude, "main", 
         target, flags, &code, &errorBuff, &table );
   }

   // Is it a precompiled obj shader?
   else if ( filePath.getExtension().equal( sOBJStr, String::NoCase ) )
   {     
      FileStream  s;
      if(!s.open(filePath, Torque::FS::File::Read))
      {
         AssertISV(false, avar("GFXD3D9Shader::initShader - failed to open shader '%s'.", filePath.getFullPath().c_str()));

         if ( smLogErrors )
            Con::errorf( "GFXD3D9Shader::_compileShader - Failed to open shader file '%s'.", 
               filePath.getFullPath().c_str() );

         return false;
      }

      res = GFXD3DX.D3DXCreateBuffer(s.getStreamSize(), &code);
      AssertISV(res == D3D_OK, "Unable to create buffer!");
      s.read(s.getStreamSize(), code->GetBufferPointer());
      
      if (res == D3D_OK)
      {
         DWORD* data = (DWORD*) code->GetBufferPointer();
         res = GFXD3DX.D3DXGetShaderConstantTable(data, &table);
      }
   }
   else
   {
      if ( smLogErrors )
         Con::errorf( "GFXD3D9Shader::_compileShader - Unsupported shader file type '%s'.", 
            filePath.getFullPath().c_str() );

      return false;
   }

   if ( res != D3D_OK && smLogErrors )
      Con::errorf( "GFXD3D9Shader::_compileShader - Error compiling shader: %s: %s (%x)", 
         DXGetErrorStringA(res), DXGetErrorDescriptionA(res), res );

   if ( errorBuff )
   {
      // remove \n at end of buffer
      U8 *buffPtr = (U8*) errorBuff->GetBufferPointer();
      U32 len = dStrlen( (const char*) buffPtr );
      buffPtr[len-1] = '\0';

      if( res != D3D_OK )
      {
         if ( smLogErrors )
            Con::errorf( "   %s", (const char*) errorBuff->GetBufferPointer() );
      }
      else
      {
         if ( smLogWarnings )
            Con::warnf( "%s", (const char*) errorBuff->GetBufferPointer() );
      }
   }
   else if ( code == NULL && smLogErrors )
      Con::errorf( "GFXD3D9Shader::_compileShader - no compiled code produced; possibly missing file '%s'.", 
         filePath.getFullPath().c_str() );

   // Create the proper shader if we have code
   if( code != NULL )
   {
      #ifndef TORQUE_SHIPPING

         LPD3DXBUFFER disassem = NULL;
         D3DXDisassembleShader( (DWORD*)code->GetBufferPointer(), false, NULL, &disassem );
         mDissasembly = (const char*)disassem->GetBufferPointer();         
         SAFE_RELEASE( disassem );

         if ( gDisassembleAllShaders )
         {
             String filename = filePath.getFullPath();
            filename.replace( ".hlsl", "_dis.txt" );

            FileStream *fstream = FileStream::createAndOpen( filename, Torque::FS::File::Write );
            if ( fstream )
            {            
               fstream->write( mDissasembly );
               fstream->close();
               delete fstream;   
            }
         }

      #endif

      if (target.compare("ps_", 3) == 0)      
         res = mD3D9Device->CreatePixelShader( (DWORD*)code->GetBufferPointer(), &mPixShader );
      else
         res = mD3D9Device->CreateVertexShader( (DWORD*)code->GetBufferPointer(), &mVertShader );

      if (res == S_OK)
         _getShaderConstants(table, bufferLayoutF, bufferLayoutI, samplerDescriptions);

#ifdef TORQUE_ENABLE_CSF_GENERATION

      // Ok, we've got a valid shader and constants, let's write them all out.
      if ( !_saveCompiledOutput(filePath, code, bufferLayoutF, bufferLayoutI) && smLogErrors )
         Con::errorf( "GFXD3D9Shader::_compileShader - Unable to save shader compile output for: %s", 
            filePath.getFullPath().c_str() );

#endif

      SAFE_RELEASE(table);

      if ( res != S_OK && smLogErrors )
         Con::errorf( "GFXD3D9Shader::_compileShader - Unable to create shader for '%s'.", 
            filePath.getFullPath().c_str() );
   }

   bool result = code != NULL && res == S_OK;

   SAFE_RELEASE( code );
   SAFE_RELEASE( errorBuff );

   return result;
}

void GFXD3D9Shader::_getShaderConstants( ID3DXConstantTable *table, 
                                         GenericConstBufferLayout *bufferLayoutF, 
                                         GenericConstBufferLayout* bufferLayoutI,
                                         Vector<GFXShaderConstDesc> &samplerDescriptions )
{
   PROFILE_SCOPE( GFXD3D9Shader_GetShaderConstants );

   AssertFatal(table, "NULL constant table not allowed, is this an assembly shader?");

   D3DXCONSTANTTABLE_DESC tableDesc;
   D3D9Assert(table->GetDesc(&tableDesc), "Unable to get constant table info.");

   for (U32 i = 0; i < tableDesc.Constants; i++)
   {
      D3DXHANDLE handle = table->GetConstant(0, i);
      const U32 descSize=16;
      D3DXCONSTANT_DESC constantDescArray[descSize];
      U32 size = descSize;
      if (table->GetConstantDesc(handle, constantDescArray, &size) == S_OK)
      {
         D3DXCONSTANT_DESC& constantDesc = constantDescArray[0];
         GFXShaderConstDesc desc;
                  
         desc.name = String(constantDesc.Name);
         // Prepend a "$" if it doesn't exist.  Just to make things consistent.
         if (desc.name.find("$") != 0)
            desc.name = String::ToString("$%s", desc.name.c_str());
         //Con::printf("name %s: , offset: %d, size: %d, constantDesc.Elements: %d", desc.name.c_str(), constantDesc.RegisterIndex, constantDesc.Bytes, constantDesc.Elements);
         desc.arraySize = constantDesc.Elements;         
                  
         GenericConstBufferLayout* bufferLayout = NULL;
         switch (constantDesc.RegisterSet)
         {
            case D3DXRS_INT4 :   
               {
                  bufferLayout = bufferLayoutI;
                  switch (constantDesc.Class)
                  {
                     case D3DXPC_SCALAR :
                        desc.constType = GFXSCT_Int;
                        break;
                     case D3DXPC_VECTOR :
                        {
                           switch (constantDesc.Columns)
                           {
                           case 1 :
                              desc.constType = GFXSCT_Int;
                              break;
                           case 2 :
                              desc.constType = GFXSCT_Int2;
                              break;
                           case 3 :
                              desc.constType = GFXSCT_Int3;
                              break;
                           case 4 :
                              desc.constType = GFXSCT_Int4;
                              break;                           
                           default:
                              AssertFatal(false, "Unknown int vector type!");
                              break;
                           }
                        }
                        break;
                  }
                  desc.constType = GFXSCT_Int4;
                  break;
               }
            case D3DXRS_FLOAT4 :
               {  
                  bufferLayout = bufferLayoutF;
                  switch (constantDesc.Class)
                  {
                  case D3DXPC_SCALAR:                     
                     desc.constType = GFXSCT_Float;
                     break;
                  case D3DXPC_VECTOR :               
                     {                     
                        switch (constantDesc.Columns)
                        {
                           case 1 :
                              desc.constType = GFXSCT_Float;
                              break;
                           case 2 :
                              desc.constType = GFXSCT_Float2;
                              break;
                           case 3 :
                              desc.constType = GFXSCT_Float3;
                              break;
                           case 4 :
                              desc.constType = GFXSCT_Float4;
                              break;                           
                           default:
                              AssertFatal(false, "Unknown float vector type!");
                              break;
                        }
                     }
                     break;
                  case D3DXPC_MATRIX_ROWS :
                  case D3DXPC_MATRIX_COLUMNS :                     
                     {
                        switch (constantDesc.RegisterCount)                        
                        {
                           case 3 :
                              desc.constType = GFXSCT_Float3x3;
                              break;
                           case 4 :
                              desc.constType = GFXSCT_Float4x4;
                              break;
                        }
                     }
                     break;
                  case D3DXPC_OBJECT :
                  case D3DXPC_STRUCT :
                     bufferLayout = NULL;
                     break;
                  }
               }
               break;
            case D3DXRS_SAMPLER :
               {
                  AssertFatal( constantDesc.Elements == 1, "Sampler Arrays not yet supported!" );

                  switch (constantDesc.Type)
                  {
                     case D3DXPT_SAMPLER :
                     case D3DXPT_SAMPLER1D :
                     case D3DXPT_SAMPLER2D :
                     case D3DXPT_SAMPLER3D :
                        // Hi-jack the desc's arraySize to store the registerIndex.
                        desc.constType = GFXSCT_Sampler;
                        desc.arraySize = constantDesc.RegisterIndex;
                        samplerDescriptions.push_back( desc );
                        break;
                     case D3DXPT_SAMPLERCUBE :
                        desc.constType = GFXSCT_SamplerCube;
                        desc.arraySize = constantDesc.RegisterIndex;
                        samplerDescriptions.push_back( desc );
                        break;
                  }
               }
               break;
            default:               
               AssertFatal(false, "Unknown shader constant class enum");               
               break;
         }         
         
         if (bufferLayout)
         {
            mShaderConsts.push_back(desc);

            U32 alignBytes = getAlignmentValue(desc.constType);
            U32 paramSize = alignBytes * desc.arraySize;
            bufferLayout->addParameter(   desc.name, 
                                          desc.constType, 
                                          constantDesc.RegisterIndex * sizeof(Point4F), 
                                          paramSize, 
                                          desc.arraySize, 
                                          alignBytes );
         }
      }
      else
         AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc");
   }
}

const U32 GFXD3D9Shader::smCompiledShaderTag = MakeFourCC('t','c','s','f');

bool GFXD3D9Shader::_saveCompiledOutput( const Torque::Path &filePath, 
                                         LPD3DXBUFFER buffer, 
                                         GenericConstBufferLayout *bufferLayoutF, 
                                         GenericConstBufferLayout *bufferLayoutI,
                                         Vector<GFXShaderConstDesc> &samplerDescriptions )
{
   Torque::Path outputPath(filePath);
   outputPath.setExtension("csf");     // "C"ompiled "S"hader "F"ile (fancy!)

   FileStream f;
   if (!f.open(outputPath, Torque::FS::File::Write))
      return false;
   if (!f.write(smCompiledShaderTag))
      return false;
   // We could reverse engineer the structure in the compiled output, but this
   // is a bit easier because we can just read it into the struct that we want.
   if (!bufferLayoutF->write(&f))
      return false;
   if (!bufferLayoutI->write(&f))
      return false;
   U32 bufferSize = buffer->GetBufferSize();
   if (!f.write(bufferSize))
      return false;
   if (!f.write(bufferSize, buffer->GetBufferPointer()))
      return false;

   // Write out sampler descriptions.

   f.write( samplerDescriptions.size() );   

   for ( U32 i = 0; i < samplerDescriptions.size(); i++ )
   {
      f.write( samplerDescriptions[i].name );
      f.write( (U32)(samplerDescriptions[i].constType) );
      f.write( samplerDescriptions[i].arraySize );
   }

   f.close();

   return true;
}

bool GFXD3D9Shader::_loadCompiledOutput( const Torque::Path &filePath, 
                                         const String &target, 
                                         GenericConstBufferLayout *bufferLayoutF, 
                                         GenericConstBufferLayout *bufferLayoutI,
                                         Vector<GFXShaderConstDesc> &samplerDescriptions )
{
   Torque::Path outputPath(filePath);
   outputPath.setExtension("csf");     // "C"ompiled "S"hader "F"ile (fancy!)

   FileStream f;
   if (!f.open(outputPath, Torque::FS::File::Read))
      return false;
   U32 fileTag;
   if (!f.read(&fileTag))
      return false;
   if (fileTag != smCompiledShaderTag)
      return false;
   if (!bufferLayoutF->read(&f))
      return false;
   if (!bufferLayoutI->read(&f))
      return false;
   U32 bufferSize;
   if (!f.read(&bufferSize))
      return false;
   U32 waterMark = FrameAllocator::getWaterMark();
   DWORD* buffer = static_cast<DWORD*>(FrameAllocator::alloc(bufferSize));
   if (!f.read(bufferSize, buffer))
      return false;

   // Read sampler descriptions.

   U32 samplerCount;
   f.read( &samplerCount );   

   for ( U32 i = 0; i < samplerCount; i++ )
   {
      GFXShaderConstDesc samplerDesc;
      f.read( &(samplerDesc.name) );
      f.read( (U32*)&(samplerDesc.constType) );
      f.read( &(samplerDesc.arraySize) );

      samplerDescriptions.push_back( samplerDesc );
   }

   f.close();

   HRESULT res;
   if (target.compare("ps_", 3) == 0)      
      res = mD3D9Device->CreatePixelShader(buffer, &mPixShader );
   else
      res = mD3D9Device->CreateVertexShader(buffer, &mVertShader );
   AssertFatal(SUCCEEDED(res), "Unable to load shader!");

   FrameAllocator::setWaterMark(waterMark);
   return SUCCEEDED(res);
}

void GFXD3D9Shader::_buildShaderConstantHandles(GenericConstBufferLayout* layout, bool vertexConst)
{                     
   for (U32 i = 0; i < layout->getParameterCount(); i++)
   {
      GenericConstBufferLayout::ParamDesc pd;
      layout->getDesc(i, pd);

      GFXD3D9ShaderConstHandle* handle;
      HandleMap::Iterator j = mHandles.find(pd.name);

      if (j != mHandles.end())
      {
         handle = j->value;         
         handle->mShader = this;
         handle->setValid( true );
      } 
      else
      {
         handle = new GFXD3D9ShaderConstHandle();
         handle->mShader = this;
         mHandles[pd.name] = handle;
         handle->setValid( true );
      }

      if ( vertexConst )
      {
         handle->mVertexConstant = true;
         handle->mVertexHandle = pd;
      } 
      else 
      {
         handle->mPixelConstant = true;
         handle->mPixelHandle = pd;
      }
   }
}

void GFXD3D9Shader::_buildSamplerShaderConstantHandles( Vector<GFXShaderConstDesc> &samplerDescriptions )
{                     
   Vector<GFXShaderConstDesc>::iterator iter = samplerDescriptions.begin();
   for ( ; iter != samplerDescriptions.end(); iter++ )
   {
      const GFXShaderConstDesc &desc = *iter;

      AssertFatal(   desc.constType == GFXSCT_Sampler || 
                     desc.constType == GFXSCT_SamplerCube, 
                     "GFXD3D9Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );

      GFXD3D9ShaderConstHandle *handle;
      HandleMap::Iterator j = mHandles.find(desc.name);

      if ( j != mHandles.end() )
         handle = j->value;
      else
      {
         handle = new GFXD3D9ShaderConstHandle();
         mHandles[desc.name] = handle;         
      }

      handle->mShader = this;         
      handle->setValid( true );         
      handle->mPixelConstant = true;
      handle->mPixelHandle.name = desc.name;
      handle->mPixelHandle.constType = desc.constType;
      handle->mPixelHandle.offset = desc.arraySize;         
   }
}

void GFXD3D9Shader::_buildInstancingShaderConstantHandles()
{
   U32 offset = 0;
   for ( U32 i=0; i < mInstancingFormat.getElementCount(); i++ )
   {
      const GFXVertexElement &element = mInstancingFormat.getElement( i );
      
      String constName = String::ToString( "$%s", element.getSemantic().c_str() );

      GFXD3D9ShaderConstHandle *handle;
      HandleMap::Iterator j = mHandles.find( constName );

      if ( j != mHandles.end() )
         handle = j->value; 
      else
      {
         handle = new GFXD3D9ShaderConstHandle();
         mHandles[ constName ] = handle;         
      }

      handle->mShader = this;
      handle->setValid( true );         
      handle->mInstancingConstant = true;

      // We shouldn't have an instancing constant that is also 
      // a vertex or pixel constant!  This means the shader features
      // are confused as to what is instanced.
      //
      AssertFatal(   !handle->mVertexConstant &&
                     !handle->mPixelConstant,
                     "GFXD3D9Shader::_buildInstancingShaderConstantHandles - Bad instanced constant!" );

      // HACK:  The GFXD3D9ShaderConstHandle will check mVertexConstant then
      // fall back to reading the mPixelHandle values.  We depend on this here
      // and store the data we need in the mPixelHandle constant although its
      // not a pixel shader constant.
      //
      handle->mPixelHandle.name = constName;
      handle->mPixelHandle.offset = offset;

      // If this is a matrix we will have 2 or 3 more of these
      // semantics with the same name after it.
      for ( ; i < mInstancingFormat.getElementCount(); i++ )
      {
         const GFXVertexElement &nextElement = mInstancingFormat.getElement( i );
         if ( nextElement.getSemantic() != element.getSemantic() )
         {
            i--;
            break;
         }
         offset += nextElement.getSizeInBytes();
      }
   }
}

GFXShaderConstBufferRef GFXD3D9Shader::allocConstBuffer()
{
   if (mVertexConstBufferLayoutF && mPixelConstBufferLayoutF)
   {
      GFXD3D9ShaderConstBuffer* buffer = new GFXD3D9ShaderConstBuffer(this, mVertexConstBufferLayoutF, mVertexConstBufferLayoutI, mPixelConstBufferLayoutF, mPixelConstBufferLayoutI);
      mActiveBuffers.push_back( buffer );
      buffer->registerResourceWithDevice(getOwningDevice());
      return buffer;
   } else {
      return NULL;
   }
}

/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
GFXShaderConstHandle* GFXD3D9Shader::getShaderConstHandle(const String& name)
{
   HandleMap::Iterator i = mHandles.find(name);   
   if ( i != mHandles.end() )
   {
      return i->value;
   } 
   else 
   {     
      GFXD3D9ShaderConstHandle *handle = new GFXD3D9ShaderConstHandle();
      handle->setValid( false );
      handle->mShader = this;
      mHandles[name] = handle;

      return handle;      
   }      
}

const Vector<GFXShaderConstDesc>& GFXD3D9Shader::getShaderConstDesc() const
{
   return mShaderConsts;
}

U32 GFXD3D9Shader::getAlignmentValue(const GFXShaderConstType constType) const
{   
   const U32 mRowSizeF = 16;
   const U32 mRowSizeI = 16;

   switch (constType)
   {
      case GFXSCT_Float :
      case GFXSCT_Float2 :
      case GFXSCT_Float3 : 
      case GFXSCT_Float4 :
         return mRowSizeF;
         break;
         // Matrices
      case GFXSCT_Float2x2 :
         return mRowSizeF * 2;
         break;
      case GFXSCT_Float3x3 : 
         return mRowSizeF * 3;
         break;
      case GFXSCT_Float4x4 :
         return mRowSizeF * 4;
         break;   
      //// Scalar
      case GFXSCT_Int :
      case GFXSCT_Int2 :
      case GFXSCT_Int3 : 
      case GFXSCT_Int4 :
         return mRowSizeI;
         break;
      default:
         AssertFatal(false, "Unsupported type!");
         return 0;
         break;
   }
}

void GFXD3D9Shader::zombify()
{
   // Shaders don't need zombification
}

void GFXD3D9Shader::resurrect()
{
   // Shaders are never zombies, and therefore don't have to be brought back.
}
