summaryrefslogtreecommitdiffstats
path: root/src/mesa/main/uniforms.c
blob: ccaedf9f1d69fe01d205676b5768ce7814f072ec (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
/*
 * Mesa 3-D graphics library
 *
 * Copyright (C) 2004-2008  Brian Paul   All Rights Reserved.
 * Copyright (C) 2009-2010  VMware, Inc.  All Rights Reserved.
 * Copyright © 2010 Intel Corporation
 *
 * 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
 * BRIAN PAUL 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.
 */

/**
 * \file uniforms.c
 * Functions related to GLSL uniform variables.
 * \author Brian Paul
 */

/**
 * XXX things to do:
 * 1. Check that the right error code is generated for all _mesa_error() calls.
 * 2. Insert FLUSH_VERTICES calls in various places
 */


#include "main/glheader.h"
#include "main/context.h"
#include "main/dispatch.h"
#include "main/image.h"
#include "main/mfeatures.h"
#include "main/mtypes.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
#include "program/prog_parameter.h"
#include "program/prog_statevars.h"
#include "program/prog_uniform.h"
#include "program/prog_instruction.h"


static GLenum
base_uniform_type(GLenum type)
{
   switch (type) {
   case GL_BOOL:
   case GL_BOOL_VEC2:
   case GL_BOOL_VEC3:
   case GL_BOOL_VEC4:
      return GL_BOOL;
   case GL_FLOAT:
   case GL_FLOAT_VEC2:
   case GL_FLOAT_VEC3:
   case GL_FLOAT_VEC4:
   case GL_FLOAT_MAT2:
   case GL_FLOAT_MAT2x3:
   case GL_FLOAT_MAT2x4:
   case GL_FLOAT_MAT3x2:
   case GL_FLOAT_MAT3:
   case GL_FLOAT_MAT3x4:
   case GL_FLOAT_MAT4x2:
   case GL_FLOAT_MAT4x3:
   case GL_FLOAT_MAT4:
      return GL_FLOAT;
   case GL_UNSIGNED_INT:
   case GL_UNSIGNED_INT_VEC2:
   case GL_UNSIGNED_INT_VEC3:
   case GL_UNSIGNED_INT_VEC4:
      return GL_UNSIGNED_INT;
   case GL_INT:
   case GL_INT_VEC2:
   case GL_INT_VEC3:
   case GL_INT_VEC4:
      return GL_INT;
   default:
      _mesa_problem(NULL, "Invalid type in base_uniform_type()");
      return GL_FLOAT;
   }
}


static GLboolean
is_boolean_type(GLenum type)
{
   switch (type) {
   case GL_BOOL:
   case GL_BOOL_VEC2:
   case GL_BOOL_VEC3:
   case GL_BOOL_VEC4:
      return GL_TRUE;
   default:
      return GL_FALSE;
   }
}


static GLboolean
is_sampler_type(GLenum type)
{
   switch (type) {
   case GL_SAMPLER_1D:
   case GL_INT_SAMPLER_1D:
   case GL_UNSIGNED_INT_SAMPLER_1D:
   case GL_SAMPLER_2D:
   case GL_INT_SAMPLER_2D:
   case GL_UNSIGNED_INT_SAMPLER_2D:
   case GL_SAMPLER_3D:
   case GL_INT_SAMPLER_3D:
   case GL_UNSIGNED_INT_SAMPLER_3D:
   case GL_SAMPLER_CUBE:
   case GL_INT_SAMPLER_CUBE:
   case GL_UNSIGNED_INT_SAMPLER_CUBE:
   case GL_SAMPLER_1D_SHADOW:
   case GL_SAMPLER_2D_SHADOW:
   case GL_SAMPLER_CUBE_SHADOW:
   case GL_SAMPLER_2D_RECT_ARB:
   case GL_INT_SAMPLER_2D_RECT:
   case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
   case GL_SAMPLER_2D_RECT_SHADOW_ARB:
   case GL_SAMPLER_1D_ARRAY_EXT:
   case GL_INT_SAMPLER_1D_ARRAY:
   case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
   case GL_SAMPLER_2D_ARRAY_EXT:
   case GL_INT_SAMPLER_2D_ARRAY:
   case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
   case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
   case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
   case GL_SAMPLER_CUBE_MAP_ARRAY:
   case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
   case GL_SAMPLER_BUFFER:
   case GL_INT_SAMPLER_BUFFER:
   case GL_UNSIGNED_INT_SAMPLER_BUFFER:
   case GL_SAMPLER_2D_MULTISAMPLE:
   case GL_INT_SAMPLER_2D_MULTISAMPLE:
   case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
   case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
   case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
   case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
      return GL_TRUE;
   default:
      return GL_FALSE;
   }
}


/**
 * Given a uniform index, return the vertex/geometry/fragment program
 * that has that parameter, plus the position of the parameter in the
 * parameter/constant buffer.
 * \param shProg  the shader program
 * \param index  the uniform index in [0, NumUniforms-1]
 * \param progOut  returns containing program
 * \param posOut  returns position of the uniform in the param/const buffer
 * \return GL_TRUE for success, GL_FALSE for invalid index
 */
static GLboolean
find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
                           struct gl_program **progOut, GLint *posOut)
{
   struct gl_program *prog = NULL;
   GLint pos;

   if (!shProg->Uniforms ||
       index < 0 ||
       index >= (GLint) shProg->Uniforms->NumUniforms) {
      return GL_FALSE;
   }

   pos = shProg->Uniforms->Uniforms[index].VertPos;
   if (pos >= 0) {
      prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
   }
   else {
      pos = shProg->Uniforms->Uniforms[index].FragPos;
      if (pos >= 0) {
         prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
      }
      else {
         pos = shProg->Uniforms->Uniforms[index].GeomPos;
         if (pos >= 0) {
            prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
         }
      }
   }

   if (!prog || pos < 0)
      return GL_FALSE; /* should really never happen */

   *progOut = prog;
   *posOut = pos;

   return GL_TRUE;
}


/**
 * Return pointer to a gl_program_parameter which corresponds to a uniform.
 * \param shProg  the shader program
 * \param index  the uniform index in [0, NumUniforms-1]
 * \return gl_program_parameter point or NULL if index is invalid
 */
const struct gl_program_parameter *
get_uniform_parameter(struct gl_shader_program *shProg, GLint index)
{
   struct gl_program *prog;
   GLint progPos;

   if (find_uniform_parameter_pos(shProg, index, &prog, &progPos))
      return &prog->Parameters->Parameters[progPos];
   else
      return NULL;
}


static unsigned
get_vector_elements(GLenum type)
{
   switch (type) {
   case GL_FLOAT:
   case GL_INT:
   case GL_BOOL:
   case GL_UNSIGNED_INT:
   default: /* Catch all the various sampler types. */
      return 1;

   case GL_FLOAT_VEC2:
   case GL_INT_VEC2:
   case GL_BOOL_VEC2:
   case GL_UNSIGNED_INT_VEC2:
      return 2;

   case GL_FLOAT_VEC3:
   case GL_INT_VEC3:
   case GL_BOOL_VEC3:
   case GL_UNSIGNED_INT_VEC3:
      return 3;

   case GL_FLOAT_VEC4:
   case GL_INT_VEC4:
   case GL_BOOL_VEC4:
   case GL_UNSIGNED_INT_VEC4:
      return 4;
   }
}

static void
get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
{
   switch (type) {
   case GL_FLOAT_MAT2:
      *rows = *cols = 2;
      break;
   case GL_FLOAT_MAT2x3:
      *rows = 3;
      *cols = 2;
      break;
   case GL_FLOAT_MAT2x4:
      *rows = 4;
      *cols = 2;
      break;
   case GL_FLOAT_MAT3:
      *rows = 3;
      *cols = 3;
      break;
   case GL_FLOAT_MAT3x2:
      *rows = 2;
      *cols = 3;
      break;
   case GL_FLOAT_MAT3x4:
      *rows = 4;
      *cols = 3;
      break;
   case GL_FLOAT_MAT4:
      *rows = 4;
      *cols = 4;
      break;
   case GL_FLOAT_MAT4x2:
      *rows = 2;
      *cols = 4;
      break;
   case GL_FLOAT_MAT4x3:
      *rows = 3;
      *cols = 4;
      break;
   default:
      *rows = *cols = 0;
   }
}


/**
 * Determine the number of rows and columns occupied by a uniform
 * according to its datatype.  For non-matrix types (such as GL_FLOAT_VEC4),
 * the number of rows = 1 and cols = number of elements in the vector.
 */
static void
get_uniform_rows_cols(const struct gl_program_parameter *p,
                      GLint *rows, GLint *cols)
{
   get_matrix_dims(p->DataType, rows, cols);
   if (*rows == 0 && *cols == 0) {
      /* not a matrix type, probably a float or vector */
      *rows = 1;
      *cols = get_vector_elements(p->DataType);
   }
}


/**
 * GLSL uniform arrays and structs require special handling.
 *
 * The GL_ARB_shader_objects spec says that if you use
 * glGetUniformLocation to get the location of an array, you CANNOT
 * access other elements of the array by adding an offset to the
 * returned location.  For example, you must call
 * glGetUniformLocation("foo[16]") if you want to set the 16th element
 * of the array with glUniform().
 *
 * HOWEVER, some other OpenGL drivers allow accessing array elements
 * by adding an offset to the returned array location.  And some apps
 * seem to depend on that behaviour.
 *
 * Mesa's gl_uniform_list doesn't directly support this since each
 * entry in the list describes one uniform variable, not one uniform
 * element.  We could insert dummy entries in the list for each array
 * element after [0] but that causes complications elsewhere.
 *
 * We solve this problem by encoding two values in the location that's
 * returned by glGetUniformLocation():
 *  a) index into gl_uniform_list::Uniforms[] for the uniform
 *  b) an array/field offset (0 for simple types)
 *
 * These two values are encoded in the high and low halves of a GLint.
 * By putting the uniform number in the high part and the offset in the
 * low part, we can support the unofficial ability to index into arrays
 * by adding offsets to the location value.
 */
static void
merge_location_offset(GLint *location, GLint offset)
{
   *location = (*location << 16) | offset;
}


/**
 * Separate the uniform location and parameter offset.  See above.
 */
static void
split_location_offset(GLint *location, GLint *offset)
{
   *offset = *location & 0xffff;
   *location = *location >> 16;
}



/**
 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
 */
static void
get_uniform(struct gl_context *ctx, GLuint program, GLint location,
            GLsizei bufSize, GLenum returnType, GLvoid *paramsOut)
{
   struct gl_shader_program *shProg =
      _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
   struct gl_program *prog;
   GLint paramPos, offset;

   if (!shProg)
      return;

   split_location_offset(&location, &offset);

   if (!find_uniform_parameter_pos(shProg, location, &prog, &paramPos)) {
      _mesa_error(ctx, GL_INVALID_OPERATION,  "glGetUniformfv(location)");
   }
   else {
      const struct gl_program_parameter *p =
         &prog->Parameters->Parameters[paramPos];
      gl_constant_value (*values)[4];
      GLint rows, cols, i, j, k;
      GLsizei numBytes;
      GLenum storage_type;

      values = prog->Parameters->ParameterValues + paramPos + offset;

      get_uniform_rows_cols(p, &rows, &cols);

      numBytes = rows * cols * _mesa_sizeof_type(returnType);
      if (bufSize < numBytes) {
         _mesa_error( ctx, GL_INVALID_OPERATION,
                     "glGetnUniformfvARB(out of bounds: bufSize is %d,"
                     " but %d bytes are required)", bufSize, numBytes );
         return;
      }

      if (ctx->Const.NativeIntegers) {
	 storage_type = base_uniform_type(p->DataType);
      } else {
	 storage_type = GL_FLOAT;
      }

      k = 0;
      for (i = 0; i < rows; i++) {
	 for (j = 0; j < cols; j++ ) {
	    void *out = (char *)paramsOut + 4 * k;

	    switch (returnType) {
	    case GL_FLOAT:
	       switch (storage_type) {
	       case GL_FLOAT:
		  *(float *)out = values[i][j].f;
		  break;
	       case GL_INT:
	       case GL_BOOL: /* boolean is just an integer 1 or 0. */
		  *(float *)out = values[i][j].i;
		  break;
	       case GL_UNSIGNED_INT:
		  *(float *)out = values[i][j].u;
		  break;
	       }
	       break;

	    case GL_INT:
	    case GL_UNSIGNED_INT:
	       switch (storage_type) {
	       case GL_FLOAT:
		  /* While the GL 3.2 core spec doesn't explicitly
		   * state how conversion of float uniforms to integer
		   * values works, in section 6.2 "State Tables" on
		   * page 267 it says:
		   *
		   *     "Unless otherwise specified, when floating
		   *      point state is returned as integer values or
		   *      integer state is returned as floating-point
		   *      values it is converted in the fashion
		   *      described in section 6.1.2"
		   *
		   * That section, on page 248, says:
		   *
		   *     "If GetIntegerv or GetInteger64v are called,
		   *      a floating-point value is rounded to the
		   *      nearest integer..."
		   */
		  *(int *)out = IROUND(values[i][j].f);
		  break;

	       case GL_INT:
	       case GL_UNSIGNED_INT:
	       case GL_BOOL:
		  /* type conversions for these to int/uint are just
		   * copying the data.
		   */
		  *(int *)out = values[i][j].i;
		  break;
		  break;
	       }
	       break;
	    }

	    k++;
	 }
      }
   }
}


/**
 * Called via glGetUniformLocation().
 *
 * The return value will encode two values, the uniform location and an
 * offset (used for arrays, structs).
 */
GLint
_mesa_get_uniform_location(struct gl_context *ctx,
                           struct gl_shader_program *shProg,
			   const GLchar *name)
{
   GLint offset = 0, location = -1;

   if (shProg->LinkStatus == GL_FALSE) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
      return -1;
   }

   /* XXX we should return -1 if the uniform was declared, but not
    * actually used.
    */

   /* XXX we need to be able to parse uniform names for structs and arrays
    * such as:
    *   mymatrix[1]
    *   mystruct.field1
    */

   {
      /* handle 1-dimension arrays here... */
      char *c = strchr(name, '[');
      if (c) {
         /* truncate name at [ */
         const GLint len = c - name;
         GLchar *newName = malloc(len + 1);
         if (!newName)
            return -1; /* out of mem */
         memcpy(newName, name, len);
         newName[len] = 0;

         location = _mesa_lookup_uniform(shProg->Uniforms, newName);
         if (location >= 0) {
            const GLint element = atoi(c + 1);
            if (element > 0) {
               /* get type of the uniform array element */
               const struct gl_program_parameter *p =
                  get_uniform_parameter(shProg, location);
               if (p) {
                  GLint rows, cols;
                  get_matrix_dims(p->DataType, &rows, &cols);
                  if (rows < 1)
                     rows = 1;
                  offset = element * rows;
               }
            }
         }

         free(newName);
      }
   }

   if (location < 0) {
      location = _mesa_lookup_uniform(shProg->Uniforms, name);
   }

   if (location >= 0) {
      merge_location_offset(&location, offset);
   }

   return location;
}



/**
 * Update the vertex/fragment program's TexturesUsed array.
 *
 * This needs to be called after glUniform(set sampler var) is called.
 * A call to glUniform(samplerVar, value) causes a sampler to point to a
 * particular texture unit.  We know the sampler's texture target
 * (1D/2D/3D/etc) from compile time but the sampler's texture unit is
 * set by glUniform() calls.
 *
 * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
 * information to update the prog->TexturesUsed[] values.
 * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
 * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
 * We'll use that info for state validation before rendering.
 */
void
_mesa_update_shader_textures_used(struct gl_program *prog)
{
   GLuint s;

   memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));

   for (s = 0; s < MAX_SAMPLERS; s++) {
      if (prog->SamplersUsed & (1 << s)) {
         GLuint unit = prog->SamplerUnits[s];
         GLuint tgt = prog->SamplerTargets[s];
         assert(unit < Elements(prog->TexturesUsed));
         assert(tgt < NUM_TEXTURE_TARGETS);
         prog->TexturesUsed[unit] |= (1 << tgt);
      }
   }
}


/**
 * Check if the type given by userType is allowed to set a uniform of the
 * target type.  Generally, equivalence is required, but setting Boolean
 * uniforms can be done with glUniformiv or glUniformfv.
 */
static GLboolean
compatible_types(GLenum userType, GLenum targetType)
{
   if (userType == targetType)
      return GL_TRUE;

   if (targetType == GL_BOOL && (userType == GL_FLOAT ||
                                 userType == GL_UNSIGNED_INT ||
                                 userType == GL_INT))
      return GL_TRUE;

   if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
                                      userType == GL_UNSIGNED_INT_VEC2 ||
                                      userType == GL_INT_VEC2))
      return GL_TRUE;

   if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
                                      userType == GL_UNSIGNED_INT_VEC3 ||
                                      userType == GL_INT_VEC3))
      return GL_TRUE;

   if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
                                      userType == GL_UNSIGNED_INT_VEC4 ||
                                      userType == GL_INT_VEC4))
      return GL_TRUE;

   if (is_sampler_type(targetType) && userType == GL_INT)
      return GL_TRUE;

   return GL_FALSE;
}


/**
 * Set the value of a program's uniform variable.
 * \param program  the program whose uniform to update
 * \param index  the index of the program parameter for the uniform
 * \param offset  additional parameter slot offset (for arrays)
 * \param type  the incoming datatype of 'values'
 * \param count  the number of uniforms to set
 * \param elems  number of elements per uniform (1, 2, 3 or 4)
 * \param values  the new values, of datatype 'type'
 */
static void
set_program_uniform(struct gl_context *ctx, struct gl_program *program,
                    GLint index, GLint offset,
                    GLenum type, GLsizei count, GLint elems,
                    const void *values)
{
   const struct gl_program_parameter *param =
      &program->Parameters->Parameters[index];

   assert(offset >= 0);
   assert(elems >= 1);
   assert(elems <= 4);

   if (!compatible_types(type, param->DataType)) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
      return;
   }

   if (index + offset > (GLint) program->Parameters->Size) {
      /* out of bounds! */
      return;
   }

   if (param->Type == PROGRAM_SAMPLER) {
      /* This controls which texture unit which is used by a sampler */
      GLboolean changed = GL_FALSE;
      GLint i;

      /* this should have been caught by the compatible_types() check */
      ASSERT(type == GL_INT);

      /* loop over number of samplers to change */
      for (i = 0; i < count; i++) {
         GLuint sampler = (GLuint)
            program->Parameters->ParameterValues[index+offset + i][0].f;
         GLuint texUnit = ((GLuint *) values)[i];

         /* check that the sampler (tex unit index) is legal */
         if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
            _mesa_error(ctx, GL_INVALID_VALUE,
                        "glUniform1(invalid sampler/tex unit index for '%s')",
                        param->Name);
            return;
         }

         /* This maps a sampler to a texture unit: */
         if (sampler < MAX_SAMPLERS) {
#if 0
            printf("Set program %p sampler %d '%s' to unit %u\n",
		   program, sampler, param->Name, texUnit);
#endif
            if (program->SamplerUnits[sampler] != texUnit) {
               program->SamplerUnits[sampler] = texUnit;
               changed = GL_TRUE;
            }
         }
      }

      if (changed) {
         /* When a sampler's value changes it usually requires rewriting
          * a GPU program's TEX instructions since there may not be a
          * sampler->texture lookup table.  We signal this with the
          * ProgramStringNotify() callback.
          */
         FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
         _mesa_update_shader_textures_used(program);
         /* Do we need to care about the return value here?
          * This should not be the first time the driver was notified of
          * this program.
          */
         (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
      }
   }
   else {
      /* ordinary uniform variable */
      const GLboolean isUniformBool = is_boolean_type(param->DataType);
      const GLenum basicType = base_uniform_type(type);
      const GLint slots = (param->Size + 3) / 4;
      const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
      GLsizei k, i;

      if ((GLint) param->Size > typeSize) {
         /* an array */
         /* we'll ignore extra data below */
      }
      else {
         /* non-array: count must be at most one; count == 0 is handled
          * by the loop below
          */
         if (count > 1) {
            _mesa_error(ctx, GL_INVALID_OPERATION,
                        "glUniform(uniform '%s' is not an array)",
                        param->Name);
            return;
         }
      }

      /* loop over number of array elements */
      for (k = 0; k < count; k++) {
         gl_constant_value *uniformVal;

         if (offset + k >= slots) {
            /* Extra array data is ignored */
            break;
         }

         /* uniformVal (the destination) is always gl_constant_value[4] */
         uniformVal = program->Parameters->ParameterValues[index + offset + k];

         if (basicType == GL_INT) {
            const GLint *iValues = ((const GLint *) values) + k * elems;
            for (i = 0; i < elems; i++) {
               if (!ctx->Const.NativeIntegers)
                  uniformVal[i].f = (GLfloat) iValues[i];
               else
                  uniformVal[i].i = iValues[i];
            }
         }
         else if (basicType == GL_UNSIGNED_INT) {
            const GLuint *iValues = ((const GLuint *) values) + k * elems;
            for (i = 0; i < elems; i++) {
               if (!ctx->Const.NativeIntegers)
                  uniformVal[i].f = (GLfloat)(GLuint) iValues[i];
               else
                  uniformVal[i].u = iValues[i];
            }
         }
         else {
            const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
            assert(basicType == GL_FLOAT);
            for (i = 0; i < elems; i++) {
               uniformVal[i].f = fValues[i];
            }
         }

         /* if the uniform is bool-valued, convert to 1 or 0 */
         if (isUniformBool) {
            for (i = 0; i < elems; i++) {
               if (basicType == GL_FLOAT)
                  uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0;
               else
                  uniformVal[i].b = uniformVal[i].u ? 1 : 0;
               
               if (ctx->Const.NativeIntegers)
                  uniformVal[i].u =
                        uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0;
               else
                  uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f;
            }
         }
      }
   }
}


/**
 * Called via glUniform*() functions.
 */
void
_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
	      GLint location, GLsizei count,
              const GLvoid *values, GLenum type)
{
   struct gl_uniform *uniform;
   GLint elems, offset;

   ASSERT_OUTSIDE_BEGIN_END(ctx);

   if (!shProg || !shProg->LinkStatus) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
      return;
   }

   if (location == -1)
      return;   /* The standard specifies this as a no-op */

   if (location < -1) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)",
                  location);
      return;
   }

   split_location_offset(&location, &offset);

   if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
      return;
   }

   if (count < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
      return;
   }

   elems = _mesa_sizeof_glsl_type(type);

   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);

   uniform = &shProg->Uniforms->Uniforms[location];

   if (ctx->Shader.Flags & GLSL_UNIFORMS) {
      const GLenum basicType = base_uniform_type(type);
      GLint i;
      printf("Mesa: set program %u uniform %s (loc %d) to: ",
	     shProg->Name, uniform->Name, location);
      if (basicType == GL_INT) {
         const GLint *v = (const GLint *) values;
         for (i = 0; i < count * elems; i++) {
            printf("%d ", v[i]);
         }
      }
      else if (basicType == GL_UNSIGNED_INT) {
         const GLuint *v = (const GLuint *) values;
         for (i = 0; i < count * elems; i++) {
            printf("%u ", v[i]);
         }
      }
      else {
         const GLfloat *v = (const GLfloat *) values;
         assert(basicType == GL_FLOAT);
         for (i = 0; i < count * elems; i++) {
            printf("%g ", v[i]);
         }
      }
      printf("\n");
   }

   /* A uniform var may be used by both a vertex shader and a fragment
    * shader.  We may need to update one or both shader's uniform here:
    */
   if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
      /* convert uniform location to program parameter index */
      GLint index = uniform->VertPos;
      if (index >= 0) {
         set_program_uniform(ctx,
                             shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
                             index, offset, type, count, elems, values);
      }
   }

   if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
      /* convert uniform location to program parameter index */
      GLint index = uniform->FragPos;
      if (index >= 0) {
         set_program_uniform(ctx,
			     shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
                             index, offset, type, count, elems, values);
      }
   }

   if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
      /* convert uniform location to program parameter index */
      GLint index = uniform->GeomPos;
      if (index >= 0) {
         set_program_uniform(ctx,
			     shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
                             index, offset, type, count, elems, values);
      }
   }

   uniform->Initialized = GL_TRUE;
}


/**
 * Set a matrix-valued program parameter.
 */
static void
set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program,
                           GLuint index, GLuint offset,
                           GLuint count, GLuint rows, GLuint cols,
                           GLboolean transpose, const GLfloat *values)
{
   GLuint mat, row, col;
   GLuint src = 0;
   const struct gl_program_parameter *param =
      &program->Parameters->Parameters[index];
   const GLuint slots = (param->Size + 3) / 4;
   const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
   GLint nr, nc;

   /* check that the number of rows, columns is correct */
   get_matrix_dims(param->DataType, &nr, &nc);
   if (rows != nr || cols != nc) {
      _mesa_error(ctx, GL_INVALID_OPERATION,
                  "glUniformMatrix(matrix size mismatch)");
      return;
   }

   if ((GLint) param->Size <= typeSize) {
      /* non-array: count must be at most one; count == 0 is handled
       * by the loop below
       */
      if (count > 1) {
         _mesa_error(ctx, GL_INVALID_OPERATION,
                     "glUniformMatrix(uniform is not an array)");
         return;
      }
   }

   /*
    * Note: the _columns_ of a matrix are stored in program registers, not
    * the rows.  So, the loops below look a little funny.
    * XXX could optimize this a bit...
    */

   /* loop over matrices */
   for (mat = 0; mat < count; mat++) {

      /* each matrix: */
      for (col = 0; col < cols; col++) {
         GLfloat *v;
         if (offset >= slots) {
            /* Ignore writes beyond the end of (the used part of) an array */
            return;
         }
         v = (GLfloat *) program->Parameters->ParameterValues[index + offset];
         for (row = 0; row < rows; row++) {
            if (transpose) {
               v[row] = values[src + row * cols + col];
            }
            else {
               v[row] = values[src + col * rows + row];
            }
         }

         offset++;
      }

      src += rows * cols;  /* next matrix */
   }
}


/**
 * Called by glUniformMatrix*() functions.
 * Note: cols=2, rows=4  ==>  array[2] of vec4
 */
void
_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
		     GLint cols, GLint rows,
                     GLint location, GLsizei count,
                     GLboolean transpose, const GLfloat *values)
{
   struct gl_uniform *uniform;
   GLint offset;

   ASSERT_OUTSIDE_BEGIN_END(ctx);

   if (!shProg || !shProg->LinkStatus) {
      _mesa_error(ctx, GL_INVALID_OPERATION,
         "glUniformMatrix(program not linked)");
      return;
   }

   if (location == -1)
      return;   /* The standard specifies this as a no-op */

   if (location < -1) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
      return;
   }

   split_location_offset(&location, &offset);

   if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
      return;
   }
   if (values == NULL) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
      return;
   }

   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);

   uniform = &shProg->Uniforms->Uniforms[location];

   if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
      /* convert uniform location to program parameter index */
      GLint index = uniform->VertPos;
      if (index >= 0) {
         set_program_uniform_matrix(ctx,
				    shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
                                    index, offset,
                                    count, rows, cols, transpose, values);
      }
   }

   if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
      /* convert uniform location to program parameter index */
      GLint index = uniform->FragPos;
      if (index >= 0) {
         set_program_uniform_matrix(ctx,
				    shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
                                    index, offset,
                                    count, rows, cols, transpose, values);
      }
   }

   if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
      /* convert uniform location to program parameter index */
      GLint index = uniform->GeomPos;
      if (index >= 0) {
         set_program_uniform_matrix(ctx,
                                    shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
                                    index, offset,
                                    count, rows, cols, transpose, values);
      }
   }

   uniform->Initialized = GL_TRUE;
}


void GLAPIENTRY
_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
}

void GLAPIENTRY
_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
{
   GET_CURRENT_CONTEXT(ctx);
   GLfloat v[2];
   v[0] = v0;
   v[1] = v1;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
}

void GLAPIENTRY
_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
   GET_CURRENT_CONTEXT(ctx);
   GLfloat v[3];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
}

void GLAPIENTRY
_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
                   GLfloat v3)
{
   GET_CURRENT_CONTEXT(ctx);
   GLfloat v[4];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   v[3] = v3;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
}

void GLAPIENTRY
_mesa_Uniform1iARB(GLint location, GLint v0)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
}

void GLAPIENTRY
_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
{
   GET_CURRENT_CONTEXT(ctx);
   GLint v[2];
   v[0] = v0;
   v[1] = v1;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
}

void GLAPIENTRY
_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
{
   GET_CURRENT_CONTEXT(ctx);
   GLint v[3];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
}

void GLAPIENTRY
_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
   GET_CURRENT_CONTEXT(ctx);
   GLint v[4];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   v[3] = v3;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
}

void GLAPIENTRY
_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
}

void GLAPIENTRY
_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2);
}

void GLAPIENTRY
_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3);
}

void GLAPIENTRY
_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4);
}

void GLAPIENTRY
_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT);
}

void GLAPIENTRY
_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2);
}

void GLAPIENTRY
_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3);
}

void GLAPIENTRY
_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4);
}


/** OpenGL 3.0 GLuint-valued functions **/
void GLAPIENTRY
_mesa_Uniform1ui(GLint location, GLuint v0)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
}

void GLAPIENTRY
_mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
{
   GET_CURRENT_CONTEXT(ctx);
   GLuint v[2];
   v[0] = v0;
   v[1] = v1;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
}

void GLAPIENTRY
_mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
   GET_CURRENT_CONTEXT(ctx);
   GLuint v[3];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
}

void GLAPIENTRY
_mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
   GET_CURRENT_CONTEXT(ctx);
   GLuint v[4];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   v[3] = v3;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
}

void GLAPIENTRY
_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT);
}

void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
}

void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
}

void GLAPIENTRY
_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
}



void GLAPIENTRY
_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
			2, 2, location, count, transpose, value);
}

void GLAPIENTRY
_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
			3, 3, location, count, transpose, value);
}

void GLAPIENTRY
_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
			4, 4, location, count, transpose, value);
}


/**
 * Non-square UniformMatrix are OpenGL 2.1
 */
void GLAPIENTRY
_mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
			2, 3, location, count, transpose, value);
}

void GLAPIENTRY
_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
			3, 2, location, count, transpose, value);
}

void GLAPIENTRY
_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
			2, 4, location, count, transpose, value);
}

void GLAPIENTRY
_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
			4, 2, location, count, transpose, value);
}

void GLAPIENTRY
_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
			3, 4, location, count, transpose, value);
}

void GLAPIENTRY
_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
			4, 3, location, count, transpose, value);
}


void GLAPIENTRY
_mesa_GetnUniformfvARB(GLhandleARB program, GLint location,
                       GLsizei bufSize, GLfloat *params)
{
   GET_CURRENT_CONTEXT(ctx);
   get_uniform(ctx, program, location, bufSize, GL_FLOAT, params);
}

void GLAPIENTRY
_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params)
{
   _mesa_GetnUniformfvARB(program, location, INT_MAX, params);
}


void GLAPIENTRY
_mesa_GetnUniformivARB(GLhandleARB program, GLint location,
                       GLsizei bufSize, GLint *params)
{
   GET_CURRENT_CONTEXT(ctx);
   get_uniform(ctx, program, location, bufSize, GL_INT, params);
}

void GLAPIENTRY
_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params)
{
   _mesa_GetnUniformivARB(program, location, INT_MAX, params);
}


/* GL3 */
void GLAPIENTRY
_mesa_GetnUniformuivARB(GLhandleARB program, GLint location,
                        GLsizei bufSize, GLuint *params)
{
   GET_CURRENT_CONTEXT(ctx);
   get_uniform(ctx, program, location, bufSize, GL_UNSIGNED_INT, params);
}

void GLAPIENTRY
_mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params)
{
   _mesa_GetnUniformuivARB(program, location, INT_MAX, params);
}


/* GL4 */
void GLAPIENTRY
_mesa_GetnUniformdvARB(GLhandleARB program, GLint location,
                        GLsizei bufSize, GLdouble *params)
{
   GET_CURRENT_CONTEXT(ctx);

   (void) program;
   (void) location;
   (void) bufSize;
   (void) params;

   /*
   get_uniform(ctx, program, location, bufSize, GL_DOUBLE, params);
   */
   _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformdvARB"
               "(GL_ARB_gpu_shader_fp64 not implemented)");
}

void GLAPIENTRY
_mesa_GetUniformdv(GLhandleARB program, GLint location, GLdouble *params)
{
   _mesa_GetnUniformdvARB(program, location, INT_MAX, params);
}


GLint GLAPIENTRY
_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
{
   struct gl_shader_program *shProg;

   GET_CURRENT_CONTEXT(ctx);

   shProg = _mesa_lookup_shader_program_err(ctx, programObj,
					    "glGetUniformLocation");
   if (!shProg)
      return -1;

   return _mesa_get_uniform_location(ctx, shProg, name);
}


/**
 * Plug in shader uniform-related functions into API dispatch table.
 */
void
_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec)
{
#if FEATURE_GL
   SET_Uniform1fARB(exec, _mesa_Uniform1fARB);
   SET_Uniform2fARB(exec, _mesa_Uniform2fARB);
   SET_Uniform3fARB(exec, _mesa_Uniform3fARB);
   SET_Uniform4fARB(exec, _mesa_Uniform4fARB);
   SET_Uniform1iARB(exec, _mesa_Uniform1iARB);
   SET_Uniform2iARB(exec, _mesa_Uniform2iARB);
   SET_Uniform3iARB(exec, _mesa_Uniform3iARB);
   SET_Uniform4iARB(exec, _mesa_Uniform4iARB);
   SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB);
   SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB);
   SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB);
   SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB);
   SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB);
   SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB);
   SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB);
   SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB);
   SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB);
   SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB);
   SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB);

   SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB);
   SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB);
   SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB);
   SET_GetUniformivARB(exec, _mesa_GetUniformivARB);

   /* OpenGL 2.1 */
   SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv);
   SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv);
   SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv);
   SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv);
   SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv);
   SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv);

   /* OpenGL 3.0 */
   SET_Uniform1uiEXT(exec, _mesa_Uniform1ui);
   SET_Uniform2uiEXT(exec, _mesa_Uniform2ui);
   SET_Uniform3uiEXT(exec, _mesa_Uniform3ui);
   SET_Uniform4uiEXT(exec, _mesa_Uniform4ui);
   SET_Uniform1uivEXT(exec, _mesa_Uniform1uiv);
   SET_Uniform2uivEXT(exec, _mesa_Uniform2uiv);
   SET_Uniform3uivEXT(exec, _mesa_Uniform3uiv);
   SET_Uniform4uivEXT(exec, _mesa_Uniform4uiv);
   SET_GetUniformuivEXT(exec, _mesa_GetUniformuiv);

   /* GL_ARB_robustness */
   SET_GetnUniformfvARB(exec, _mesa_GetnUniformfvARB);
   SET_GetnUniformivARB(exec, _mesa_GetnUniformivARB);
   SET_GetnUniformuivARB(exec, _mesa_GetnUniformuivARB);
   SET_GetnUniformdvARB(exec, _mesa_GetnUniformdvARB); /* GL 4.0 */

#endif /* FEATURE_GL */
}