-/**
- * Plug in shader uniform-related functions into API dispatch table.
- */
-void
-_mesa_init_shader_uniform_dispatch(const struct gl_context *ctx,
- 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 */
- if (ctx->API != API_OPENGLES2 || _mesa_is_gles3(ctx)) {
- 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 */
-
- /* GL_ARB_uniform_buffer_object / GL 3.1 */
- SET_GetUniformBlockIndex(exec, _mesa_GetUniformBlockIndex);
- SET_GetUniformIndices(exec, _mesa_GetUniformIndices);
- SET_GetActiveUniformsiv(exec, _mesa_GetActiveUniformsiv);
- SET_GetActiveUniformBlockiv(exec, _mesa_GetActiveUniformBlockiv);
- SET_GetActiveUniformBlockName(exec, _mesa_GetActiveUniformBlockName);
- SET_GetActiveUniformName(exec, _mesa_GetActiveUniformName);
- SET_UniformBlockBinding(exec, _mesa_UniformBlockBinding);
- }
-#endif /* FEATURE_GL */
+void GLAPIENTRY
+_mesa_Uniform1d(GLint location, GLdouble v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_DOUBLE, 1);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2d(GLint location, GLdouble v0, GLdouble v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[2];
+ v[0] = v0;
+ v[1] = v1;
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2,
+ GLdouble v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1dv(GLint location, GLsizei count, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 1);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2dv(GLint location, GLsizei count, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3dv(GLint location, GLsizei count, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4dv(GLint location, GLsizei count, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 4);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose,
+ const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose,
+ const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose,
+ const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose,
+ const GLdouble *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose,
+ const GLdouble *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose,
+ const GLdouble *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose,
+ const GLdouble *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose,
+ const GLdouble *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose,
+ const GLdouble *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform1d(GLuint program, GLint location, GLdouble v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1d");
+ _mesa_uniform(ctx, shProg, location, 1, &v0, GLSL_TYPE_DOUBLE, 1);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[2];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2d");
+ _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1,
+ GLdouble v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[3];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3d");
+ _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1,
+ GLdouble v2, GLdouble v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[4];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4d");
+ _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 4);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform1dv(GLuint program, GLint location, GLsizei count,
+ const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1dv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 1);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2dv(GLuint program, GLint location, GLsizei count,
+ const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2dv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3dv(GLuint program, GLint location, GLsizei count,
+ const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3dv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4dv(GLuint program, GLint location, GLsizei count,
+ const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4dv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 4);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2dv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3dv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4dv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2x3dv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3x2dv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2x4dv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4x2dv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3x4dv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLdouble * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4x3dv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);