+void GLAPIENTRY
+_mesa_ProgramUniform2iv(GLuint program, GLint location, GLsizei count,
+ const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2iv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_INT, 2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3iv(GLuint program, GLint location, GLsizei count,
+ const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3iv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_INT, 3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4iv(GLuint program, GLint location, GLsizei count,
+ const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4iv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_INT, 4);
+}
+
+
+/** 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, GLSL_TYPE_UINT, 1);
+}
+
+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, GLSL_TYPE_UINT, 2);
+}
+
+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, GLSL_TYPE_UINT, 3);
+}
+
+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, GLSL_TYPE_UINT, 4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_UINT, 1);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_UINT, 2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_UINT, 3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_UINT, 4);
+}
+
+
+
+void GLAPIENTRY
+_mesa_UniformMatrix2fv(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, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3fv(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, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4fv(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, GLSL_TYPE_FLOAT);
+}
+
+/** Same as above with direct state access **/
+
+void GLAPIENTRY
+_mesa_ProgramUniform1ui(GLuint program, GLint location, GLuint v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1ui");
+ _mesa_uniform(ctx, shProg, location, 1, &v0, GLSL_TYPE_UINT, 1);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint v[2];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2ui");
+ _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_UINT, 2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1,
+ GLuint v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint v[3];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3ui");
+ _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_UINT, 3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1,
+ GLuint v2, GLuint v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint 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, "glProgramUniform4ui");
+ _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_UINT, 4);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform1uiv(GLuint program, GLint location, GLsizei count,
+ const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1uiv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_UINT, 1);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2uiv(GLuint program, GLint location, GLsizei count,
+ const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2uiv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_UINT, 2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3uiv(GLuint program, GLint location, GLsizei count,
+ const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3uiv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_UINT, 3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4uiv(GLuint program, GLint location, GLsizei count,
+ const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4uiv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_UINT, 4);
+}
+
+
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2fv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3fv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4fv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
+}