mesa: Rename "struct gl_array_object" to gl_vertex_array_object.
[mesa.git] / src / mesa / main / uniforms.c
index 9359db18929a9ecb7a9c57ad471cc8623ace89ff..071d668f3bdb40420b11b1214d5ab0b3f78e22b3 100644 (file)
  * 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.
+ * 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.
  */
 
 /**
  * 2. Insert FLUSH_VERTICES calls in various places
  */
 
-
 #include "main/glheader.h"
 #include "main/context.h"
 #include "main/dispatch.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) {
-#if 0 /* not needed, for now */
-   case GL_BOOL:
-   case GL_BOOL_VEC2:
-   case GL_BOOL_VEC3:
-   case GL_BOOL_VEC4:
-      return GL_BOOL;
-#endif
-   case GL_FLOAT:
-   case GL_FLOAT_VEC2:
-   case GL_FLOAT_VEC3:
-   case GL_FLOAT_VEC4:
-      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 struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
-   {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
-   {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
-   {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
-};
-
-static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
-   {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
-};
-
-static struct gl_builtin_uniform_element gl_Point_elements[] = {
-   {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
-   {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
-   {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
-   {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
-   {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
-   {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
-   {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
-};
-
-static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
-   {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
-   {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
-   {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
-};
-
-static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
-   {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
-   {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
-   {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
-};
-
-static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
-   {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
-   {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
-   {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
-   {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
-    MAKE_SWIZZLE4(SWIZZLE_X,
-                 SWIZZLE_Y,
-                 SWIZZLE_Z,
-                 SWIZZLE_Z)},
-   {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
-   {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
-   {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
-   {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
-   {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
-   {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
-};
-
-static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
-   {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
-   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
-   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
-   {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
-   {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
-   {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
-   {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
-   {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
-   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_Fog_elements[] = {
-   {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
-   {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
-   {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
-   {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
-   {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
-};
-
-static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
-   {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
-};
-
-#define MATRIX(name, statevar, modifier)                               \
-   static struct gl_builtin_uniform_element name ## _elements[] = {    \
-      { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },          \
-      { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },          \
-      { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },          \
-      { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },          \
-   }
-
-MATRIX(gl_ModelViewMatrix,
-       STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
-MATRIX(gl_ModelViewMatrixInverse,
-       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
-MATRIX(gl_ModelViewMatrixTranspose,
-       STATE_MODELVIEW_MATRIX, 0);
-MATRIX(gl_ModelViewMatrixInverseTranspose,
-       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
-
-MATRIX(gl_ProjectionMatrix,
-       STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
-MATRIX(gl_ProjectionMatrixInverse,
-       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
-MATRIX(gl_ProjectionMatrixTranspose,
-       STATE_PROJECTION_MATRIX, 0);
-MATRIX(gl_ProjectionMatrixInverseTranspose,
-       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
-
-MATRIX(gl_ModelViewProjectionMatrix,
-       STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
-MATRIX(gl_ModelViewProjectionMatrixInverse,
-       STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
-MATRIX(gl_ModelViewProjectionMatrixTranspose,
-       STATE_MVP_MATRIX, 0);
-MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
-       STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
-
-MATRIX(gl_TextureMatrix,
-       STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
-MATRIX(gl_TextureMatrixInverse,
-       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
-MATRIX(gl_TextureMatrixTranspose,
-       STATE_TEXTURE_MATRIX, 0);
-MATRIX(gl_TextureMatrixInverseTranspose,
-       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
-
-static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
-   { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
-     SWIZZLE_XYZW },
-   { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
-     SWIZZLE_XYZW },
-   { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
-     SWIZZLE_XYZW },
-};
-
-#undef MATRIX
-
-#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
-
-const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
-   STATEVAR(gl_DepthRange),
-   STATEVAR(gl_ClipPlane),
-   STATEVAR(gl_Point),
-   STATEVAR(gl_FrontMaterial),
-   STATEVAR(gl_BackMaterial),
-   STATEVAR(gl_LightSource),
-   STATEVAR(gl_LightModel),
-   STATEVAR(gl_FrontLightModelProduct),
-   STATEVAR(gl_BackLightModelProduct),
-   STATEVAR(gl_FrontLightProduct),
-   STATEVAR(gl_BackLightProduct),
-   STATEVAR(gl_TextureEnvColor),
-   STATEVAR(gl_EyePlaneS),
-   STATEVAR(gl_EyePlaneT),
-   STATEVAR(gl_EyePlaneR),
-   STATEVAR(gl_EyePlaneQ),
-   STATEVAR(gl_ObjectPlaneS),
-   STATEVAR(gl_ObjectPlaneT),
-   STATEVAR(gl_ObjectPlaneR),
-   STATEVAR(gl_ObjectPlaneQ),
-   STATEVAR(gl_Fog),
-
-   STATEVAR(gl_ModelViewMatrix),
-   STATEVAR(gl_ModelViewMatrixInverse),
-   STATEVAR(gl_ModelViewMatrixTranspose),
-   STATEVAR(gl_ModelViewMatrixInverseTranspose),
-
-   STATEVAR(gl_ProjectionMatrix),
-   STATEVAR(gl_ProjectionMatrixInverse),
-   STATEVAR(gl_ProjectionMatrixTranspose),
-   STATEVAR(gl_ProjectionMatrixInverseTranspose),
-
-   STATEVAR(gl_ModelViewProjectionMatrix),
-   STATEVAR(gl_ModelViewProjectionMatrixInverse),
-   STATEVAR(gl_ModelViewProjectionMatrixTranspose),
-   STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
-
-   STATEVAR(gl_TextureMatrix),
-   STATEVAR(gl_TextureMatrixInverse),
-   STATEVAR(gl_TextureMatrixTranspose),
-   STATEVAR(gl_TextureMatrixInverseTranspose),
-
-   STATEVAR(gl_NormalMatrix),
-   STATEVAR(gl_NormalScale),
-
-   {NULL, NULL, 0}
-};
-
-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_SAMPLER_2D:
-   case GL_SAMPLER_3D:
-   case GL_SAMPLER_CUBE:
-   case GL_SAMPLER_1D_SHADOW:
-   case GL_SAMPLER_2D_SHADOW:
-   case GL_SAMPLER_2D_RECT_ARB:
-   case GL_SAMPLER_2D_RECT_SHADOW_ARB:
-   case GL_SAMPLER_1D_ARRAY_EXT:
-   case GL_SAMPLER_2D_ARRAY_EXT:
-   case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
-   case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
-      return GL_TRUE;
-   default:
-      return GL_FALSE;
-   }
-}
-
-
-static struct gl_program_parameter *
-get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
-{
-   const struct gl_program *prog = NULL;
-   GLint progPos;
-
-   progPos = shProg->Uniforms->Uniforms[index].VertPos;
-   if (progPos >= 0) {
-      prog = &shProg->VertexProgram->Base;
-   }
-   else {
-      progPos = shProg->Uniforms->Uniforms[index].FragPos;
-      if (progPos >= 0) {
-         prog = &shProg->FragmentProgram->Base;
-      } else {
-         progPos = shProg->Uniforms->Uniforms[index].GeomPos;
-         if (progPos >= 0) {
-            prog = &shProg->GeometryProgram->Base;
-         }
-      }
-   }
-
-   if (!prog || progPos < 0)
-      return NULL; /* should never happen */
-
-   return &prog->Parameters->Parameters[progPos];
-}
-
-
-/**
- * Called by glGetActiveUniform().
- */
-static void
-_mesa_get_active_uniform(struct gl_context *ctx, GLuint program, GLuint index,
-                         GLsizei maxLength, GLsizei *length, GLint *size,
-                         GLenum *type, GLchar *nameOut)
-{
-   const struct gl_shader_program *shProg;
-   const struct gl_program *prog = NULL;
-   const struct gl_program_parameter *param;
-   GLint progPos;
-
-   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
-   if (!shProg)
-      return;
-
-   if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
-      return;
-   }
-
-   progPos = shProg->Uniforms->Uniforms[index].VertPos;
-   if (progPos >= 0) {
-      prog = &shProg->VertexProgram->Base;
-   }
-   else {
-      progPos = shProg->Uniforms->Uniforms[index].FragPos;
-      if (progPos >= 0) {
-         prog = &shProg->FragmentProgram->Base;
-      } else {
-         progPos = shProg->Uniforms->Uniforms[index].GeomPos;
-         if (progPos >= 0) {
-            prog = &shProg->GeometryProgram->Base;
-         }
-      }
-   }
-
-   if (!prog || progPos < 0)
-      return; /* should never happen */
-
-   ASSERT(progPos < prog->Parameters->NumParameters);
-   param = &prog->Parameters->Parameters[progPos];
-
-   if (nameOut) {
-      _mesa_copy_string(nameOut, maxLength, length, param->Name);
-   }
-
-   if (size) {
-      GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
-      if ((GLint) param->Size > typeSize) {
-         /* This is an array.
-          * Array elements are placed on vector[4] boundaries so they're
-          * a multiple of four floats.  We round typeSize up to next multiple
-          * of four to get the right size below.
-          */
-         typeSize = (typeSize + 3) & ~3;
-      }
-      /* Note that the returned size is in units of the <type>, not bytes */
-      *size = param->Size / typeSize;
-   }
-
-   if (type) {
-      *type = param->DataType;
-   }
-}
-
-
-
-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 */
-      if (p->Size <= 4) {
-         *rows = 1;
-         *cols = p->Size;
-      }
-      else {
-         *rows = p->Size / 4 + 1;
-         if (p->Size % 4 == 0)
-            *cols = 4;
-         else
-            *cols = p->Size % 4;
-      }
-   }
-}
-
-
-/**
- * Helper for get_uniform[fi]v() functions.
- * Given a shader program name and uniform location, return a pointer
- * to the shader program and return the program parameter position.
- */
-static void
-lookup_uniform_parameter(struct gl_context *ctx, GLuint program, GLint location,
-                         struct gl_program **progOut, GLint *paramPosOut)
-{
-   struct gl_shader_program *shProg
-      = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
-   struct gl_program *prog = NULL;
-   GLint progPos = -1;
-
-   /* if shProg is NULL, we'll have already recorded an error */
-
-   if (shProg) {
-      if (!shProg->Uniforms ||
-          location < 0 ||
-          location >= (GLint) shProg->Uniforms->NumUniforms) {
-         _mesa_error(ctx, GL_INVALID_OPERATION,  "glGetUniformfv(location)");
-      }
-      else {
-         /* OK, find the gl_program and program parameter location */
-         progPos = shProg->Uniforms->Uniforms[location].VertPos;
-         if (progPos >= 0) {
-            prog = &shProg->VertexProgram->Base;
-         }
-         else {
-            progPos = shProg->Uniforms->Uniforms[location].FragPos;
-            if (progPos >= 0) {
-               prog = &shProg->FragmentProgram->Base;
-            } else {
-               progPos = shProg->Uniforms->Uniforms[location].GeomPos;
-               if (progPos >= 0) {
-                  prog = &shProg->GeometryProgram->Base;
-               }
-            }
-         }
-      }
-   }
-
-   *progOut = prog;
-   *paramPosOut = progPos;
-}
-
-
-/**
- * GLGL 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 glGetUniformfv().
- */
-static void
-_mesa_get_uniformfv(struct gl_context *ctx, GLuint program, GLint location,
-                    GLfloat *params)
-{
-   struct gl_program *prog;
-   GLint paramPos;
-   GLint offset;
-
-   split_location_offset(&location, &offset);
-
-   lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
-
-   if (prog) {
-      const struct gl_program_parameter *p =
-         &prog->Parameters->Parameters[paramPos];
-      GLint rows, cols, i, j, k;
-
-      get_uniform_rows_cols(p, &rows, &cols);
-
-      k = 0;
-      for (i = 0; i < rows; i++) {
-         for (j = 0; j < cols; j++ ) {
-            params[k++] = prog->Parameters->ParameterValues[paramPos+i][j];
-         }
-      }
-   }
-}
-
-
-/**
- * Called via glGetUniformiv().
- * \sa _mesa_get_uniformfv, only difference is a cast.
- */
-static void
-_mesa_get_uniformiv(struct gl_context *ctx, GLuint program, GLint location,
-                    GLint *params)
-{
-   struct gl_program *prog;
-   GLint paramPos;
-   GLint offset;
-
-   split_location_offset(&location, &offset);
-
-   lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
-
-   if (prog) {
-      const struct gl_program_parameter *p =
-         &prog->Parameters->Parameters[paramPos];
-      GLint rows, cols, i, j, k;
-
-      get_uniform_rows_cols(p, &rows, &cols);
-
-      k = 0;
-      for (i = 0; i < rows; i++) {
-         for (j = 0; j < cols; j++ ) {
-            params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j];
-         }
-      }
-   }
-}
-
-
-/**
- * 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 */
-               struct gl_program_parameter *p;
-               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;
-}
-
-
+#include "main/enums.h"
+#include "ir_uniform.h"
+#include "glsl_types.h"
+#include "program/program.h"
 
 /**
  * Update the vertex/fragment program's TexturesUsed array.
@@ -770,489 +63,106 @@ _mesa_get_uniform_location(struct gl_context *ctx, struct gl_shader_program *shP
  * We'll use that info for state validation before rendering.
  */
 void
-_mesa_update_shader_textures_used(struct gl_program *prog)
+_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
+                                 struct gl_program *prog)
 {
    GLuint s;
+   struct gl_shader *shader =
+      shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)];
+
+   assert(shader);
 
+   memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits));
    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 < MAX_TEXTURE_IMAGE_UNITS);
+         GLuint unit = shader->SamplerUnits[s];
+         GLuint tgt = shader->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];
-         GLuint texUnit = ((GLuint *) values)[i];
-
-         /* check that the sampler (tex unit index) is legal */
-         if (texUnit >= ctx->Const.MaxTextureImageUnits) {
-            _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++) {
-         GLfloat *uniformVal;
-
-         if (offset + k >= slots) {
-            /* Extra array data is ignored */
-            break;
-         }
-
-         /* uniformVal (the destination) is always float[4] */
-         uniformVal = program->Parameters->ParameterValues[index + offset + k];
-
-         if (basicType == GL_INT) {
-            /* convert user's ints to floats */
-            const GLint *iValues = ((const GLint *) values) + k * elems;
-            for (i = 0; i < elems; i++) {
-               uniformVal[i] = (GLfloat) iValues[i];
-            }
-         }
-         else if (basicType == GL_UNSIGNED_INT) {
-            /* convert user's uints to floats */
-            const GLuint *iValues = ((const GLuint *) values) + k * elems;
-            for (i = 0; i < elems; i++) {
-               uniformVal[i] = (GLfloat) iValues[i];
-            }
-         }
-         else {
-            const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
-            assert(basicType == GL_FLOAT);
-            for (i = 0; i < elems; i++) {
-               uniformVal[i] = fValues[i];
-            }
-         }
-
-         /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
-         if (isUniformBool) {
-            for (i = 0; i < elems; i++) {
-               uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
-            }
-         }
-      }
-   }
-}
-
-
 /**
- * Called via glUniform*() functions.
+ * Connect a piece of driver storage with a part of a uniform
+ *
+ * \param uni            The uniform with which the storage will be associated
+ * \param element_stride Byte-stride between array elements.
+ *                       \sa gl_uniform_driver_storage::element_stride.
+ * \param vector_stride  Byte-stride between vectors (in a matrix).
+ *                       \sa gl_uniform_driver_storage::vector_stride.
+ * \param format         Conversion from native format to driver format
+ *                       required by the driver.
+ * \param data           Location to dump the data.
  */
 void
-_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
-             GLint location, GLsizei count,
-              const GLvoid *values, GLenum type)
+_mesa_uniform_attach_driver_storage(struct gl_uniform_storage *uni,
+                                   unsigned element_stride,
+                                   unsigned vector_stride,
+                                   enum gl_uniform_driver_format format,
+                                   void *data)
 {
-   struct gl_uniform *uniform;
-   GLint elems, offset;
-
-   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->VertexProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->VertPos;
-      if (index >= 0) {
-         set_program_uniform(ctx, &shProg->VertexProgram->Base,
-                             index, offset, type, count, elems, values);
-      }
-   }
-
-   if (shProg->FragmentProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->FragPos;
-      if (index >= 0) {
-         set_program_uniform(ctx, &shProg->FragmentProgram->Base,
-                             index, offset, type, count, elems, values);
-      }
-   }
-
-   if (shProg->GeometryProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->GeomPos;
-      if (index >= 0) {
-         set_program_uniform(ctx, &shProg->GeometryProgram->Base,
-                             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...
-    */
+   uni->driver_storage =
+      realloc(uni->driver_storage,
+             sizeof(struct gl_uniform_driver_storage)
+             * (uni->num_driver_storage + 1));
 
-   /* 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 = 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++;
-      }
+   uni->driver_storage[uni->num_driver_storage].element_stride = element_stride;
+   uni->driver_storage[uni->num_driver_storage].vector_stride = vector_stride;
+   uni->driver_storage[uni->num_driver_storage].format = (uint8_t) format;
+   uni->driver_storage[uni->num_driver_storage].data = data;
 
-      src += rows * cols;  /* next matrix */
-   }
+   uni->num_driver_storage++;
 }
 
-
 /**
- * Called by glUniformMatrix*() functions.
- * Note: cols=2, rows=4  ==>  array[2] of vec4
+ * Sever all connections with all pieces of driver storage for all uniforms
+ *
+ * \warning
+ * This function does \b not release any of the \c data pointers
+ * previously passed in to \c _mesa_uniform_attach_driver_stoarge.
  */
 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)
+_mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni)
 {
-   struct gl_uniform *uniform;
-   GLint offset;
-
-   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->VertexProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->VertPos;
-      if (index >= 0) {
-         set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
-                                    index, offset,
-                                    count, rows, cols, transpose, values);
-      }
-   }
-
-   if (shProg->FragmentProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->FragPos;
-      if (index >= 0) {
-         set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
-                                    index, offset,
-                                    count, rows, cols, transpose, values);
-      }
-   }
-
-   if (shProg->GeometryProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->GeomPos;
-      if (index >= 0) {
-         set_program_uniform_matrix(ctx, &shProg->GeometryProgram->Base,
-                                    index, offset,
-                                    count, rows, cols, transpose, values);
-      }
-   }
-
-   uniform->Initialized = GL_TRUE;
+   free(uni->driver_storage);
+   uni->driver_storage = NULL;
+   uni->num_driver_storage = 0;
 }
 
-
 void GLAPIENTRY
-_mesa_Uniform1fARB(GLint location, GLfloat v0)
+_mesa_Uniform1f(GLint location, GLfloat v0)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_FLOAT);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
+_mesa_Uniform2f(GLint location, GLfloat v0, GLfloat v1)
 {
    GET_CURRENT_CONTEXT(ctx);
    GLfloat v[2];
    v[0] = v0;
    v[1] = v1;
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC2);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+_mesa_Uniform3f(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.CurrentProgram, location, 1, v, GL_FLOAT_VEC3);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
 }
 
 void GLAPIENTRY
-_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
+_mesa_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
                    GLfloat v3)
 {
    GET_CURRENT_CONTEXT(ctx);
@@ -1261,39 +171,39 @@ _mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
    v[1] = v1;
    v[2] = v2;
    v[3] = v3;
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC4);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
 }
 
 void GLAPIENTRY
-_mesa_Uniform1iARB(GLint location, GLint v0)
+_mesa_Uniform1i(GLint location, GLint v0)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_INT);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
+_mesa_Uniform2i(GLint location, GLint v0, GLint v1)
 {
    GET_CURRENT_CONTEXT(ctx);
    GLint v[2];
    v[0] = v0;
    v[1] = v1;
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC2);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
+_mesa_Uniform3i(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.CurrentProgram, location, 1, v, GL_INT_VEC3);
+   _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)
+_mesa_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
 {
    GET_CURRENT_CONTEXT(ctx);
    GLint v[4];
@@ -1301,63 +211,63 @@ _mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
    v[1] = v1;
    v[2] = v2;
    v[3] = v3;
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC4);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
 }
 
 void GLAPIENTRY
-_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_Uniform1fv(GLint location, GLsizei count, const GLfloat * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_Uniform2fv(GLint location, GLsizei count, const GLfloat * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC2);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_Uniform3fv(GLint location, GLsizei count, const GLfloat * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC3);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3);
 }
 
 void GLAPIENTRY
-_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC4);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4);
 }
 
 void GLAPIENTRY
-_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_Uniform1iv(GLint location, GLsizei count, const GLint * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_Uniform2iv(GLint location, GLsizei count, const GLint * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC2);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_Uniform3iv(GLint location, GLsizei count, const GLint * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC3);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3);
 }
 
 void GLAPIENTRY
-_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC4);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4);
 }
 
 
@@ -1366,7 +276,7 @@ void GLAPIENTRY
 _mesa_Uniform1ui(GLint location, GLuint v0)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_UNSIGNED_INT);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
 }
 
 void GLAPIENTRY
@@ -1376,7 +286,7 @@ _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
    GLuint v[2];
    v[0] = v0;
    v[1] = v1;
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
 }
 
 void GLAPIENTRY
@@ -1387,7 +297,7 @@ _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
    v[0] = v0;
    v[1] = v1;
    v[2] = v2;
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
 }
 
 void GLAPIENTRY
@@ -1399,63 +309,63 @@ _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
    v[1] = v1;
    v[2] = v2;
    v[3] = v3;
-   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
+   _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.CurrentProgram, location, count, value, GL_UNSIGNED_INT);
+   _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.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
+   _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.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
+   _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.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
+   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
 }
 
 
 
 void GLAPIENTRY
-_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
+_mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose,
                           const GLfloat * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
                        2, 2, location, count, transpose, value);
 }
 
 void GLAPIENTRY
-_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
+_mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose,
                           const GLfloat * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
                        3, 3, location, count, transpose, value);
 }
 
 void GLAPIENTRY
-_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
+_mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
                           const GLfloat * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
                        4, 4, location, count, transpose, value);
 }
 
@@ -1468,7 +378,7 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
                        2, 3, location, count, transpose, value);
 }
 
@@ -1477,7 +387,7 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
                        3, 2, location, count, transpose, value);
 }
 
@@ -1486,7 +396,7 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
                        2, 4, location, count, transpose, value);
 }
 
@@ -1495,7 +405,7 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
                        4, 2, location, count, transpose, value);
 }
 
@@ -1504,7 +414,7 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
                        3, 4, location, count, transpose, value);
 }
 
@@ -1513,31 +423,88 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
                        4, 3, location, count, transpose, value);
 }
 
 
 void GLAPIENTRY
-_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params)
+_mesa_GetnUniformfvARB(GLhandleARB program, GLint location,
+                       GLsizei bufSize, GLfloat *params)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_get_uniformfv(ctx, program, location, params);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_FLOAT, params);
+}
+
+void GLAPIENTRY
+_mesa_GetUniformfv(GLhandleARB program, GLint location, GLfloat *params)
+{
+   _mesa_GetnUniformfvARB(program, location, INT_MAX, params);
 }
 
 
 void GLAPIENTRY
-_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params)
+_mesa_GetnUniformivARB(GLhandleARB program, GLint location,
+                       GLsizei bufSize, GLint *params)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_get_uniformiv(ctx, program, location, params);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT, params);
+}
+
+void GLAPIENTRY
+_mesa_GetUniformiv(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);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, 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;
+
+   /*
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_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)
+_mesa_GetUniformLocation(GLhandleARB programObj, const GLcharARB *name)
 {
    struct gl_shader_program *shProg;
+   GLuint index, offset;
 
    GET_CURRENT_CONTEXT(ctx);
 
@@ -1546,70 +513,400 @@ _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
    if (!shProg)
       return -1;
 
-   return _mesa_get_uniform_location(ctx, shProg, name);
+   /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
+    *
+    *     "If program has not been successfully linked, the error
+    *     INVALID_OPERATION is generated."
+    */
+   if (shProg->LinkStatus == GL_FALSE) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                 "glGetUniformLocation(program not linked)");
+      return -1;
+   }
+
+   index = _mesa_get_uniform_location(ctx, shProg, name, &offset);
+   if (index == GL_INVALID_INDEX)
+      return -1;
+
+   /* From the GL_ARB_uniform_buffer_object spec:
+    *
+    *     "The value -1 will be returned if <name> does not correspond to an
+    *      active uniform variable name in <program>, if <name> is associated
+    *      with a named uniform block, or if <name> starts with the reserved
+    *      prefix "gl_"."
+    */
+   if (shProg->UniformStorage[index].block_index != -1 ||
+       shProg->UniformStorage[index].atomic_buffer_index != -1)
+      return -1;
+
+   return _mesa_uniform_merge_location_offset(shProg, index, offset);
 }
 
+GLuint GLAPIENTRY
+_mesa_GetUniformBlockIndex(GLuint program,
+                          const GLchar *uniformBlockName)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLuint i;
+   struct gl_shader_program *shProg;
+
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformBlockIndex");
+      return GL_INVALID_INDEX;
+   }
+
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glGetUniformBlockIndex");
+   if (!shProg)
+      return GL_INVALID_INDEX;
+
+   for (i = 0; i < shProg->NumUniformBlocks; i++) {
+      if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName))
+        return i;
+   }
+
+   return GL_INVALID_INDEX;
+}
 
 void GLAPIENTRY
-_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
-                          GLsizei maxLength, GLsizei * length, GLint * size,
-                          GLenum * type, GLcharARB * name)
+_mesa_GetUniformIndices(GLuint program,
+                       GLsizei uniformCount,
+                       const GLchar * const *uniformNames,
+                       GLuint *uniformIndices)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_get_active_uniform(ctx, program, index, maxLength, length, size,
-                            type, name);
+   GLsizei i;
+   struct gl_shader_program *shProg;
+
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformIndices");
+      return;
+   }
+
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glGetUniformIndices");
+   if (!shProg)
+      return;
+
+   if (uniformCount < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glGetUniformIndices(uniformCount < 0)");
+      return;
+   }
+
+   for (i = 0; i < uniformCount; i++) {
+      unsigned offset;
+      uniformIndices[i] = _mesa_get_uniform_location(ctx, shProg,
+                                                    uniformNames[i], &offset);
+   }
 }
 
+void GLAPIENTRY
+_mesa_UniformBlockBinding(GLuint program,
+                         GLuint uniformBlockIndex,
+                         GLuint uniformBlockBinding)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
+
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformBlockBinding");
+      return;
+   }
+
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glUniformBlockBinding");
+   if (!shProg)
+      return;
+
+   if (uniformBlockIndex >= shProg->NumUniformBlocks) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glUniformBlockBinding(block index %u >= %u)",
+                 uniformBlockIndex, shProg->NumUniformBlocks);
+      return;
+   }
+
+   if (uniformBlockBinding >= ctx->Const.MaxUniformBufferBindings) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glUniformBlockBinding(block binding %u >= %u)",
+                 uniformBlockBinding, ctx->Const.MaxUniformBufferBindings);
+      return;
+   }
+
+   if (shProg->UniformBlocks[uniformBlockIndex].Binding !=
+       uniformBlockBinding) {
+      int i;
+
+      FLUSH_VERTICES(ctx, 0);
+      ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
+
+      shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding;
+
+      for (i = 0; i < MESA_SHADER_STAGES; i++) {
+        int stage_index = shProg->UniformBlockStageIndex[i][uniformBlockIndex];
+
+        if (stage_index != -1) {
+           struct gl_shader *sh = shProg->_LinkedShaders[i];
+           sh->UniformBlocks[stage_index].Binding = uniformBlockBinding;
+        }
+      }
+   }
+}
+
+void GLAPIENTRY
+_mesa_GetActiveUniformBlockiv(GLuint program,
+                             GLuint uniformBlockIndex,
+                             GLenum pname,
+                             GLint *params)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
+   struct gl_uniform_block *block;
+   unsigned i;
+
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
+      return;
+   }
+
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glGetActiveUniformBlockiv");
+   if (!shProg)
+      return;
+
+   if (uniformBlockIndex >= shProg->NumUniformBlocks) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glGetActiveUniformBlockiv(block index %u >= %u)",
+                 uniformBlockIndex, shProg->NumUniformBlocks);
+      return;
+   }
+
+   block = &shProg->UniformBlocks[uniformBlockIndex];
+
+   switch (pname) {
+   case GL_UNIFORM_BLOCK_BINDING:
+      params[0] = block->Binding;
+      return;
+
+   case GL_UNIFORM_BLOCK_DATA_SIZE:
+      params[0] = block->UniformBufferSize;
+      return;
+
+   case GL_UNIFORM_BLOCK_NAME_LENGTH:
+      params[0] = strlen(block->Name) + 1;
+      return;
+
+   case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
+      params[0] = block->NumUniforms;
+      return;
+
+   case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
+      for (i = 0; i < block->NumUniforms; i++) {
+        unsigned offset;
+        params[i] = _mesa_get_uniform_location(ctx, shProg,
+                                               block->Uniforms[i].IndexName,
+                                               &offset);
+      }
+      return;
+
+   case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
+      params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_VERTEX][uniformBlockIndex] != -1;
+      return;
+
+   case GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER:
+      params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_GEOMETRY][uniformBlockIndex] != -1;
+      return;
+
+   case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
+      params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_FRAGMENT][uniformBlockIndex] != -1;
+      return;
+
+   default:
+      _mesa_error(ctx, GL_INVALID_ENUM,
+                 "glGetActiveUniformBlockiv(pname 0x%x (%s))",
+                 pname, _mesa_lookup_enum_by_nr(pname));
+      return;
+   }
+}
+
+void GLAPIENTRY
+_mesa_GetActiveUniformBlockName(GLuint program,
+                               GLuint uniformBlockIndex,
+                               GLsizei bufSize,
+                               GLsizei *length,
+                               GLchar *uniformBlockName)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
+   struct gl_uniform_block *block;
+
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
+      return;
+   }
+
+   if (bufSize < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glGetActiveUniformBlockName(bufSize %d < 0)",
+                 bufSize);
+      return;
+   }
+
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glGetActiveUniformBlockiv");
+   if (!shProg)
+      return;
+
+   if (uniformBlockIndex >= shProg->NumUniformBlocks) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glGetActiveUniformBlockiv(block index %u >= %u)",
+                 uniformBlockIndex, shProg->NumUniformBlocks);
+      return;
+   }
+
+   block = &shProg->UniformBlocks[uniformBlockIndex];
+
+   if (uniformBlockName) {
+      _mesa_copy_string(uniformBlockName, bufSize, length, block->Name);
+   }
+}
+
+void GLAPIENTRY
+_mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex,
+                          GLsizei bufSize, GLsizei *length,
+                          GLchar *uniformName)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
+
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
+      return;
+   }
+
+   if (bufSize < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glGetActiveUniformName(bufSize %d < 0)",
+                 bufSize);
+      return;
+   }
+
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniformName");
+
+   if (!shProg)
+      return;
+
+   if (uniformIndex >= shProg->NumUserUniformStorage) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+      return;
+   }
+
+   if (uniformName) {
+      _mesa_get_uniform_name(& shProg->UniformStorage[uniformIndex],
+                             bufSize, length, uniformName);
+   }
+}
 
-/**
- * Plug in shader uniform-related functions into API dispatch table.
- */
 void
-_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec)
+_mesa_get_uniform_name(const struct gl_uniform_storage *uni,
+                       GLsizei maxLength, GLsizei *length,
+                       GLchar *nameOut)
+{
+   GLsizei localLength;
+
+   if (length == NULL)
+      length = &localLength;
+
+   _mesa_copy_string(nameOut, maxLength, length, uni->name);
+
+   /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
+    * spec says:
+    *
+    *     "If the active uniform is an array, the uniform name returned in
+    *     name will always be the name of the uniform array appended with
+    *     "[0]"."
+    *
+    * The same text also appears in the OpenGL 4.2 spec.  It does not,
+    * however, appear in any previous spec.  Previous specifications are
+    * ambiguous in this regard.  However, either name can later be passed
+    * to glGetUniformLocation (and related APIs), so there shouldn't be any
+    * harm in always appending "[0]" to uniform array names.
+    */
+   if (uni->array_elements != 0) {
+      int i;
+
+      /* The comparison is strange because *length does *NOT* include the
+       * terminating NUL, but maxLength does.
+       */
+      for (i = 0; i < 3 && (*length + i + 1) < maxLength; i++)
+         nameOut[*length + i] = "[0]"[i];
+
+      nameOut[*length + i] = '\0';
+      *length += i;
+   }
+}
+
+void GLAPIENTRY
+_mesa_GetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex,
+                                     GLenum pname, GLint *params)
 {
-#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 */
-   /* XXX finish dispatch */
-   (void) _mesa_Uniform1ui;
-   (void) _mesa_Uniform2ui;
-   (void) _mesa_Uniform3ui;
-   (void) _mesa_Uniform4ui;
-   (void) _mesa_Uniform1uiv;
-   (void) _mesa_Uniform2uiv;
-   (void) _mesa_Uniform3uiv;
-   (void) _mesa_Uniform4uiv;
-#endif /* FEATURE_GL */
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
+   struct gl_active_atomic_buffer *ab;
+   GLuint i;
+
+   if (!ctx->Extensions.ARB_shader_atomic_counters) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                  "glGetActiveAtomicCounterBufferiv");
+      return;
+   }
+
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                            "glGetActiveAtomicCounterBufferiv");
+   if (!shProg)
+      return;
+
+   if (bufferIndex >= shProg->NumAtomicBuffers) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                  "glGetActiveAtomicCounterBufferiv(bufferIndex)");
+      return;
+   }
+
+   ab = &shProg->AtomicBuffers[bufferIndex];
+
+   switch (pname) {
+   case GL_ATOMIC_COUNTER_BUFFER_BINDING:
+      params[0] = ab->Binding;
+      return;
+   case GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE:
+      params[0] = ab->MinimumSize;
+      return;
+   case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS:
+      params[0] = ab->NumUniforms;
+      return;
+   case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES:
+      for (i = 0; i < ab->NumUniforms; ++i)
+         params[i] = ab->Uniforms[i];
+      return;
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER:
+      params[0] = ab->StageReferences[MESA_SHADER_VERTEX];
+      return;
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER:
+      params[0] = ab->StageReferences[MESA_SHADER_GEOMETRY];
+      return;
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER:
+      params[0] = ab->StageReferences[MESA_SHADER_FRAGMENT];
+      return;
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER:
+      params[0] = GL_FALSE;
+      return;
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER:
+      params[0] = GL_FALSE;
+      return;
+   default:
+      _mesa_error(ctx, GL_INVALID_ENUM,
+                  "glGetActiveAtomicCounterBufferiv(pname 0x%x (%s))",
+                  pname, _mesa_lookup_enum_by_nr(pname));
+      return;
+   }
 }