replace malloc macros in imports.h with u_memory.h versions
[mesa.git] / src / mesa / main / uniforms.c
index cda840fe2d201c78f00d67c4982c3db8f25e1acb..ba87d3900aff45ef4c30f3d1137ffc4a4776c76c 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/image.h"
-#include "main/mfeatures.h"
-#include "main/mtypes.h"
 #include "main/shaderapi.h"
 #include "main/shaderobj.h"
 #include "main/uniforms.h"
-#include "program/prog_parameter.h"
-#include "program/prog_statevars.h"
-#include "program/prog_uniform.h"
-#include "program/prog_instruction.h"
-
-
-static GLenum
-base_uniform_type(GLenum type)
-{
-   switch (type) {
-#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;
+#include "main/enums.h"
+#include "compiler/glsl/ir_uniform.h"
+#include "compiler/glsl_types.h"
+#include "program/program.h"
+#include "util/bitscan.h"
+
+/**
+ * Update the vertex/fragment program's TexturesUsed array.
+ *
+ * This needs to be called after glUniform(set sampler var) is called.
+ * A call to glUniform(samplerVar, value) causes a sampler to point to a
+ * particular texture unit.  We know the sampler's texture target
+ * (1D/2D/3D/etc) from compile time but the sampler's texture unit is
+ * set by glUniform() calls.
+ *
+ * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
+ * information to update the prog->TexturesUsed[] values.
+ * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
+ * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
+ * We'll use that info for state validation before rendering.
+ */
+static inline void
+update_single_shader_texture_used(struct gl_shader_program *shProg,
+                                  struct gl_program *prog,
+                                  GLuint unit, GLuint target)
+{
+   gl_shader_stage prog_stage =
+      _mesa_program_enum_to_shader_stage(prog->Target);
+
+   assert(unit < ARRAY_SIZE(prog->TexturesUsed));
+   assert(target < NUM_TEXTURE_TARGETS);
+
+   /* From section 7.10 (Samplers) of the OpenGL 4.5 spec:
+    *
+    * "It is not allowed to have variables of different sampler types pointing
+    *  to the same texture image unit within a program object."
+    */
+   unsigned stages_mask = shProg->data->linked_stages;
+   while (stages_mask) {
+      const int stage = u_bit_scan(&stages_mask);
+
+      /* Skip validation if we are yet to update textures used in this
+       * stage.
+       */
+      if (prog_stage < stage)
+         break;
+
+      struct gl_program *glprog = shProg->_LinkedShaders[stage]->Program;
+      if (glprog->TexturesUsed[unit] & ~(1 << target))
+         shProg->SamplersValidated = GL_FALSE;
    }
-}
 
+   prog->TexturesUsed[unit] |= (1 << target);
+}
 
-static GLboolean
-is_boolean_type(GLenum type)
+void
+_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
+                                  struct gl_program *prog)
 {
-   switch (type) {
-   case GL_BOOL:
-   case GL_BOOL_VEC2:
-   case GL_BOOL_VEC3:
-   case GL_BOOL_VEC4:
-      return GL_TRUE;
-   default:
-      return GL_FALSE;
+   GLbitfield mask = prog->SamplersUsed;
+   ASSERTED gl_shader_stage prog_stage =
+      _mesa_program_enum_to_shader_stage(prog->Target);
+   GLuint s;
+
+   assert(shProg->_LinkedShaders[prog_stage]);
+
+   memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
+
+   while (mask) {
+      s = u_bit_scan(&mask);
+
+      update_single_shader_texture_used(shProg, prog,
+                                        prog->SamplerUnits[s],
+                                        prog->sh.SamplerTargets[s]);
    }
-}
 
+   if (unlikely(prog->sh.HasBoundBindlessSampler)) {
+      /* Loop over bindless samplers bound to texture units.
+       */
+      for (s = 0; s < prog->sh.NumBindlessSamplers; s++) {
+         struct gl_bindless_sampler *sampler = &prog->sh.BindlessSamplers[s];
+
+         if (!sampler->bound)
+            continue;
 
-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_CUBE_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:
-   case GL_SAMPLER_CUBE_MAP_ARRAY:
-   case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
-   case GL_SAMPLER_BUFFER:
-      return GL_TRUE;
-   default:
-      return GL_FALSE;
+         update_single_shader_texture_used(shProg, prog, sampler->unit,
+                                           sampler->target);
+      }
    }
 }
 
+/**
+ * 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_attach_driver_storage(struct gl_uniform_storage *uni,
+                                   unsigned element_stride,
+                                   unsigned vector_stride,
+                                   enum gl_uniform_driver_format format,
+                                   void *data)
+{
+   uni->driver_storage =
+      realloc(uni->driver_storage,
+             sizeof(struct gl_uniform_driver_storage)
+             * (uni->num_driver_storage + 1));
+
+   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 = format;
+   uni->driver_storage[uni->num_driver_storage].data = data;
+
+   uni->num_driver_storage++;
+}
 
 /**
- * Given a uniform index, return the vertex/geometry/fragment program
- * that has that parameter, plus the position of the parameter in the
- * parameter/constant buffer.
- * \param shProg  the shader program
- * \param index  the uniform index in [0, NumUniforms-1]
- * \param progOut  returns containing program
- * \param posOut  returns position of the uniform in the param/const buffer
- * \return GL_TRUE for success, GL_FALSE for invalid index
+ * 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.
  */
-static GLboolean
-find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
-                           struct gl_program **progOut, GLint *posOut)
+void
+_mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni)
 {
-   struct gl_program *prog = NULL;
-   GLint pos;
+   free(uni->driver_storage);
+   uni->driver_storage = NULL;
+   uni->num_driver_storage = 0;
+}
 
-   if (!shProg->Uniforms ||
-       index < 0 ||
-       index >= (GLint) shProg->Uniforms->NumUniforms) {
-      return GL_FALSE;
-   }
+void GLAPIENTRY
+_mesa_Uniform1f(GLint location, GLfloat v0)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 1);
+}
 
-   pos = shProg->Uniforms->Uniforms[index].VertPos;
-   if (pos >= 0) {
-      prog = &shProg->VertexProgram->Base;
-   }
-   else {
-      pos = shProg->Uniforms->Uniforms[index].FragPos;
-      if (pos >= 0) {
-         prog = &shProg->FragmentProgram->Base;
-      }
-      else {
-         pos = shProg->Uniforms->Uniforms[index].GeomPos;
-         if (pos >= 0) {
-            prog = &shProg->GeometryProgram->Base;
-         }
-      }
-   }
+void GLAPIENTRY
+_mesa_Uniform2f(GLint location, GLfloat v0, GLfloat v1)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLfloat v[2];
+   v[0] = v0;
+   v[1] = v1;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 2);
+}
+
+void GLAPIENTRY
+_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(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 3);
+}
 
-   if (!prog || pos < 0)
-      return GL_FALSE; /* should really never happen */
+void GLAPIENTRY
+_mesa_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
+                   GLfloat v3)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLfloat v[4];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   v[3] = v3;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 4);
+}
 
-   *progOut = prog;
-   *posOut = pos;
+void GLAPIENTRY
+_mesa_Uniform1i(GLint location, GLint v0)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 1);
+}
 
-   return GL_TRUE;
+void GLAPIENTRY
+_mesa_Uniform2i(GLint location, GLint v0, GLint v1)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLint v[2];
+   v[0] = v0;
+   v[1] = v1;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 2);
 }
 
+void GLAPIENTRY
+_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(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 3);
+}
 
-/**
- * Return pointer to a gl_program_parameter which corresponds to a uniform.
- * \param shProg  the shader program
- * \param index  the uniform index in [0, NumUniforms-1]
- * \return gl_program_parameter point or NULL if index is invalid
- */
-static const struct gl_program_parameter *
-get_uniform_parameter(struct gl_shader_program *shProg, GLint index)
+void GLAPIENTRY
+_mesa_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
 {
-   struct gl_program *prog;
-   GLint progPos;
+   GET_CURRENT_CONTEXT(ctx);
+   GLint v[4];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   v[3] = v3;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 4);
+}
 
-   if (find_uniform_parameter_pos(shProg, index, &prog, &progPos))
-      return &prog->Parameters->Parameters[progPos];
-   else
-      return NULL;
+void GLAPIENTRY
+_mesa_Uniform1fv(GLint location, GLsizei count, const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 1);
 }
 
+void GLAPIENTRY
+_mesa_Uniform2fv(GLint location, GLsizei count, const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 2);
+}
 
-/**
- * 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)
+void GLAPIENTRY
+_mesa_Uniform3fv(GLint location, GLsizei count, const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1iv(GLint location, GLsizei count, const GLint * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 1);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2iv(GLint location, GLsizei count, const GLint * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3iv(GLint location, GLsizei count, const GLint * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 4);
+}
+
+void GLAPIENTRY
+_mesa_UniformHandleui64ARB(GLint location, GLuint64 value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_handle(location, 1, &value, ctx, ctx->_Shader->ActiveProgram);
+}
+
+void GLAPIENTRY
+_mesa_UniformHandleui64vARB(GLint location, GLsizei count,
+                            const GLuint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_handle(location, count, value, ctx,
+                        ctx->_Shader->ActiveProgram);
+}
+
+
+/** Same as above with direct state access **/
+void GLAPIENTRY
+_mesa_ProgramUniform1f(GLuint program, GLint location, GLfloat v0)
 {
+   GET_CURRENT_CONTEXT(ctx);
    struct gl_shader_program *shProg =
-      _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
-   const struct gl_program_parameter *param;
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform1f");
+   _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_FLOAT, 1);
+}
 
-   if (!shProg)
-      return;
+void GLAPIENTRY
+_mesa_ProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLfloat v[2];
+   struct gl_shader_program *shProg;
+   v[0] = v0;
+   v[1] = v1;
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2f");
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_FLOAT, 2);
+}
 
-   if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
-      return;
-   }
+void GLAPIENTRY
+_mesa_ProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1,
+                       GLfloat v2)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLfloat v[3];
+   struct gl_shader_program *shProg;
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3f");
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_FLOAT, 3);
+}
 
-   param = get_uniform_parameter(shProg, index);
-   if (!param)
-      return;
+void GLAPIENTRY
+_mesa_ProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1,
+                       GLfloat v2, GLfloat v3)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLfloat 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, "glProgramUniform4f");
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_FLOAT, 4);
+}
 
-   if (nameOut) {
-      _mesa_copy_string(nameOut, maxLength, length, param->Name);
-   }
+void GLAPIENTRY
+_mesa_ProgramUniform1i(GLuint program, GLint location, GLint v0)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform1i");
+   _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_INT, 1);
+}
 
-   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;
-   }
+void GLAPIENTRY
+_mesa_ProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLint v[2];
+   struct gl_shader_program *shProg;
+   v[0] = v0;
+   v[1] = v1;
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2i");
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT, 2);
+}
 
-   if (type) {
-      *type = param->DataType;
-   }
+void GLAPIENTRY
+_mesa_ProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1,
+                       GLint v2)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLint v[3];
+   struct gl_shader_program *shProg;
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3i");
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT, 3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1,
+                       GLint v2, GLint v3)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLint 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, "glProgramUniform4i");
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT, 4);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform1fv(GLuint program, GLint location, GLsizei count,
+                        const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform1fv");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_FLOAT, 1);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2fv(GLuint program, GLint location, GLsizei count,
+                        const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform2fv");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_FLOAT, 2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3fv(GLuint program, GLint location, GLsizei count,
+                        const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform3fv");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_FLOAT, 3);
 }
 
+void GLAPIENTRY
+_mesa_ProgramUniform4fv(GLuint program, GLint location, GLsizei count,
+                        const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform4fv");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_FLOAT, 4);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform1iv(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,
+            "glProgramUniform1iv");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT, 1);
+}
+
+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(location, count, value, ctx, shProg, 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(location, count, value, ctx, shProg, 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(location, count, value, ctx, shProg, GLSL_TYPE_INT, 4);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformHandleui64ARB(GLuint program, GLint location,
+                                  GLuint64 value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformHandleui64ARB");
+   _mesa_uniform_handle(location, 1, &value, ctx, shProg);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformHandleui64vARB(GLuint program, GLint location,
+                                   GLsizei count, const GLuint64 *values)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformHandleui64vARB");
+   _mesa_uniform_handle(location, count, values, ctx, shProg);
+}
+
+
+/** OpenGL 3.0 GLuint-valued functions **/
+void GLAPIENTRY
+_mesa_Uniform1ui(GLint location, GLuint v0)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, 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(location, 1, v, ctx, ctx->_Shader->ActiveProgram, 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(location, 1, v, ctx, ctx->_Shader->ActiveProgram, 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(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 1);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 4);
+}
+
+
+
+void GLAPIENTRY
+_mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose,
+                          const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 2, 2, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose,
+                          const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 3, 3, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
+                          const GLfloat * value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 4, 4, 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(location, 1, &v0, ctx, shProg, 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(location, 1, v, ctx, shProg, 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(location, 1, v, ctx, shProg, 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(location, 1, v, ctx, shProg, 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(location, count, value, ctx, shProg, 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(location, count, value, ctx, shProg, 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(location, count, value, ctx, shProg, 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(location, count, value, ctx, shProg, 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(location, count, transpose, value, ctx, shProg, 2, 2, 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(location, count, transpose, value, ctx, shProg, 3, 3, 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(location, count, transpose, value, ctx, shProg, 4, 4, GLSL_TYPE_FLOAT);
+}
+
+
+/**
+ * Non-square UniformMatrix are OpenGL 2.1
+ */
+void GLAPIENTRY
+_mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 2, 3, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 3, 2, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 2, 4, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 4, 2, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 3, 4, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 4, 3, GLSL_TYPE_FLOAT);
+}
+
+/** Same as above with direct state access **/
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2x3fv(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,
+            "glProgramUniformMatrix2x3fv");
+   _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 2, 3, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3x2fv(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,
+            "glProgramUniformMatrix3x2fv");
+   _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 3, 2, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2x4fv(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,
+            "glProgramUniformMatrix2x4fv");
+   _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 2, 4, GLSL_TYPE_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4x2fv(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,
+            "glProgramUniformMatrix4x2fv");
+   _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 4, 2, GLSL_TYPE_FLOAT);
+}
 
-static unsigned
-get_vector_elements(GLenum type)
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count,
+                                GLboolean transpose, const GLfloat * value)
 {
-   switch (type) {
-   case GL_FLOAT:
-   case GL_INT:
-   case GL_BOOL:
-   case GL_UNSIGNED_INT:
-   default: /* Catch all the various sampler types. */
-      return 1;
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformMatrix3x4fv");
+   _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 3, 4, GLSL_TYPE_FLOAT);
+}
 
-   case GL_FLOAT_VEC2:
-   case GL_INT_VEC2:
-   case GL_BOOL_VEC2:
-   case GL_UNSIGNED_INT_VEC2:
-      return 2;
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4x3fv(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,
+            "glProgramUniformMatrix4x3fv");
+   _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 4, 3, GLSL_TYPE_FLOAT);
+}
 
-   case GL_FLOAT_VEC3:
-   case GL_INT_VEC3:
-   case GL_BOOL_VEC3:
-   case GL_UNSIGNED_INT_VEC3:
-      return 3;
 
-   case GL_FLOAT_VEC4:
-   case GL_INT_VEC4:
-   case GL_BOOL_VEC4:
-   case GL_UNSIGNED_INT_VEC4:
-      return 4;
-   }
+void GLAPIENTRY
+_mesa_GetnUniformfvARB(GLuint program, GLint location,
+                       GLsizei bufSize, GLfloat *params)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_FLOAT, params);
 }
 
-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;
-   }
+void GLAPIENTRY
+_mesa_GetUniformfv(GLuint program, GLint location, GLfloat *params)
+{
+   _mesa_GetnUniformfvARB(program, location, INT_MAX, params);
 }
 
 
-/**
- * Determine the number of rows and columns occupied by a uniform
- * according to its datatype.  For non-matrix types (such as GL_FLOAT_VEC4),
- * the number of rows = 1 and cols = number of elements in the vector.
- */
-static void
-get_uniform_rows_cols(const struct gl_program_parameter *p,
-                      GLint *rows, GLint *cols)
-{
-   get_matrix_dims(p->DataType, rows, cols);
-   if (*rows == 0 && *cols == 0) {
-      /* not a matrix type, probably a float or vector */
-      *rows = 1;
-      *cols = get_vector_elements(p->DataType);
-   }
+void GLAPIENTRY
+_mesa_GetnUniformivARB(GLuint program, GLint location,
+                       GLsizei bufSize, GLint *params)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT, params);
 }
 
-
-/**
- * GLSL uniform arrays and structs require special handling.
- *
- * The GL_ARB_shader_objects spec says that if you use
- * glGetUniformLocation to get the location of an array, you CANNOT
- * access other elements of the array by adding an offset to the
- * returned location.  For example, you must call
- * glGetUniformLocation("foo[16]") if you want to set the 16th element
- * of the array with glUniform().
- *
- * HOWEVER, some other OpenGL drivers allow accessing array elements
- * by adding an offset to the returned array location.  And some apps
- * seem to depend on that behaviour.
- *
- * Mesa's gl_uniform_list doesn't directly support this since each
- * entry in the list describes one uniform variable, not one uniform
- * element.  We could insert dummy entries in the list for each array
- * element after [0] but that causes complications elsewhere.
- *
- * We solve this problem by encoding two values in the location that's
- * returned by glGetUniformLocation():
- *  a) index into gl_uniform_list::Uniforms[] for the uniform
- *  b) an array/field offset (0 for simple types)
- *
- * These two values are encoded in the high and low halves of a GLint.
- * By putting the uniform number in the high part and the offset in the
- * low part, we can support the unofficial ability to index into arrays
- * by adding offsets to the location value.
- */
-static void
-merge_location_offset(GLint *location, GLint offset)
+void GLAPIENTRY
+_mesa_GetUniformiv(GLuint program, GLint location, GLint *params)
 {
-   *location = (*location << 16) | offset;
+   _mesa_GetnUniformivARB(program, location, INT_MAX, params);
 }
 
 
-/**
- * Separate the uniform location and parameter offset.  See above.
- */
-static void
-split_location_offset(GLint *location, GLint *offset)
+/* GL3 */
+void GLAPIENTRY
+_mesa_GetnUniformuivARB(GLuint program, GLint location,
+                        GLsizei bufSize, GLuint *params)
 {
-   *offset = *location & 0xffff;
-   *location = *location >> 16;
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, params);
 }
 
-
-
-/**
- * Called via glGetUniform[fiui]v() to get the current value of a uniform.
- */
-static void
-get_uniform(struct gl_context *ctx, GLuint program, GLint location,
-            GLsizei bufSize, GLenum returnType, GLvoid *paramsOut)
+void GLAPIENTRY
+_mesa_GetUniformuiv(GLuint program, GLint location, GLuint *params)
 {
-   struct gl_shader_program *shProg =
-      _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
-   struct gl_program *prog;
-   GLint paramPos, offset;
+   _mesa_GetnUniformuivARB(program, location, INT_MAX, params);
+}
 
-   if (!shProg)
-      return;
 
-   split_location_offset(&location, &offset);
+/* GL4 */
+void GLAPIENTRY
+_mesa_GetnUniformdvARB(GLuint program, GLint location,
+                       GLsizei bufSize, GLdouble *params)
+{
+   GET_CURRENT_CONTEXT(ctx);
 
-   if (!find_uniform_parameter_pos(shProg, location, &prog, &paramPos)) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,  "glGetUniformfv(location)");
-   }
-   else {
-      const struct gl_program_parameter *p =
-         &prog->Parameters->Parameters[paramPos];
-      GLint rows, cols, i, j, k;
-      GLsizei numBytes;
-
-      get_uniform_rows_cols(p, &rows, &cols);
-
-      numBytes = rows * cols * _mesa_sizeof_type(returnType);
-      if (bufSize < numBytes) {
-         _mesa_error( ctx, GL_INVALID_OPERATION,
-                     "glGetnUniformfvARB(out of bounds: bufSize is %d,"
-                     " but %d bytes are required)", bufSize, numBytes );
-         return;
-      }
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_DOUBLE, params);
+}
 
-      switch (returnType) {
-      case GL_FLOAT:
-         {
-            GLfloat *params = (GLfloat *) paramsOut;
-            k = 0;
-            for (i = 0; i < rows; i++) {
-               const int base = paramPos + offset + i;
-               for (j = 0; j < cols; j++ ) {
-                  params[k++] = prog->Parameters->ParameterValues[base][j].f;
-               }
-            }
-         }
-         break;
-      case GL_DOUBLE:
-         {
-            GLfloat *params = (GLfloat *) paramsOut;
-            k = 0;
-            for (i = 0; i < rows; i++) {
-               const int base = paramPos + offset + i;
-               for (j = 0; j < cols; j++ ) {
-                  params[k++] = (GLdouble)
-                     prog->Parameters->ParameterValues[base][j].f;
-               }
-            }
-         }
-         break;
-      case GL_INT:
-         {
-            GLint *params = (GLint *) paramsOut;
-            k = 0;
-            for (i = 0; i < rows; i++) {
-               const int base = paramPos + offset + i;
-               for (j = 0; j < cols; j++ ) {
-                  params[k++] = ctx->Const.NativeIntegers ?
-                     prog->Parameters->ParameterValues[base][j].i :
-                     (GLint) prog->Parameters->ParameterValues[base][j].f;
-               }
-            }
-         }
-         break;
-      case GL_UNSIGNED_INT:
-         {
-            GLuint *params = (GLuint *) paramsOut;
-            k = 0;
-            for (i = 0; i < rows; i++) {
-               const int base = paramPos + offset + i;
-               for (j = 0; j < cols; j++ ) {
-                  params[k++] = ctx->Const.NativeIntegers ?
-                     prog->Parameters->ParameterValues[base][j].u :
-                     (GLuint) prog->Parameters->ParameterValues[base][j].f;
-               }
-            }
-         }
-         break;
-      default:
-         _mesa_problem(ctx, "bad returnType in get_uniform()");
-      }
-   }
+void GLAPIENTRY
+_mesa_GetUniformdv(GLuint program, GLint location, GLdouble *params)
+{
+   _mesa_GetnUniformdvARB(program, location, INT_MAX, params);
 }
 
+void GLAPIENTRY
+_mesa_GetnUniformi64vARB(GLuint program, GLint location,
+                         GLsizei bufSize, GLint64 *params)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT64, params);
+}
+void GLAPIENTRY
+_mesa_GetUniformi64vARB(GLuint program, GLint location, GLint64 *params)
+{
+   _mesa_GetnUniformi64vARB(program, location, INT_MAX, params);
+}
 
-/**
- * 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)
+void GLAPIENTRY
+_mesa_GetnUniformui64vARB(GLuint program, GLint location,
+                         GLsizei bufSize, GLuint64 *params)
 {
-   GLint offset = 0, location = -1;
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT64, params);
+}
 
-   if (shProg->LinkStatus == GL_FALSE) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
-      return -1;
-   }
+void GLAPIENTRY
+_mesa_GetUniformui64vARB(GLuint program, GLint location, GLuint64 *params)
+{
+   _mesa_GetnUniformui64vARB(program, location, INT_MAX, params);
+}
 
-   /* 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
-    */
+GLint GLAPIENTRY
+_mesa_GetUniformLocation(GLuint programObj, const GLcharARB *name)
+{
+   struct gl_shader_program *shProg;
 
-   {
-      /* handle 1-dimension arrays here... */
-      char *c = strchr(name, '[');
-      if (c) {
-         /* truncate name at [ */
-         const GLint len = c - name;
-         GLchar *newName = malloc(len + 1);
-         if (!newName)
-            return -1; /* out of mem */
-         memcpy(newName, name, len);
-         newName[len] = 0;
-
-         location = _mesa_lookup_uniform(shProg->Uniforms, newName);
-         if (location >= 0) {
-            const GLint element = atoi(c + 1);
-            if (element > 0) {
-               /* get type of the uniform array element */
-               const struct gl_program_parameter *p =
-                  get_uniform_parameter(shProg, location);
-               if (p) {
-                  GLint rows, cols;
-                  get_matrix_dims(p->DataType, &rows, &cols);
-                  if (rows < 1)
-                     rows = 1;
-                  offset = element * rows;
-               }
-            }
-         }
-
-         free(newName);
-      }
-   }
+   GET_CURRENT_CONTEXT(ctx);
 
-   if (location < 0) {
-      location = _mesa_lookup_uniform(shProg->Uniforms, name);
-   }
+   shProg = _mesa_lookup_shader_program_err(ctx, programObj,
+                                           "glGetUniformLocation");
+   if (!shProg || !name)
+      return -1;
 
-   if (location >= 0) {
-      merge_location_offset(&location, offset);
+   /* 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->data->LinkStatus == LINKING_FAILURE) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                 "glGetUniformLocation(program not linked)");
+      return -1;
    }
 
-   return location;
+   return _mesa_program_resource_location(shProg, GL_UNIFORM, name);
 }
 
-
-
-/**
- * Update the vertex/fragment program's TexturesUsed array.
- *
- * This needs to be called after glUniform(set sampler var) is called.
- * A call to glUniform(samplerVar, value) causes a sampler to point to a
- * particular texture unit.  We know the sampler's texture target
- * (1D/2D/3D/etc) from compile time but the sampler's texture unit is
- * set by glUniform() calls.
- *
- * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
- * information to update the prog->TexturesUsed[] values.
- * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
- * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
- * We'll use that info for state validation before rendering.
- */
-void
-_mesa_update_shader_textures_used(struct gl_program *prog)
+GLint GLAPIENTRY
+_mesa_GetUniformLocation_no_error(GLuint programObj, const GLcharARB *name)
 {
-   GLuint s;
+   GET_CURRENT_CONTEXT(ctx);
 
-   memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program(ctx, programObj);
 
-   for (s = 0; s < MAX_SAMPLERS; s++) {
-      if (prog->SamplersUsed & (1 << s)) {
-         GLuint unit = prog->SamplerUnits[s];
-         GLuint tgt = prog->SamplerTargets[s];
-         assert(unit < Elements(prog->TexturesUsed));
-         assert(tgt < NUM_TEXTURE_TARGETS);
-         prog->TexturesUsed[unit] |= (1 << tgt);
-      }
-   }
+   return _mesa_program_resource_location(shProg, GL_UNIFORM, name);
 }
 
-
-/**
- * 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)
+GLuint GLAPIENTRY
+_mesa_GetUniformBlockIndex(GLuint program,
+                          const GLchar *uniformBlockName)
 {
-   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;
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
 
-   if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
-                                      userType == GL_UNSIGNED_INT_VEC3 ||
-                                      userType == GL_INT_VEC3))
-      return GL_TRUE;
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformBlockIndex");
+      return GL_INVALID_INDEX;
+   }
 
-   if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
-                                      userType == GL_UNSIGNED_INT_VEC4 ||
-                                      userType == GL_INT_VEC4))
-      return GL_TRUE;
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glGetUniformBlockIndex");
+   if (!shProg)
+      return GL_INVALID_INDEX;
 
-   if (is_sampler_type(targetType) && userType == GL_INT)
-      return GL_TRUE;
+   struct gl_program_resource *res =
+      _mesa_program_resource_find_name(shProg, GL_UNIFORM_BLOCK,
+                                       uniformBlockName, NULL);
+   if (!res)
+      return GL_INVALID_INDEX;
 
-   return GL_FALSE;
+   return _mesa_program_resource_index(shProg, res);
 }
 
-
-/**
- * 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)
+void GLAPIENTRY
+_mesa_GetUniformIndices(GLuint program,
+                       GLsizei uniformCount,
+                       const GLchar * const *uniformNames,
+                       GLuint *uniformIndices)
 {
-   const struct gl_program_parameter *param =
-      &program->Parameters->Parameters[index];
-
-   assert(offset >= 0);
-   assert(elems >= 1);
-   assert(elems <= 4);
+   GET_CURRENT_CONTEXT(ctx);
+   GLsizei i;
+   struct gl_shader_program *shProg;
 
-   if (!compatible_types(type, param->DataType)) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformIndices");
       return;
    }
 
-   if (index + offset > (GLint) program->Parameters->Size) {
-      /* out of bounds! */
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glGetUniformIndices");
+   if (!shProg)
       return;
-   }
-
-   if (param->Type == PROGRAM_SAMPLER) {
-      /* This controls which texture unit which is used by a sampler */
-      GLboolean changed = GL_FALSE;
-      GLint i;
-
-      /* this should have been caught by the compatible_types() check */
-      ASSERT(type == GL_INT);
-
-      /* loop over number of samplers to change */
-      for (i = 0; i < count; i++) {
-         GLuint sampler = (GLuint)
-            program->Parameters->ParameterValues[index+offset + i][0].f;
-         GLuint texUnit = ((GLuint *) values)[i];
-
-         /* check that the sampler (tex unit index) is legal */
-         if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
-            _mesa_error(ctx, GL_INVALID_VALUE,
-                        "glUniform1(invalid sampler/tex unit index for '%s')",
-                        param->Name);
-            return;
-         }
-
-         /* This maps a sampler to a texture unit: */
-         if (sampler < MAX_SAMPLERS) {
-#if 0
-            printf("Set program %p sampler %d '%s' to unit %u\n",
-                  program, sampler, param->Name, texUnit);
-#endif
-            if (program->SamplerUnits[sampler] != texUnit) {
-               program->SamplerUnits[sampler] = texUnit;
-               changed = GL_TRUE;
-            }
-         }
-      }
 
-      if (changed) {
-         /* When a sampler's value changes it usually requires rewriting
-          * a GPU program's TEX instructions since there may not be a
-          * sampler->texture lookup table.  We signal this with the
-          * ProgramStringNotify() callback.
-          */
-         FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
-         _mesa_update_shader_textures_used(program);
-         /* Do we need to care about the return value here?
-          * This should not be the first time the driver was notified of
-          * this program.
-          */
-         (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
-      }
+   if (uniformCount < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glGetUniformIndices(uniformCount < 0)");
+      return;
    }
-   else {
-      /* ordinary uniform variable */
-      const GLboolean isUniformBool = is_boolean_type(param->DataType);
-      const GLenum basicType = base_uniform_type(type);
-      const GLint slots = (param->Size + 3) / 4;
-      const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
-      GLsizei k, i;
-
-      if ((GLint) param->Size > typeSize) {
-         /* an array */
-         /* we'll ignore extra data below */
-      }
-      else {
-         /* non-array: count must be at most one; count == 0 is handled
-          * by the loop below
-          */
-         if (count > 1) {
-            _mesa_error(ctx, GL_INVALID_OPERATION,
-                        "glUniform(uniform '%s' is not an array)",
-                        param->Name);
-            return;
-         }
-      }
 
-      /* loop over number of array elements */
-      for (k = 0; k < count; k++) {
-         gl_constant_value *uniformVal;
-
-         if (offset + k >= slots) {
-            /* Extra array data is ignored */
-            break;
-         }
-
-         /* uniformVal (the destination) is always gl_constant_value[4] */
-         uniformVal = program->Parameters->ParameterValues[index + offset + k];
-
-         if (basicType == GL_INT) {
-            const GLint *iValues = ((const GLint *) values) + k * elems;
-            for (i = 0; i < elems; i++) {
-               if (!ctx->Const.NativeIntegers)
-                  uniformVal[i].f = (GLfloat) iValues[i];
-               else
-                  uniformVal[i].i = iValues[i];
-            }
-         }
-         else if (basicType == GL_UNSIGNED_INT) {
-            const GLuint *iValues = ((const GLuint *) values) + k * elems;
-            for (i = 0; i < elems; i++) {
-               if (!ctx->Const.NativeIntegers)
-                  uniformVal[i].f = (GLfloat)(GLuint) iValues[i];
-               else
-                  uniformVal[i].u = iValues[i];
-            }
-         }
-         else {
-            const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
-            assert(basicType == GL_FLOAT);
-            for (i = 0; i < elems; i++) {
-               uniformVal[i].f = fValues[i];
-            }
-         }
-
-         /* if the uniform is bool-valued, convert to 1 or 0 */
-         if (isUniformBool) {
-            for (i = 0; i < elems; i++) {
-               if (basicType == GL_FLOAT)
-                  uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0;
-               else
-                  uniformVal[i].b = uniformVal[i].u ? 1 : 0;
-               
-               if (!ctx->Const.NativeIntegers)
-                  uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f;
-            }
-         }
-      }
+   for (i = 0; i < uniformCount; i++) {
+      struct gl_program_resource *res =
+         _mesa_program_resource_find_name(shProg, GL_UNIFORM, uniformNames[i],
+                                          NULL);
+      uniformIndices[i] = _mesa_program_resource_index(shProg, res);
    }
 }
 
-
-/**
- * Called via glUniform*() functions.
- */
-void
-_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
-             GLint location, GLsizei count,
-              const GLvoid *values, GLenum type)
+static void
+uniform_block_binding(struct gl_context *ctx, struct gl_shader_program *shProg,
+                      GLuint uniformBlockIndex, GLuint uniformBlockBinding)
 {
-   struct gl_uniform *uniform;
-   GLint elems, offset;
+   if (shProg->data->UniformBlocks[uniformBlockIndex].Binding !=
+       uniformBlockBinding) {
 
-   ASSERT_OUTSIDE_BEGIN_END(ctx);
+      FLUSH_VERTICES(ctx, 0);
+      ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
 
-   if (!shProg || !shProg->LinkStatus) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
-      return;
+      shProg->data->UniformBlocks[uniformBlockIndex].Binding =
+         uniformBlockBinding;
    }
+}
+
+void GLAPIENTRY
+_mesa_UniformBlockBinding_no_error(GLuint program, GLuint uniformBlockIndex,
+                                   GLuint uniformBlockBinding)
+{
+   GET_CURRENT_CONTEXT(ctx);
 
-   if (location == -1)
-      return;   /* The standard specifies this as a no-op */
+   struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program);
+   uniform_block_binding(ctx, shProg, uniformBlockIndex, uniformBlockBinding);
+}
+
+void GLAPIENTRY
+_mesa_UniformBlockBinding(GLuint program,
+                         GLuint uniformBlockIndex,
+                         GLuint uniformBlockBinding)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
 
-   if (location < -1) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)",
-                  location);
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformBlockBinding");
       return;
    }
 
-   split_location_offset(&location, &offset);
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glUniformBlockBinding");
+   if (!shProg)
+      return;
 
-   if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
+   if (uniformBlockIndex >= shProg->data->NumUniformBlocks) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glUniformBlockBinding(block index %u >= %u)",
+                  uniformBlockIndex, shProg->data->NumUniformBlocks);
       return;
    }
 
-   if (count < 0) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
+   if (uniformBlockBinding >= ctx->Const.MaxUniformBufferBindings) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glUniformBlockBinding(block binding %u >= %u)",
+                 uniformBlockBinding, ctx->Const.MaxUniformBufferBindings);
       return;
    }
 
-   elems = _mesa_sizeof_glsl_type(type);
+   uniform_block_binding(ctx, shProg, uniformBlockIndex, uniformBlockBinding);
+}
 
-   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+static void
+shader_storage_block_binding(struct gl_context *ctx,
+                             struct gl_shader_program *shProg,
+                             GLuint shaderStorageBlockIndex,
+                             GLuint shaderStorageBlockBinding)
+{
+   if (shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding !=
+       shaderStorageBlockBinding) {
 
-   uniform = &shProg->Uniforms->Uniforms[location];
+      FLUSH_VERTICES(ctx, 0);
+      ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer;
 
-   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");
+      shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding =
+         shaderStorageBlockBinding;
    }
+}
 
-   /* 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);
-      }
+void GLAPIENTRY
+_mesa_ShaderStorageBlockBinding_no_error(GLuint program,
+                                         GLuint shaderStorageBlockIndex,
+                                         GLuint shaderStorageBlockBinding)
+{
+   GET_CURRENT_CONTEXT(ctx);
+
+   struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program);
+   shader_storage_block_binding(ctx, shProg, shaderStorageBlockIndex,
+                                shaderStorageBlockBinding);
+}
+
+void GLAPIENTRY
+_mesa_ShaderStorageBlockBinding(GLuint program,
+                               GLuint shaderStorageBlockIndex,
+                               GLuint shaderStorageBlockBinding)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
+
+   if (!ctx->Extensions.ARB_shader_storage_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glShaderStorageBlockBinding");
+      return;
    }
 
-   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);
-      }
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glShaderStorageBlockBinding");
+   if (!shProg)
+      return;
+
+   if (shaderStorageBlockIndex >= shProg->data->NumShaderStorageBlocks) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glShaderStorageBlockBinding(block index %u >= %u)",
+                  shaderStorageBlockIndex,
+                  shProg->data->NumShaderStorageBlocks);
+      return;
    }
 
-   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);
-      }
+   if (shaderStorageBlockBinding >= ctx->Const.MaxShaderStorageBufferBindings) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glShaderStorageBlockBinding(block binding %u >= %u)",
+                 shaderStorageBlockBinding,
+                  ctx->Const.MaxShaderStorageBufferBindings);
+      return;
    }
 
-   uniform->Initialized = GL_TRUE;
+   shader_storage_block_binding(ctx, shProg, shaderStorageBlockIndex,
+                                shaderStorageBlockBinding);
 }
 
-
 /**
- * Set a matrix-valued program parameter.
+ * Generic program resource property query.
  */
 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)");
+mesa_bufferiv(struct gl_shader_program *shProg, GLenum type,
+              GLuint index, GLenum pname, GLint *params, const char *caller)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_program_resource *res =
+      _mesa_program_resource_find_index(shProg, type, index);
+
+   if (!res) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "%s(bufferindex %d)", caller, index);
       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;
-      }
-   }
+   switch (pname) {
+   case GL_UNIFORM_BLOCK_BINDING:
+   case GL_ATOMIC_COUNTER_BUFFER_BINDING:
+      _mesa_program_resource_prop(shProg, res, index, GL_BUFFER_BINDING,
+                                  params, caller);
+      return;
+   case GL_UNIFORM_BLOCK_DATA_SIZE:
+   case GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE:
+      _mesa_program_resource_prop(shProg, res, index, GL_BUFFER_DATA_SIZE,
+                                  params, caller);
+      return;
+   case GL_UNIFORM_BLOCK_NAME_LENGTH:
+      _mesa_program_resource_prop(shProg, res, index, GL_NAME_LENGTH,
+                                  params, caller);
+      return;
+   case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
+   case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS:
+      _mesa_program_resource_prop(shProg, res, index, GL_NUM_ACTIVE_VARIABLES,
+                                  params, caller);
+      return;
+   case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
+   case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES:
+      _mesa_program_resource_prop(shProg, res, index, GL_ACTIVE_VARIABLES,
+                                  params, caller);
+      return;
+   case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER:
+      _mesa_program_resource_prop(shProg, res, index,
+                                  GL_REFERENCED_BY_VERTEX_SHADER, params,
+                                  caller);
+      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...
-    */
+   case GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER:
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER:
+      _mesa_program_resource_prop(shProg, res, index,
+                                  GL_REFERENCED_BY_TESS_CONTROL_SHADER, params,
+                                  caller);
+      return;
 
-   /* loop over matrices */
-   for (mat = 0; mat < count; mat++) {
-
-      /* each matrix: */
-      for (col = 0; col < cols; col++) {
-         GLfloat *v;
-         if (offset >= slots) {
-            /* Ignore writes beyond the end of (the used part of) an array */
-            return;
-         }
-         v = (GLfloat *) program->Parameters->ParameterValues[index + offset];
-         for (row = 0; row < rows; row++) {
-            if (transpose) {
-               v[row] = values[src + row * cols + col];
-            }
-            else {
-               v[row] = values[src + col * rows + row];
-            }
-         }
-
-         offset++;
-      }
+   case GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER:
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER:
+      _mesa_program_resource_prop(shProg, res, index,
+                                  GL_REFERENCED_BY_TESS_EVALUATION_SHADER, params,
+                                  caller);
+      return;
 
-      src += rows * cols;  /* next matrix */
+   case GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER:
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER:
+      _mesa_program_resource_prop(shProg, res, index,
+                                  GL_REFERENCED_BY_GEOMETRY_SHADER, params,
+                                  caller);
+      return;
+   case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER:
+      _mesa_program_resource_prop(shProg, res, index,
+                                  GL_REFERENCED_BY_FRAGMENT_SHADER, params,
+                                  caller);
+      return;
+   case GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER:
+   case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER:
+      _mesa_program_resource_prop(shProg, res, index,
+                                  GL_REFERENCED_BY_COMPUTE_SHADER, params,
+                                  caller);
+      return;
+   default:
+      _mesa_error(ctx, GL_INVALID_ENUM,
+                  "%s(pname 0x%x (%s))", caller, pname,
+                  _mesa_enum_to_string(pname));
+      return;
    }
 }
 
 
-/**
- * Called by glUniformMatrix*() functions.
- * Note: cols=2, rows=4  ==>  array[2] of vec4
- */
-void
-_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
-                    GLint cols, GLint rows,
-                     GLint location, GLsizei count,
-                     GLboolean transpose, const GLfloat *values)
+void GLAPIENTRY
+_mesa_GetActiveUniformBlockiv(GLuint program,
+                             GLuint uniformBlockIndex,
+                             GLenum pname,
+                             GLint *params)
 {
-   struct gl_uniform *uniform;
-   GLint offset;
-
-   ASSERT_OUTSIDE_BEGIN_END(ctx);
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
 
-   if (!shProg || !shProg->LinkStatus) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,
-         "glUniformMatrix(program not linked)");
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
       return;
    }
 
-   if (location == -1)
-      return;   /* The standard specifies this as a no-op */
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                           "glGetActiveUniformBlockiv");
+   if (!shProg)
+      return;
+
+   mesa_bufferiv(shProg, GL_UNIFORM_BLOCK, uniformBlockIndex, pname, params,
+                 "glGetActiveUniformBlockiv");
+}
+
+void GLAPIENTRY
+_mesa_GetActiveUniformBlockName(GLuint program,
+                               GLuint uniformBlockIndex,
+                               GLsizei bufSize,
+                               GLsizei *length,
+                               GLchar *uniformBlockName)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
 
-   if (location < -1) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
       return;
    }
 
-   split_location_offset(&location, &offset);
+   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 (uniformBlockName)
+      _mesa_get_program_resource_name(shProg, GL_UNIFORM_BLOCK,
+                                      uniformBlockIndex, bufSize, length,
+                                      uniformBlockName,
+                                      "glGetActiveUniformBlockName");
+}
+
+void GLAPIENTRY
+_mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex,
+                          GLsizei bufSize, GLsizei *length,
+                          GLchar *uniformName)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
 
-   if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
+   if (!ctx->Extensions.ARB_uniform_buffer_object) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformName");
       return;
    }
-   if (values == NULL) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
+
+   if (bufSize < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE,
+                 "glGetActiveUniformName(bufSize %d < 0)",
+                 bufSize);
       return;
    }
 
-   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniformName");
 
-   uniform = &shProg->Uniforms->Uniforms[location];
+   if (!shProg)
+      return;
 
-   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);
-      }
-   }
+   _mesa_get_program_resource_name(shProg, GL_UNIFORM, uniformIndex, bufSize,
+                                   length, uniformName, "glGetActiveUniformName");
+}
 
-   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);
-      }
-   }
+void GLAPIENTRY
+_mesa_GetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex,
+                                     GLenum pname, GLint *params)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg;
 
-   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);
-      }
+   if (!ctx->Extensions.ARB_shader_atomic_counters) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                  "glGetActiveAtomicCounterBufferiv");
+      return;
    }
 
-   uniform->Initialized = GL_TRUE;
-}
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                            "glGetActiveAtomicCounterBufferiv");
+   if (!shProg)
+      return;
 
+   mesa_bufferiv(shProg, GL_ATOMIC_COUNTER_BUFFER, bufferIndex, pname, params,
+                 "glGetActiveAtomicCounterBufferiv");
+}
 
 void GLAPIENTRY
-_mesa_Uniform1fARB(GLint location, GLfloat v0)
+_mesa_Uniform1d(GLint location, GLdouble v0)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
+   _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 1);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
+_mesa_Uniform2d(GLint location, GLdouble v0, GLdouble v1)
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLfloat v[2];
+   GLdouble v[2];
    v[0] = v0;
    v[1] = v1;
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 2);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+_mesa_Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLfloat v[3];
+   GLdouble v[3];
    v[0] = v0;
    v[1] = v1;
    v[2] = v2;
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 3);
 }
 
 void GLAPIENTRY
-_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
-                   GLfloat v3)
+_mesa_Uniform4d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2,
+                GLdouble v3)
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLfloat v[4];
+   GLdouble v[4];
    v[0] = v0;
    v[1] = v1;
    v[2] = v2;
    v[3] = v3;
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 4);
 }
 
 void GLAPIENTRY
-_mesa_Uniform1iARB(GLint location, GLint v0)
+_mesa_Uniform1dv(GLint location, GLsizei count, const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 1);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
+_mesa_Uniform2dv(GLint location, GLsizei count, const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLint v[2];
-   v[0] = v0;
-   v[1] = v1;
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 2);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
+_mesa_Uniform3dv(GLint location, GLsizei count, const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLint v[3];
-   v[0] = v0;
-   v[1] = v1;
-   v[2] = v2;
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 3);
 }
 
 void GLAPIENTRY
-_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+_mesa_Uniform4dv(GLint location, GLsizei count, const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLint v[4];
-   v[0] = v0;
-   v[1] = v1;
-   v[2] = v2;
-   v[3] = v3;
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 4);
 }
 
 void GLAPIENTRY
-_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose,
+                       const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 2, 2, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_UniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose,
+                       const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 3, 3, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_UniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose,
+                       const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 4, 4, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_UniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLdouble *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 2, 3, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_UniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLdouble *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 3, 2, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_UniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLdouble *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 2, 4, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_UniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLdouble *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 4, 2, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_UniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLdouble *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 3, 4, GLSL_TYPE_DOUBLE);
 }
 
+void GLAPIENTRY
+_mesa_UniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLdouble *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, ctx->_Shader->ActiveProgram, 4, 3, GLSL_TYPE_DOUBLE);
+}
 
-/** OpenGL 3.0 GLuint-valued functions **/
 void GLAPIENTRY
-_mesa_Uniform1ui(GLint location, GLuint v0)
+_mesa_ProgramUniform1d(GLuint program, GLint location, GLdouble v0)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform1d");
+   _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_DOUBLE, 1);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
+_mesa_ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLuint v[2];
+   GLdouble v[2];
+   struct gl_shader_program *shProg;
    v[0] = v0;
    v[1] = v1;
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2d");
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_DOUBLE, 2);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
+_mesa_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1,
+                       GLdouble v2)
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLuint v[3];
+   GLdouble v[3];
+   struct gl_shader_program *shProg;
    v[0] = v0;
    v[1] = v1;
    v[2] = v2;
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3d");
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_DOUBLE, 3);
 }
 
 void GLAPIENTRY
-_mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
+_mesa_ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1,
+                       GLdouble v2, GLdouble v3)
 {
    GET_CURRENT_CONTEXT(ctx);
-   GLuint v[4];
+   GLdouble v[4];
+   struct gl_shader_program *shProg;
    v[0] = v0;
    v[1] = v1;
    v[2] = v2;
    v[3] = v3;
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4d");
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_DOUBLE, 4);
 }
 
 void GLAPIENTRY
-_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
+_mesa_ProgramUniform1dv(GLuint program, GLint location, GLsizei count,
+                        const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform1dv");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_DOUBLE, 1);
 }
 
 void GLAPIENTRY
-_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
+_mesa_ProgramUniform2dv(GLuint program, GLint location, GLsizei count,
+                        const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform2dv");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_DOUBLE, 2);
 }
 
 void GLAPIENTRY
-_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
+_mesa_ProgramUniform3dv(GLuint program, GLint location, GLsizei count,
+                        const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform3dv");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_DOUBLE, 3);
 }
 
 void GLAPIENTRY
-_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
+_mesa_ProgramUniform4dv(GLuint program, GLint location, GLsizei count,
+                        const GLdouble * value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform4dv");
+   _mesa_uniform(location, count, value, ctx, shProg, 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(location, count, transpose, value,
+                        ctx, shProg, 2, 2, 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(location, count, transpose, value,
+                        ctx, shProg, 3, 3, GLSL_TYPE_DOUBLE);
+}
 
 void GLAPIENTRY
-_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
-                          const GLfloat * value)
+_mesa_ProgramUniformMatrix4dv(GLuint program, 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);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformMatrix4dv");
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, shProg, 4, 4, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
-                          const GLfloat * value)
+_mesa_ProgramUniformMatrix2x3dv(GLuint program, 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);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformMatrix2x3dv");
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, shProg, 2, 3, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
-                          const GLfloat * value)
+_mesa_ProgramUniformMatrix3x2dv(GLuint program, 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);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformMatrix3x2dv");
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, shProg, 3, 2, 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(location, count, transpose, value,
+                        ctx, shProg, 2, 4, GLSL_TYPE_DOUBLE);
+}
 
-/**
- * Non-square UniformMatrix are OpenGL 2.1
- */
 void GLAPIENTRY
-_mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
-                         const GLfloat *value)
+_mesa_ProgramUniformMatrix4x2dv(GLuint program, 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);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformMatrix4x2dv");
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, shProg, 4, 2, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
-                         const GLfloat *value)
+_mesa_ProgramUniformMatrix3x4dv(GLuint program, 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);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformMatrix3x4dv");
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, shProg, 3, 4, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
-                         const GLfloat *value)
+_mesa_ProgramUniformMatrix4x3dv(GLuint program, 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);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformMatrix4x3dv");
+   _mesa_uniform_matrix(location, count, transpose, value,
+                        ctx, shProg, 4, 3, GLSL_TYPE_DOUBLE);
 }
 
 void GLAPIENTRY
-_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
-                         const GLfloat *value)
+_mesa_Uniform1i64ARB(GLint location, GLint64 v0)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
-                       4, 2, location, count, transpose, value);
+   _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 1);
 }
 
 void GLAPIENTRY
-_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
-                         const GLfloat *value)
+_mesa_Uniform2i64ARB(GLint location, GLint64 v0, GLint64 v1)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
-                       3, 4, location, count, transpose, value);
+   int64_t v[2];
+   v[0] = v0;
+   v[1] = v1;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 2);
 }
 
 void GLAPIENTRY
-_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
-                         const GLfloat *value)
+_mesa_Uniform3i64ARB(GLint location, GLint64 v0, GLint64 v1, GLint64 v2)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
-                       4, 3, location, count, transpose, value);
+   int64_t v[3];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 3);
 }
 
+void GLAPIENTRY
+_mesa_Uniform4i64ARB(GLint location,  GLint64 v0, GLint64 v1, GLint64 v2, GLint64 v3)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   int64_t v[4];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   v[3] = v3;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 4);
+}
 
 void GLAPIENTRY
-_mesa_GetnUniformfvARB(GLhandleARB program, GLint location,
-                       GLsizei bufSize, GLfloat *params)
+_mesa_Uniform1i64vARB(GLint location, GLsizei count, const GLint64 *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   get_uniform(ctx, program, location, bufSize, GL_FLOAT, params);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 1);
 }
 
 void GLAPIENTRY
-_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params)
+_mesa_Uniform2i64vARB(GLint location,  GLsizei count, const GLint64 *value)
 {
-   _mesa_GetnUniformfvARB(program, location, INT_MAX, params);
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 2);
 }
 
+void GLAPIENTRY
+_mesa_Uniform3i64vARB(GLint location,  GLsizei count, const GLint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 3);
+}
 
 void GLAPIENTRY
-_mesa_GetnUniformivARB(GLhandleARB program, GLint location,
-                       GLsizei bufSize, GLint *params)
+_mesa_Uniform4i64vARB(GLint location,  GLsizei count, const GLint64 *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   get_uniform(ctx, program, location, bufSize, GL_INT, params);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 4);
 }
 
 void GLAPIENTRY
-_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params)
+_mesa_Uniform1ui64ARB(GLint location,  GLuint64 v0)
 {
-   _mesa_GetnUniformivARB(program, location, INT_MAX, params);
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 1);
 }
 
+void GLAPIENTRY
+_mesa_Uniform2ui64ARB(GLint location,  GLuint64 v0, GLuint64 v1)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   uint64_t v[2];
+   v[0] = v0;
+   v[1] = v1;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 2);
+}
 
-/* GL3 */
 void GLAPIENTRY
-_mesa_GetnUniformuivARB(GLhandleARB program, GLint location,
-                        GLsizei bufSize, GLuint *params)
+_mesa_Uniform3ui64ARB(GLint location, GLuint64 v0, GLuint64 v1, GLuint64 v2)
 {
    GET_CURRENT_CONTEXT(ctx);
-   get_uniform(ctx, program, location, bufSize, GL_UNSIGNED_INT, params);
+   uint64_t v[3];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 3);
 }
 
 void GLAPIENTRY
-_mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params)
+_mesa_Uniform4ui64ARB(GLint location,  GLuint64 v0, GLuint64 v1, GLuint64 v2, GLuint64 v3)
 {
-   _mesa_GetnUniformuivARB(program, location, INT_MAX, params);
+   GET_CURRENT_CONTEXT(ctx);
+   uint64_t v[4];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   v[3] = v3;
+   _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 4);
 }
 
+void GLAPIENTRY
+_mesa_Uniform1ui64vARB(GLint location,  GLsizei count, const GLuint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 1);
+}
 
-/* GL4 */
 void GLAPIENTRY
-_mesa_GetnUniformdvARB(GLhandleARB program, GLint location,
-                        GLsizei bufSize, GLdouble *params)
+_mesa_Uniform2ui64vARB(GLint location,  GLsizei count, const GLuint64 *value)
 {
    GET_CURRENT_CONTEXT(ctx);
-   /*
-   get_uniform(ctx, program, location, bufSize, GL_DOUBLE, params);
-   */
-   _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformdvARB"
-               "(GL_ARB_gpu_shader_fp64 not implemented)");
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 2);
 }
 
 void GLAPIENTRY
-_mesa_GetUniformdv(GLhandleARB program, GLint location, GLdouble *params)
+_mesa_Uniform3ui64vARB(GLint location,  GLsizei count, const GLuint64 *value)
 {
-   _mesa_GetnUniformdvARB(program, location, INT_MAX, params);
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 3);
 }
 
+void GLAPIENTRY
+_mesa_Uniform4ui64vARB(GLint location,  GLsizei count, const GLuint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 4);
+}
 
-GLint GLAPIENTRY
-_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
+/* DSA entrypoints */
+void GLAPIENTRY
+_mesa_ProgramUniform1i64ARB(GLuint program, GLint location, GLint64 v0)
 {
-   struct gl_shader_program *shProg;
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniform1i64ARB");
+   _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_INT64, 1);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2i64ARB(GLuint program, GLint location, GLint64 v0, GLint64 v1)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform2i64ARB");
+   int64_t v[2];
+   v[0] = v0;
+   v[1] = v1;
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT64, 2);
+}
 
+void GLAPIENTRY
+_mesa_ProgramUniform3i64ARB(GLuint program, GLint location, GLint64 v0, GLint64 v1, GLint64 v2)
+{
    GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform3i64ARB");
+   int64_t v[3];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT64, 3);
+}
 
-   shProg = _mesa_lookup_shader_program_err(ctx, programObj,
-                                           "glGetUniformLocation");
-   if (!shProg)
-      return -1;
+void GLAPIENTRY
+_mesa_ProgramUniform4i64ARB(GLuint program, GLint location,  GLint64 v0, GLint64 v1, GLint64 v2, GLint64 v3)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform4i64ARB");
+   int64_t v[4];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   v[3] = v3;
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT64, 4);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform1i64vARB(GLuint program, GLint location, GLsizei count, const GLint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform1i64vARB");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT64, 1);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2i64vARB(GLuint program, GLint location,  GLsizei count, const GLint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform2i64vARB");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT64, 2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3i64vARB(GLuint program, GLint location,  GLsizei count, const GLint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform3i64vARB");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT64, 3);
+}
 
-   return _mesa_get_uniform_location(ctx, shProg, name);
+void GLAPIENTRY
+_mesa_ProgramUniform4i64vARB(GLuint program, GLint location,  GLsizei count, const GLint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform4i64vARB");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT64, 4);
 }
 
+void GLAPIENTRY
+_mesa_ProgramUniform1ui64ARB(GLuint program, GLint location,  GLuint64 v0)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform1ui64ARB");
+   _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_UINT64, 1);
+}
 
 void GLAPIENTRY
-_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
-                          GLsizei maxLength, GLsizei * length, GLint * size,
-                          GLenum * type, GLcharARB * name)
+_mesa_ProgramUniform2ui64ARB(GLuint program, GLint location,  GLuint64 v0, GLuint64 v1)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_get_active_uniform(ctx, program, index, maxLength, length, size,
-                            type, name);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform2ui64ARB");
+   uint64_t v[2];
+   v[0] = v0;
+   v[1] = v1;
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_UINT64, 2);
 }
 
+void GLAPIENTRY
+_mesa_ProgramUniform3ui64ARB(GLuint program, GLint location, GLuint64 v0, GLuint64 v1, GLuint64 v2)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform3ui64ARB");
+   uint64_t v[3];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_UINT64, 3);
+}
 
-/**
- * Plug in shader uniform-related functions into API dispatch table.
- */
-void
-_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec)
-{
-#if FEATURE_GL
-   SET_Uniform1fARB(exec, _mesa_Uniform1fARB);
-   SET_Uniform2fARB(exec, _mesa_Uniform2fARB);
-   SET_Uniform3fARB(exec, _mesa_Uniform3fARB);
-   SET_Uniform4fARB(exec, _mesa_Uniform4fARB);
-   SET_Uniform1iARB(exec, _mesa_Uniform1iARB);
-   SET_Uniform2iARB(exec, _mesa_Uniform2iARB);
-   SET_Uniform3iARB(exec, _mesa_Uniform3iARB);
-   SET_Uniform4iARB(exec, _mesa_Uniform4iARB);
-   SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB);
-   SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB);
-   SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB);
-   SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB);
-   SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB);
-   SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB);
-   SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB);
-   SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB);
-   SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB);
-   SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB);
-   SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB);
-
-   SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB);
-   SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB);
-   SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB);
-   SET_GetUniformivARB(exec, _mesa_GetUniformivARB);
-
-   /* OpenGL 2.1 */
-   SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv);
-   SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv);
-   SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv);
-   SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv);
-   SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv);
-   SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv);
-
-   /* OpenGL 3.0 */
-   SET_Uniform1uiEXT(exec, _mesa_Uniform1ui);
-   SET_Uniform2uiEXT(exec, _mesa_Uniform2ui);
-   SET_Uniform3uiEXT(exec, _mesa_Uniform3ui);
-   SET_Uniform4uiEXT(exec, _mesa_Uniform4ui);
-   SET_Uniform1uivEXT(exec, _mesa_Uniform1uiv);
-   SET_Uniform2uivEXT(exec, _mesa_Uniform2uiv);
-   SET_Uniform3uivEXT(exec, _mesa_Uniform3uiv);
-   SET_Uniform4uivEXT(exec, _mesa_Uniform4uiv);
-   SET_GetUniformuivEXT(exec, _mesa_GetUniformuiv);
-
-   /* GL_ARB_robustness */
-   SET_GetnUniformfvARB(exec, _mesa_GetnUniformfvARB);
-   SET_GetnUniformivARB(exec, _mesa_GetnUniformivARB);
-   SET_GetnUniformuivARB(exec, _mesa_GetnUniformuivARB);
-   SET_GetnUniformdvARB(exec, _mesa_GetnUniformdvARB); /* GL 4.0 */
-
-#endif /* FEATURE_GL */
+void GLAPIENTRY
+_mesa_ProgramUniform4ui64ARB(GLuint program, GLint location,  GLuint64 v0, GLuint64 v1, GLuint64 v2, GLuint64 v3)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform4ui64ARB");
+   uint64_t v[4];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   v[3] = v3;
+   _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_UINT64, 4);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform1ui64vARB(GLuint program, GLint location,  GLsizei count, const GLuint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform1ui64vARB");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT64, 1);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2ui64vARB(GLuint program, GLint location,  GLsizei count, const GLuint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform2ui64vARB");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT64, 2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3ui64vARB(GLuint program, GLint location,  GLsizei count, const GLuint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform3ui64vARB");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT64, 3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4ui64vARB(GLuint program, GLint location,  GLsizei count, const GLuint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+                                      "glProgramUniform4ui64vARB");
+   _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT64, 4);
 }