mesa: Free all shader program data before deleting all
[mesa.git] / src / mesa / shader / shader_api.c
index 2d1056e667426101eff446e6ee6ced84d08cdf58..01a237c525a231047b0f2d9e2936a0c82c806af4 100644 (file)
@@ -1,6 +1,6 @@
 /*
  * Mesa 3-D graphics library
- * Version:  6.5.3
+ * Version:  7.0
  *
  * Copyright (C) 2004-2007  Brian Paul   All Rights Reserved.
  *
 #include "glheader.h"
 #include "context.h"
 #include "hash.h"
+#include "macros.h"
 #include "program.h"
 #include "prog_parameter.h"
-#include "shader_api.h"
+#include "prog_print.h"
+#include "prog_statevars.h"
+#include "shader/shader_api.h"
+#include "shader/slang/slang_compile.h"
+#include "shader/slang/slang_link.h"
 
-#include "slang_compile.h"
-#include "slang_link.h"
 
 
+/**
+ * Allocate a new gl_shader_program object, initialize it.
+ */
+struct gl_shader_program *
+_mesa_new_shader_program(GLcontext *ctx, GLuint name)
+{
+   struct gl_shader_program *shProg;
+   shProg = CALLOC_STRUCT(gl_shader_program);
+   if (shProg) {
+      shProg->Type = GL_SHADER_PROGRAM_MESA;
+      shProg->Name = name;
+      shProg->RefCount = 1;
+      shProg->Attributes = _mesa_new_parameter_list();
+   }
+   return shProg;
+}
+
+
+/**
+ * Clear (free) the shader program state that gets produced by linking.
+ */
+void
+_mesa_clear_shader_program_data(GLcontext *ctx,
+                                struct gl_shader_program *shProg)
+{
+   if (shProg->VertexProgram) {
+      if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) {
+         /* to prevent a double-free in the next call */
+         shProg->VertexProgram->Base.Parameters = NULL;
+      }
+      ctx->Driver.DeleteProgram(ctx, &shProg->VertexProgram->Base);
+      shProg->VertexProgram = NULL;
+   }
+
+   if (shProg->FragmentProgram) {
+      if (shProg->FragmentProgram->Base.Parameters == shProg->Uniforms) {
+         /* to prevent a double-free in the next call */
+         shProg->FragmentProgram->Base.Parameters = NULL;
+      }
+      ctx->Driver.DeleteProgram(ctx, &shProg->FragmentProgram->Base);
+      shProg->FragmentProgram = NULL;
+   }
+
+   if (shProg->Uniforms) {
+      _mesa_free_parameter_list(shProg->Uniforms);
+      shProg->Uniforms = NULL;
+   }
+
+   if (shProg->Varying) {
+      _mesa_free_parameter_list(shProg->Varying);
+      shProg->Varying = NULL;
+   }
+}
+
+
+/**
+ * Free all the data that hangs off a shader program object, but not the
+ * object itself.
+ */
+void
+_mesa_free_shader_program_data(GLcontext *ctx,
+                               struct gl_shader_program *shProg)
+{
+   GLuint i;
+
+   assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
+
+   _mesa_clear_shader_program_data(ctx, shProg);
+
+   if (shProg->Attributes) {
+      _mesa_free_parameter_list(shProg->Attributes);
+      shProg->Attributes = NULL;
+   }
 
+   /* detach shaders */
+   for (i = 0; i < shProg->NumShaders; i++) {
+      _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
+   }
+   shProg->NumShaders = 0;
+
+   if (shProg->Shaders) {
+      _mesa_free(shProg->Shaders);
+      shProg->Shaders = NULL;
+   }
+}
+
+
+/**
+ * Free/delete a shader program object.
+ */
+void
+_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
+{
+   _mesa_free_shader_program_data(ctx, shProg);
+   if (shProg->Shaders) {
+      _mesa_free(shProg->Shaders);
+      shProg->Shaders = NULL;
+   }
+   _mesa_free(shProg);
+}
+
+
+/**
+ * Set ptr to point to shProg.
+ * If ptr is pointing to another object, decrement its refcount (and delete
+ * if refcount hits zero).
+ * Then set ptr to point to shProg, incrementing its refcount.
+ */
+/* XXX this could be static */
+void
+_mesa_reference_shader_program(GLcontext *ctx,
+                               struct gl_shader_program **ptr,
+                               struct gl_shader_program *shProg)
+{
+   assert(ptr);
+   if (*ptr == shProg) {
+      /* no-op */
+      return;
+   }
+   if (*ptr) {
+      /* Unreference the old shader program */
+      GLboolean deleteFlag = GL_FALSE;
+      struct gl_shader_program *old = *ptr;
+
+      ASSERT(old->RefCount > 0);
+      old->RefCount--;
+      /*printf("SHPROG DECR %p (%d) to %d\n",
+        (void*) old, old->Name, old->RefCount);*/
+      deleteFlag = (old->RefCount == 0);
+
+      if (deleteFlag) {
+         _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+         _mesa_free_shader_program(ctx, old);
+      }
+
+      *ptr = NULL;
+   }
+   assert(!*ptr);
+
+   if (shProg) {
+      shProg->RefCount++;
+      /*printf("SHPROG INCR %p (%d) to %d\n",
+        (void*) shProg, shProg->Name, shProg->RefCount);*/
+      *ptr = shProg;
+   }
+}
+
+
+/**
+ * Lookup a GLSL program object.
+ */
+struct gl_shader_program *
+_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
+{
+   struct gl_shader_program *shProg;
+   if (name) {
+      shProg = (struct gl_shader_program *)
+         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+      /* Note that both gl_shader and gl_shader_program objects are kept
+       * in the same hash table.  Check the object's type to be sure it's
+       * what we're expecting.
+       */
+      if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
+         return NULL;
+      }
+      return shProg;
+   }
+   return NULL;
+}
+
+
+/**
+ * Allocate a new gl_shader object, initialize it.
+ */
+struct gl_shader *
+_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
+{
+   struct gl_shader *shader;
+   assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
+   shader = CALLOC_STRUCT(gl_shader);
+   if (shader) {
+      shader->Type = type;
+      shader->Name = name;
+      shader->RefCount = 1;
+   }
+   return shader;
+}
+
+
+void
+_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
+{
+   GLuint i;
+   if (sh->Source)
+      _mesa_free((void *) sh->Source);
+   if (sh->InfoLog)
+      _mesa_free(sh->InfoLog);
+   for (i = 0; i < sh->NumPrograms; i++) {
+      assert(sh->Programs[i]);
+      ctx->Driver.DeleteProgram(ctx, sh->Programs[i]);
+   }
+   if (sh->Programs)
+      _mesa_free(sh->Programs);
+   _mesa_free(sh);
+}
+
+
+/**
+ * Set ptr to point to sh.
+ * If ptr is pointing to another shader, decrement its refcount (and delete
+ * if refcount hits zero).
+ * Then set ptr to point to sh, incrementing its refcount.
+ */
+/* XXX this could be static */
+void
+_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
+                       struct gl_shader *sh)
+{
+   assert(ptr);
+   if (*ptr == sh) {
+      /* no-op */
+      return;
+   }
+   if (*ptr) {
+      /* Unreference the old shader */
+      GLboolean deleteFlag = GL_FALSE;
+      struct gl_shader *old = *ptr;
+
+      ASSERT(old->RefCount > 0);
+      old->RefCount--;
+      /*printf("SHADER DECR %p (%d) to %d\n",
+        (void*) old, old->Name, old->RefCount);*/
+      deleteFlag = (old->RefCount == 0);
+
+      if (deleteFlag) {
+         _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+         _mesa_free_shader(ctx, old);
+      }
+
+      *ptr = NULL;
+   }
+   assert(!*ptr);
+
+   if (sh) {
+      /* reference new */
+      sh->RefCount++;
+      /*printf("SHADER INCR %p (%d) to %d\n",
+        (void*) sh, sh->Name, sh->RefCount);*/
+      *ptr = sh;
+   }
+}
+
+
+/**
+ * Lookup a GLSL shader object.
+ */
+struct gl_shader *
+_mesa_lookup_shader(GLcontext *ctx, GLuint name)
+{
+   if (name) {
+      struct gl_shader *sh = (struct gl_shader *)
+         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+      /* Note that both gl_shader and gl_shader_program objects are kept
+       * in the same hash table.  Check the object's type to be sure it's
+       * what we're expecting.
+       */
+      if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
+         return NULL;
+      }
+      return sh;
+   }
+   return NULL;
+}
+
+
+/**
+ * Initialize context's shader state.
+ */
+void
+_mesa_init_shader_state(GLcontext * ctx)
+{
+   /* Device drivers may override these to control what kind of instructions
+    * are generated by the GLSL compiler.
+    */
+   ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
+   ctx->Shader.EmitCondCodes = GL_TRUE; /* XXX probably want GL_FALSE... */
+   ctx->Shader.EmitComments = GL_FALSE;
+}
+
+
+/**
+ * Free the per-context shader-related state.
+ */
+void
+_mesa_free_shader_state(GLcontext *ctx)
+{
+   _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
+}
 
 
 /**
@@ -70,6 +370,52 @@ copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src)
 }
 
 
+/**
+ * Return size (in floats) of the given GLSL type.
+ * See also _slang_sizeof_type_specifier().
+ */
+static GLint
+sizeof_glsl_type(GLenum type)
+{
+   switch (type) {
+   case GL_BOOL:
+   case GL_FLOAT:
+   case GL_INT:
+      return 1;
+   case GL_BOOL_VEC2:
+   case GL_FLOAT_VEC2:
+   case GL_INT_VEC2:
+      return 2;
+   case GL_BOOL_VEC3:
+   case GL_FLOAT_VEC3:
+   case GL_INT_VEC3:
+      return 3;
+   case GL_BOOL_VEC4:
+   case GL_FLOAT_VEC4:
+   case GL_INT_VEC4:
+      return 4;
+   case GL_FLOAT_MAT2:
+      return 8;  /* 2 rows of 4, actually */
+   case GL_FLOAT_MAT3:
+      return 12;  /* 3 rows of 4, actually */
+   case GL_FLOAT_MAT4:
+      return 16;
+   case GL_FLOAT_MAT2x3:
+      return 8;   /* 2 rows of 4, actually */
+   case GL_FLOAT_MAT2x4:
+      return 8;
+   case GL_FLOAT_MAT3x2:
+      return 12;  /* 3 rows of 4, actually */
+   case GL_FLOAT_MAT3x4:
+      return 12;
+   case GL_FLOAT_MAT4x2:
+      return 16;  /* 4 rows of 4, actually */
+   case GL_FLOAT_MAT4x3:
+      return 16;  /* 4 rows of 4, actually */
+   default:
+      return 0; /* error */
+   }
+}
 
 
 /**
@@ -81,15 +427,17 @@ _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
    struct gl_shader_program *shProg
       = _mesa_lookup_shader_program(ctx, program);
    struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
-   const GLuint n = shProg->NumShaders;
+   GLuint n;
    GLuint i;
 
    if (!shProg || !sh) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,
+      _mesa_error(ctx, GL_INVALID_VALUE,
                   "glAttachShader(bad program or shader name)");
       return;
    }
 
+   n = shProg->NumShaders;
+
    for (i = 0; i < n; i++) {
       if (shProg->Shaders[i] == sh) {
          /* already attached */
@@ -108,8 +456,8 @@ _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
    }
 
    /* append */
-   shProg->Shaders[n] = sh;
-   sh->RefCount++;
+   shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
+   _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
    shProg->NumShaders++;
 }
 
@@ -120,9 +468,11 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
 {
    struct gl_shader_program *shProg
       = _mesa_lookup_shader_program(ctx, program);
+   const GLint size = -1; /* unknown size */
+   GLint i, oldIndex;
 
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glBindAttribLocation(program)");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(program)");
       return;
    }
 
@@ -135,15 +485,26 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
       return;
    }
 
-#if 0 /* XXXX */
-   if (name == NULL || index >= MAX_VERTEX_ATTRIBS)
-      _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocationARB");
-   else if (IS_NAME_WITH_GL_PREFIX(name))
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glBindAttribLocationARB");
-   else
-      (**pro).OverrideAttribBinding(pro, index, name);
-   RELEASE_PROGRAM(pro);
-#endif
+   if (shProg->LinkStatus) {
+      /* get current index/location for the attribute */
+      oldIndex = _mesa_get_attrib_location(ctx, program, name);
+   }
+   else {
+      oldIndex = -1;
+   }
+
+   /* this will replace the current value if it's already in the list */
+   i = _mesa_add_attribute(shProg->Attributes, name, size, index);
+   if (i < 0) {
+      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
+   }
+
+   if (shProg->VertexProgram && oldIndex >= 0 && oldIndex != index) {
+      /* If the index changed, need to search/replace references to that attribute
+       * in the vertex program.
+       */
+      _slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index);
+   }
 }
 
 
@@ -182,31 +543,39 @@ _mesa_create_program(GLcontext *ctx)
 
    _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
 
+   assert(shProg->RefCount == 1);
+
    return name;
 }
 
 
+/**
+ * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
+ * DeleteProgramARB.
+ */
 void
 _mesa_delete_program2(GLcontext *ctx, GLuint name)
 {
+   /*
+    * NOTE: deleting shaders/programs works a bit differently than
+    * texture objects (and buffer objects, etc).  Shader/program
+    * handles/IDs exist in the hash table until the object is really
+    * deleted (refcount==0).  With texture objects, the handle/ID is
+    * removed from the hash table in glDeleteTextures() while the tex
+    * object itself might linger until its refcount goes to zero.
+    */
    struct gl_shader_program *shProg;
 
    shProg = _mesa_lookup_shader_program(ctx, name);
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glDeleteProgram(name)");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgram(name)");
       return;
    }
 
-   /* always remove from hash table */
-   _mesa_HashRemove(ctx->Shared->ShaderObjects, name);
-
    shProg->DeletePending = GL_TRUE;
 
-   /* decrement refcount, delete if zero */
-   shProg->RefCount--;
-   if (shProg->RefCount <= 0) {
-      _mesa_free_shader_program(ctx, shProg);
-   }
+   /* effectively, decr shProg's refcount */
+   _mesa_reference_shader_program(ctx, &shProg, NULL);
 }
 
 
@@ -219,10 +588,9 @@ _mesa_delete_shader(GLcontext *ctx, GLuint shader)
    }
 
    sh->DeletePending = GL_TRUE;
-   sh->RefCount--;
-   if (sh->RefCount <= 0) {
-      _mesa_free_shader(ctx, sh);
-   }
+
+   /* effectively, decr sh's refcount */
+   _mesa_reference_shader(ctx, &sh, NULL);
 }
 
 
@@ -231,21 +599,24 @@ _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
 {
    struct gl_shader_program *shProg
       = _mesa_lookup_shader_program(ctx, program);
-   const GLuint n = shProg->NumShaders;
+   GLuint n;
    GLuint i, j;
 
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,
+      _mesa_error(ctx, GL_INVALID_VALUE,
                   "glDetachShader(bad program or shader name)");
       return;
    }
 
+   n = shProg->NumShaders;
+
    for (i = 0; i < n; i++) {
       if (shProg->Shaders[i]->Name == shader) {
-         struct gl_shader **newList;
          /* found it */
+         struct gl_shader **newList;
 
-         shProg->Shaders[i]->RefCount--;
+         /* derefernce */
+         _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
 
          /* alloc new, smaller array */
          newList = (struct gl_shader **)
@@ -261,15 +632,26 @@ _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
             newList[j++] = shProg->Shaders[i];
          _mesa_free(shProg->Shaders);
 
-         /* XXX refcounting! */
-
          shProg->Shaders = newList;
+         shProg->NumShaders = n - 1;
+
+#ifdef DEBUG
+         /* sanity check */
+         {
+            for (j = 0; j < shProg->NumShaders; j++) {
+               assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
+                      shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
+               assert(shProg->Shaders[j]->RefCount > 0);
+            }
+         }
+#endif
+
          return;
       }
    }
 
    /* not found */
-   _mesa_error(ctx, GL_INVALID_OPERATION,
+   _mesa_error(ctx, GL_INVALID_VALUE,
                "glDetachShader(shader not found)");
 }
 
@@ -287,12 +669,12 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
    GLint sz;
 
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniform");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib");
       return;
    }
 
    if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
       return;
    }
 
@@ -300,9 +682,9 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
                shProg->Attributes->Parameters[index].Name);
    sz = shProg->Attributes->Parameters[index].Size;
    if (size)
-      *size = sz;
-   if (type)
-      *type = vec_types[sz]; /* XXX this is a temporary hack */
+      *size = 1;   /* attributes may not be arrays */
+   if (type && sz > 0 && sz <= 4)  /* XXX this is a temporary hack */
+      *type = vec_types[sz - 1];
 }
 
 
@@ -314,15 +696,12 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
                          GLsizei maxLength, GLsizei *length, GLint *size,
                          GLenum *type, GLchar *nameOut)
 {
-   static const GLenum vec_types[] = {
-      GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
-   };
    struct gl_shader_program *shProg
       = _mesa_lookup_shader_program(ctx, program);
-   GLint sz;
+   GLuint ind, j;
 
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniform");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
       return;
    }
 
@@ -331,13 +710,29 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
       return;
    }
 
-   copy_string(nameOut, maxLength, length,
-               shProg->Uniforms->Parameters[index].Name);
-   sz = shProg->Uniforms->Parameters[index].Size;
-   if (size)
-      *size = sz;
-   if (type)
-      *type = vec_types[sz]; /* XXX this is a temporary hack */
+   ind = 0;
+   for (j = 0; j < shProg->Uniforms->NumParameters; j++) {
+      if (shProg->Uniforms->Parameters[j].Type == PROGRAM_UNIFORM ||
+          shProg->Uniforms->Parameters[j].Type == PROGRAM_SAMPLER) {
+         if (ind == index) {
+            GLuint uSize = shProg->Uniforms->Parameters[j].Size;
+            GLenum uType = shProg->Uniforms->Parameters[j].DataType;
+            /* found it */
+            copy_string(nameOut, maxLength, length,
+                        shProg->Uniforms->Parameters[j].Name);
+            if (size) {
+               /* convert from floats to 'type' (eg: sizeof(mat4x4)=1) */
+               *size = uSize / sizeof_glsl_type(uType);
+            }
+            if (type)
+               *type = uType;
+            return;
+         }
+         ind++;
+      }
+   }
+
+   _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
 }
 
 
@@ -351,7 +746,7 @@ _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
    struct gl_shader_program *shProg
       = _mesa_lookup_shader_program(ctx, program);
    if (shProg) {
-      GLuint i;
+      GLint i;
       for (i = 0; i < maxCount && i < shProg->NumShaders; i++) {
          obj[i] = shProg->Shaders[i]->Name;
       }
@@ -359,7 +754,7 @@ _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
          *count = i;
    }
    else {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetAttachedShaders");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders");
    }
 }
 
@@ -372,7 +767,7 @@ _mesa_get_attrib_location(GLcontext *ctx, GLuint program,
       = _mesa_lookup_shader_program(ctx, program);
 
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetAttribLocation");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttribLocation");
       return -1;
    }
 
@@ -386,11 +781,9 @@ _mesa_get_attrib_location(GLcontext *ctx, GLuint program,
       return -1;
 
    if (shProg->Attributes) {
-      GLuint i;
-      for (i = 0; i < shProg->Attributes->NumParameters; i++) {
-         if (!strcmp(shProg->Attributes->Parameters[i].Name, name)) {
-            return i;
-         }
+      GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name);
+      if (i >= 0) {
+         return shProg->Attributes->Parameters[i].StateIndexes[0];
       }
    }
    return -1;
@@ -444,22 +837,29 @@ _mesa_get_programiv(GLcontext *ctx, GLuint program,
       *params = shProg->Validated;
       break;
    case GL_INFO_LOG_LENGTH:
-      *params = shProg->InfoLog ? strlen(shProg->InfoLog) : 0;
+      *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
       break;
    case GL_ATTACHED_SHADERS:
       *params = shProg->NumShaders;
       break;
    case GL_ACTIVE_ATTRIBUTES:
-      *params = shProg->Uniforms ? shProg->Uniforms->NumParameters : 0;
+      *params = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
       break;
    case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
-      *params = _mesa_parameter_longest_name(shProg->Attributes);
+      *params = _mesa_longest_parameter_name(shProg->Attributes,
+                                             PROGRAM_INPUT) + 1;
       break;
    case GL_ACTIVE_UNIFORMS:
-      *params = shProg->Uniforms ? shProg->Uniforms->NumParameters : 0;
+      *params
+         = _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_UNIFORM)
+         + _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_SAMPLER);
       break;
    case GL_ACTIVE_UNIFORM_MAX_LENGTH:
-      *params = _mesa_parameter_longest_name(shProg->Uniforms);
+      *params = MAX2(
+             _mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_UNIFORM),
+             _mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_SAMPLER));
+      if (*params > 0)
+         (*params)++;  /* add one for terminating zero */
       break;
    default:
       _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
@@ -489,10 +889,10 @@ _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
       *params = shader->CompileStatus;
       break;
    case GL_INFO_LOG_LENGTH:
-      *params = shader->InfoLog ? strlen(shader->InfoLog) : 0;
+      *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
       break;
    case GL_SHADER_SOURCE_LENGTH:
-      *params = shader->Source ? strlen((char *) shader->Source) : 0;
+      *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
       break;
    default:
       _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
@@ -554,18 +954,49 @@ _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
    struct gl_shader_program *shProg
       = _mesa_lookup_shader_program(ctx, program);
    if (shProg) {
-      GLuint i;
+      GLint i;
       if (location >= 0 && location < shProg->Uniforms->NumParameters) {
-         for (i = 0; i < shProg->Uniforms->Parameters[location].Size; i++) {
-            params[i] = shProg->Uniforms->ParameterValues[location][i];
+         GLuint uSize;
+         GLenum uType;
+         GLint rows = 0;
+         uType = shProg->Uniforms->Parameters[location].DataType;
+         uSize = sizeof_glsl_type(uType);
+         /* Matrix types need special handling, because they span several
+          * parameters, and may also not be fully packed.
+          */
+         switch (shProg->Uniforms->Parameters[location].DataType) {
+            case GL_FLOAT_MAT2:
+            case GL_FLOAT_MAT3x2:
+            case GL_FLOAT_MAT4x2:
+               rows = 2;
+               break;
+            case GL_FLOAT_MAT2x3:
+            case GL_FLOAT_MAT3:
+            case GL_FLOAT_MAT4x3:
+               rows = 3;
+               break;
+            case GL_FLOAT_MAT2x4:
+            case GL_FLOAT_MAT3x4:
+            case GL_FLOAT_MAT4:
+               rows = 4;
+         }
+         if (rows != 0) {
+            GLint r, c;
+            for (c = 0, i = 0; c * 4 < uSize; c++)
+               for (r = 0; r < rows; r++, i++)
+                  params[i] = shProg->Uniforms->ParameterValues[location + c][r];
          }
+         else
+            for (i = 0; i < uSize; i++) {
+               params[i] = shProg->Uniforms->ParameterValues[location][i];
+            }
       }
       else {
          _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)");
       }
    }
    else {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(program)");
    }
 }
 
@@ -576,13 +1007,19 @@ _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
 GLint
 _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
 {
-   if (ctx->Shader.CurrentProgram) {
-      const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+   struct gl_shader_program *shProg
+      = _mesa_lookup_shader_program(ctx, program);
+   if (shProg) {
       GLuint loc;
       for (loc = 0; loc < shProg->Uniforms->NumParameters; loc++) {
          const struct gl_program_parameter *u
             = shProg->Uniforms->Parameters + loc;
-         if (u->Type == PROGRAM_UNIFORM && !strcmp(u->Name, name)) {
+         /* XXX this is a temporary simplification / short-cut.
+          * We need to handle things like "e.c[0].b" as seen in the
+          * GLSL orange book, page 189.
+          */
+         if ((u->Type == PROGRAM_UNIFORM ||
+              u->Type == PROGRAM_SAMPLER) && !strcmp(u->Name, name)) {
             return loc;
          }
       }
@@ -637,34 +1074,13 @@ void
 _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
 {
    struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
-   slang_info_log info_log;
-   slang_code_object obj;
-   slang_unit_type type;
 
    if (!sh) {
       _mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)");
       return;
    }
 
-   slang_info_log_construct(&info_log);
-   _slang_code_object_ctr(&obj);
-
-   if (sh->Type == GL_VERTEX_SHADER) {
-      type = slang_unit_vertex_shader;
-   }
-   else {
-      assert(sh->Type == GL_FRAGMENT_SHADER);
-      type = slang_unit_fragment_shader;
-   }
-
-   if (_slang_compile(sh->Source, &obj, type, &info_log, sh)) {
-      sh->CompileStatus = GL_TRUE;
-   }
-   else {
-      sh->CompileStatus = GL_FALSE;
-      /* XXX temporary */
-      _mesa_problem(ctx, "Program did not compile!");
-   }
+   sh->CompileStatus = _slang_compile(ctx, sh);
 }
 
 
@@ -678,11 +1094,11 @@ _mesa_link_program(GLcontext *ctx, GLuint program)
 
    shProg = _mesa_lookup_shader_program(ctx, program);
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glLinkProgram(program)");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glLinkProgram(program)");
       return;
    }
 
-   _slang_link2(ctx, program, shProg);
+   _slang_link(ctx, program, shProg);
 }
 
 
@@ -692,31 +1108,29 @@ _mesa_link_program(GLcontext *ctx, GLuint program)
 void
 _mesa_use_program(GLcontext *ctx, GLuint program)
 {
-   /* unbind old */
-   if (ctx->Shader.CurrentProgram) {
-      ctx->Shader.CurrentProgram->RefCount--;
-      if (ctx->Shader.CurrentProgram->RefCount <= 0) {
-         _mesa_free_shader_program(ctx, ctx->Shader.CurrentProgram);
-      }
-      ctx->Shader.CurrentProgram = NULL;
+   struct gl_shader_program *shProg;
+
+   if (ctx->Shader.CurrentProgram &&
+       ctx->Shader.CurrentProgram->Name == program) {
+      /* no-op */
+      return;
    }
 
-   /* XXXX need to handle reference counting here! */
+   FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
    if (program) {
-      struct gl_shader_program *shProg;
       shProg = _mesa_lookup_shader_program(ctx, program);
       if (!shProg) {
-         _mesa_error(ctx, GL_INVALID_OPERATION,
+         _mesa_error(ctx, GL_INVALID_VALUE,
                      "glUseProgramObjectARB(programObj)");
          return;
       }
-      ctx->Shader.CurrentProgram = shProg;
-      shProg->RefCount++;
    }
    else {
-      /* don't use a shader program */
-      ctx->Shader.CurrentProgram = NULL;
-   }      
+      shProg = NULL;
+   }
+
+   _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
 }
 
 
@@ -727,26 +1141,140 @@ void
 _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
               const GLvoid *values, GLenum type)
 {
-   if (ctx->Shader.CurrentProgram) {
-      struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
-      if (location >= 0 && location < shProg->Uniforms->NumParameters) {
-         GLfloat *v = shProg->Uniforms->ParameterValues[location];
-         const GLfloat *fValues = (const GLfloat *) values; /* XXX */
-         GLint i;
-         if (type == GL_FLOAT_VEC4)
-            count *= 4;
-         else if (type == GL_FLOAT_VEC3)
-            count *= 3;
-         else
-            abort();
-         
-         for (i = 0; i < count; i++)
-            v[i] = fValues[i];
+   struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+   GLint elems, i, k;
+   GLenum uType;
+   GLsizei maxCount;
+
+   if (!shProg || !shProg->LinkStatus) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
+      return;
+   }
+
+   if (location == -1)
+      return;   /* The standard specifies this as a no-op */
+
+   /* The spec says this is GL_INVALID_OPERATION, although it seems like it
+    * ought to be GL_INVALID_VALUE
+    */
+   if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location)");
+      return;
+   }
+
+   FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+   uType = shProg->Uniforms->Parameters[location].DataType;
+   /*
+    * If we're setting a sampler, we must use glUniformi1()!
+    */
+   if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
+      GLint unit;
+      if (type != GL_INT || count != 1) {
+         _mesa_error(ctx, GL_INVALID_OPERATION,
+                     "glUniform(only glUniform1i can be used "
+                     "to set sampler uniforms)");
+         return;
+      }
+      /* check that the sampler (tex unit index) is legal */
+      unit = ((GLint *) values)[0];
+      if (unit >= ctx->Const.MaxTextureImageUnits) {
+         _mesa_error(ctx, GL_INVALID_VALUE,
+                     "glUniform1(invalid sampler/tex unit index)");
          return;
       }
    }
-   else {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
+
+   if (count < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
+      return;
+   }
+
+   switch (type) {
+   case GL_FLOAT:
+   case GL_INT:
+      elems = 1;
+      break;
+   case GL_FLOAT_VEC2:
+   case GL_INT_VEC2:
+      elems = 2;
+      break;
+   case GL_FLOAT_VEC3:
+   case GL_INT_VEC3:
+      elems = 3;
+      break;
+   case GL_FLOAT_VEC4:
+   case GL_INT_VEC4:
+      elems = 4;
+      break;
+   default:
+      _mesa_problem(ctx, "Invalid type in _mesa_uniform");
+      return;
+   }
+
+   /* OpenGL requires types to match exactly, except that one can convert
+    * float or int array to boolean array.
+    */
+   switch (uType)
+   {
+      case GL_BOOL:
+      case GL_BOOL_VEC2:
+      case GL_BOOL_VEC3:
+      case GL_BOOL_VEC4:
+         if (elems != sizeof_glsl_type(uType)) {
+            _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count mismatch)");
+         }
+         break;
+      case PROGRAM_SAMPLER:
+         break;
+      default:
+         if (shProg->Uniforms->Parameters[location].Type != PROGRAM_SAMPLER 
+             && uType != type) {
+            _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+         }
+         break;
+   }
+
+   /* XXX if this is a base type, then count must equal 1. However, we
+    * don't have enough information from the compiler to distinguish a
+    * base type from a 1-element array of that type. The standard allows
+    * count to overrun an array, in which case the overflow is ignored.
+    */
+   maxCount = shProg->Uniforms->Parameters[location].Size / elems;
+   if (count > maxCount) count = maxCount;
+
+   for (k = 0; k < count; k++) {
+      GLfloat *uniformVal = shProg->Uniforms->ParameterValues[location + k];
+      if (type == GL_INT ||
+          type == GL_INT_VEC2 ||
+          type == GL_INT_VEC3 ||
+          type == GL_INT_VEC4) {
+         const GLint *iValues = ((const GLint *) values) + k * elems;
+         for (i = 0; i < elems; i++) {
+            uniformVal[i] = (GLfloat) iValues[i];
+         }
+      }
+      else {
+         const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
+         for (i = 0; i < elems; i++) {
+            uniformVal[i] = fValues[i];
+         }
+      }
+      if (uType == GL_BOOL ||
+          uType == GL_BOOL_VEC2 ||
+          uType == GL_BOOL_VEC3 ||
+          uType == GL_BOOL_VEC4) {
+          for (i = 0; i < elems; i++)
+              uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
+      }
+   }
+
+   if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
+      if (shProg->VertexProgram)
+         _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
+      if (shProg->FragmentProgram)
+         _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
+      FLUSH_VERTICES(ctx, _NEW_TEXTURE);
    }
 }
 
@@ -759,52 +1287,62 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
                      GLenum matrixType, GLint location, GLsizei count,
                      GLboolean transpose, const GLfloat *values)
 {
-   const char *caller = "glUniformMatrix";
-   const GLint matElements = rows * cols;
-
+   GLsizei maxCount, i;
+   struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+   if (!shProg || !shProg->LinkStatus) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+         "glUniformMatrix(program not linked)");
+      return;
+   }
+   if (location == -1)
+      return;   /* The standard specifies this as a no-op */
+   /* The spec says this is GL_INVALID_OPERATION, although it seems like it
+    * ought to be GL_INVALID_VALUE
+    */
+   if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
+      return;
+   }
    if (values == NULL) {
-      _mesa_error(ctx, GL_INVALID_VALUE, caller);
+      _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
+      return;
+   }
+   if (count < 0) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(count < 0)");
       return;
    }
 
    FLUSH_VERTICES(ctx, _NEW_PROGRAM);
 
-   if (transpose) {
-      GLfloat *trans, *pt;
-      const GLfloat *pv;
-      GLint i, j, k;
-
-      trans = (GLfloat *) _mesa_malloc(count * matElements * sizeof(GLfloat));
-      if (!trans) {
-         _mesa_error(ctx, GL_OUT_OF_MEMORY, caller);
-         return;
+   /*
+    * Note: the _columns_ of a matrix are stored in program registers, not
+    * the rows.
+    */
+   /* XXXX need to test 3x3 and 2x2 matrices... */
+   maxCount = shProg->Uniforms->Parameters[location].Size / (4 * cols);
+   if (count > maxCount)
+      count = maxCount;
+   for (i = 0; i < count; i++) {
+      if (transpose) {
+         GLuint row, col;
+         for (col = 0; col < cols; col++) {
+            GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
+            for (row = 0; row < rows; row++) {
+               v[row] = values[row * cols + col];
+            }
+         }
       }
-
-      pt = trans;
-      pv = values;
-      for (i = 0; i < count; i++) {
-         /* transpose from pv matrix into pt matrix */
-         for (j = 0; j < cols; j++) {
-            for (k = 0; k < rows; k++) {
-               /* XXX verify this */
-               pt[j * rows + k] = pv[k * cols + j];
+      else {
+         GLuint row, col;
+         for (col = 0; col < cols; col++) {
+            GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
+            for (row = 0; row < rows; row++) {
+               v[row] = values[col * rows + row];
             }
          }
-         pt += matElements;
-         pv += matElements;
       }
-
-#ifdef OLD
-      if (!(**pro).WriteUniform(pro, location, count, trans, matrixType))
-         _mesa_error(ctx, GL_INVALID_OPERATION, caller);
-#endif
-      _mesa_free(trans);
-   }
-   else {
-#ifdef OLD
-      if (!(**pro).WriteUniform(pro, location, count, values, matrixType))
-         _mesa_error(ctx, GL_INVALID_OPERATION, caller);
-#endif
+      location += cols;
+      values += rows * cols;
    }
 }
 
@@ -815,7 +1353,7 @@ _mesa_validate_program(GLcontext *ctx, GLuint program)
    struct gl_shader_program *shProg;
    shProg = _mesa_lookup_shader_program(ctx, program);
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glValidateProgram(program)");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)");
       return;
    }
    /* XXX temporary */
@@ -835,161 +1373,3 @@ _mesa_validate_program(GLcontext *ctx, GLuint program)
      image units allowed.
    */
 }
-
-
-
-/**********************************************************************/
-
-
-/**
- * Allocate a new gl_shader_program object, initialize it.
- */
-struct gl_shader_program *
-_mesa_new_shader_program(GLcontext *ctx, GLuint name)
-{
-   struct gl_shader_program *shProg;
-   shProg = CALLOC_STRUCT(gl_shader_program);
-   if (shProg) {
-      shProg->Type = GL_SHADER_PROGRAM;
-      shProg->Name = name;
-      shProg->RefCount = 1;
-   }
-   return shProg;
-}
-
-
-void
-_mesa_free_shader_program_data(GLcontext *ctx,
-                               struct gl_shader_program *shProg)
-{
-   assert(shProg->Type == GL_SHADER_PROGRAM);
-
-   if (shProg->VertexProgram) {
-      if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) {
-         /* to prevent a double-free in the next call */
-         shProg->VertexProgram->Base.Parameters = NULL;
-      }
-      _mesa_delete_program(ctx, &shProg->VertexProgram->Base);
-      shProg->VertexProgram = NULL;
-   }
-
-   if (shProg->FragmentProgram) {
-      if (shProg->FragmentProgram->Base.Parameters == shProg->Uniforms) {
-         /* to prevent a double-free in the next call */
-         shProg->FragmentProgram->Base.Parameters = NULL;
-      }
-      _mesa_delete_program(ctx, &shProg->FragmentProgram->Base);
-      shProg->FragmentProgram = NULL;
-   }
-
-
-   if (shProg->Uniforms) {
-      _mesa_free_parameter_list(shProg->Uniforms);
-      shProg->Uniforms = NULL;
-   }
-
-   if (shProg->Varying) {
-      _mesa_free_parameter_list(shProg->Varying);
-      shProg->Varying = NULL;
-   }
-}
-
-
-
-void
-_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
-{
-   _mesa_free_shader_program_data(ctx, shProg);
-   _mesa_free(shProg);
-}
-
-
-/**
- * Lookup a GLSL program object.
- */
-struct gl_shader_program *
-_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
-{
-   struct gl_shader_program *shProg;
-   if (name) {
-      shProg = (struct gl_shader_program *)
-         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
-      /* Note that both gl_shader and gl_shader_program objects are kept
-       * in the same hash table.  Check the object's type to be sure it's
-       * what we're expecting.
-       */
-      if (shProg && shProg->Type != GL_SHADER_PROGRAM) {
-         return NULL;
-      }
-      return shProg;
-   }
-   return NULL;
-}
-
-
-/**
- * Allocate a new gl_shader object, initialize it.
- */
-struct gl_shader *
-_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
-{
-   struct gl_shader *shader;
-   assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
-   shader = CALLOC_STRUCT(gl_shader);
-   if (shader) {
-      shader->Type = type;
-      shader->Name = name;
-      shader->RefCount = 1;
-   }
-   return shader;
-}
-
-
-void
-_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
-{
-   GLuint i;
-   if (sh->Source)
-      _mesa_free((void *) sh->Source);
-   if (sh->InfoLog)
-      _mesa_free(sh->InfoLog);
-   for (i = 0; i < sh->NumPrograms; i++) {
-      assert(sh->Programs[i]);
-      _mesa_delete_program(ctx, sh->Programs[i]);
-   }
-   if (sh->Programs)
-      _mesa_free(sh->Programs);
-   _mesa_free(sh);
-}
-
-
-/**
- * Lookup a GLSL shader object.
- */
-struct gl_shader *
-_mesa_lookup_shader(GLcontext *ctx, GLuint name)
-{
-   if (name) {
-      struct gl_shader *sh = (struct gl_shader *)
-         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
-      /* Note that both gl_shader and gl_shader_program objects are kept
-       * in the same hash table.  Check the object's type to be sure it's
-       * what we're expecting.
-       */
-      if (sh && sh->Type == GL_SHADER_PROGRAM) {
-         assert(sh->Type == GL_VERTEX_SHADER ||
-                sh->Type == GL_FRAGMENT_SHADER);
-         return NULL;
-      }
-      return sh;
-   }
-   return NULL;
-}
-
-
-void
-_mesa_init_shader_state(GLcontext * ctx)
-{
-   ctx->Shader._FragmentShaderPresent = GL_FALSE;
-   ctx->Shader._VertexShaderPresent = GL_FALSE;
-}