Be more consistant with paths in #includes. Eventually, eliminate a bunch of -I...
[mesa.git] / src / mesa / shader / shader_api.c
index 8daf585f7d6f03b058132672d2489c487cfb5d6b..66509d56db12a7bd7347ccfa5d3b99db7075c210 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 "slang_compile.h"
-#include "slang_link.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"
 
 
 
@@ -56,20 +58,22 @@ _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->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_free_shader_program_data(GLcontext *ctx,
-                               struct gl_shader_program *shProg)
+_mesa_clear_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 */
@@ -88,7 +92,6 @@ _mesa_free_shader_program_data(GLcontext *ctx,
       shProg->FragmentProgram = NULL;
    }
 
-
    if (shProg->Uniforms) {
       _mesa_free_parameter_list(shProg->Uniforms);
       shProg->Uniforms = NULL;
@@ -101,15 +104,97 @@ _mesa_free_shader_program_data(GLcontext *ctx,
 }
 
 
+/**
+ * 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);
+   }
+   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.
  */
@@ -124,7 +209,7 @@ _mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
        * 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) {
+      if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
          return NULL;
       }
       return shProg;
@@ -169,6 +254,52 @@ _mesa_free_shader(GLcontext *ctx, struct gl_shader *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.
  */
@@ -182,9 +313,7 @@ _mesa_lookup_shader(GLcontext *ctx, GLuint name)
        * 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);
+      if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
          return NULL;
       }
       return sh;
@@ -193,15 +322,29 @@ _mesa_lookup_shader(GLcontext *ctx, GLuint name)
 }
 
 
+/**
+ * Initialize context's shader state.
+ */
 void
 _mesa_init_shader_state(GLcontext * ctx)
 {
-   ctx->Shader._FragmentShaderPresent = GL_FALSE;
-   ctx->Shader._VertexShaderPresent = GL_FALSE;
+   /* 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);
+}
 
 
 /**
@@ -225,8 +368,6 @@ copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src)
 }
 
 
-
-
 /**
  * Called via ctx->Driver.AttachShader()
  */
@@ -240,7 +381,7 @@ _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
    GLuint i;
 
    if (!shProg || !sh) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,
+      _mesa_error(ctx, GL_INVALID_VALUE,
                   "glAttachShader(bad program or shader name)");
       return;
    }
@@ -263,8 +404,8 @@ _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++;
 }
 
@@ -275,9 +416,11 @@ _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;
    }
 
@@ -290,15 +433,26 @@ _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);
+   }
 }
 
 
@@ -337,31 +491,39 @@ _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);
 }
 
 
@@ -374,10 +536,9 @@ _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);
 }
 
 
@@ -390,17 +551,18 @@ _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
    GLuint i, j;
 
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,
+      _mesa_error(ctx, GL_INVALID_VALUE,
                   "glDetachShader(bad program or shader name)");
       return;
    }
 
    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 **)
@@ -416,15 +578,26 @@ _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)");
 }
 
@@ -442,12 +615,12 @@ _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;
    }
 
@@ -469,15 +642,12 @@ _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;
    }
 
@@ -486,13 +656,25 @@ _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) {
+            /* found it */
+            copy_string(nameOut, maxLength, length,
+                        shProg->Uniforms->Parameters[j].Name);
+            if (size)
+               *size = shProg->Uniforms->Parameters[j].Size;
+            if (type)
+               *type = shProg->Uniforms->Parameters[j].DataType;
+            return;
+         }
+         ind++;
+      }
+   }
+
+   _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
 }
 
 
@@ -506,7 +688,7 @@ _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;
       }
@@ -514,7 +696,7 @@ _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");
    }
 }
 
@@ -527,7 +709,7 @@ _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;
    }
 
@@ -541,11 +723,9 @@ _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;
@@ -605,16 +785,23 @@ _mesa_get_programiv(GLcontext *ctx, GLuint program,
       *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)");
@@ -709,7 +896,7 @@ _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];
@@ -720,7 +907,7 @@ _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
       }
    }
    else {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(program)");
    }
 }
 
@@ -731,13 +918,19 @@ _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;
          }
       }
@@ -792,34 +985,13 @@ 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);
 }
 
 
@@ -833,11 +1005,11 @@ _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);
 }
 
 
@@ -847,31 +1019,29 @@ _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);
 }
 
 
@@ -883,34 +1053,98 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
               const GLvoid *values, GLenum type)
 {
    struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+   GLint elems, i, k;
 
    if (!shProg || !shProg->LinkStatus) {
       _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
       return;
    }
 
-   if (location < 0 || location >= shProg->Uniforms->NumParameters) {
+   if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
       _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
       return;
    }
 
    FLUSH_VERTICES(ctx, _NEW_PROGRAM);
 
-   {
-      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();
+   /*
+    * 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;
+      }
+   }
+
+   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;
+   }
 
-      for (i = 0; i < count; i++)
-         v[i] = fValues[i];
+   if (count * elems > shProg->Uniforms->Parameters[location].Size) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
       return;
    }
+
+   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 (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);
+   }
 }
 
 
@@ -949,7 +1183,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
       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];
+            v[row] = values[row * cols + col];
          }
       }
    }
@@ -958,7 +1192,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
       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];
+            v[row] = values[col * rows + row];
          }
       }
    }
@@ -971,7 +1205,7 @@ _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 */