mesa: update the shader programs->TexturesUsed array at link time
[mesa.git] / src / mesa / shader / shader_api.c
index 5af236cfff53ef0eb5024d85b9361f1322a99e97..7af502a84cb98f0775bf7b8237a59f25787bc4ac 100644 (file)
@@ -1,8 +1,8 @@
 /*
  * Mesa 3-D graphics library
- * Version:  6.5.3
+ * Version:  7.2
  *
- * Copyright (C) 2004-2007  Brian Paul   All Rights Reserved.
+ * Copyright (C) 2004-2008  Brian Paul   All Rights Reserved.
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the "Software"),
  */
 
 
-#include "glheader.h"
-#include "context.h"
-#include "hash.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/hash.h"
+#include "main/macros.h"
 #include "program.h"
 #include "prog_parameter.h"
-#include "shader_api.h"
+#include "prog_print.h"
+#include "prog_statevars.h"
+#include "prog_uniform.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"
 
 
+#ifndef GL_PROGRAM_BINARY_LENGTH_OES
+#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
+#endif
+
 
 /**
  * Allocate a new gl_shader_program object, initialize it.
  */
-struct gl_shader_program *
+static 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->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 */
-         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;
-   }
-
+   _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
+   _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
 
    if (shProg->Uniforms) {
-      _mesa_free_parameter_list(shProg->Uniforms);
+      _mesa_free_uniform_list(shProg->Uniforms);
       shProg->Uniforms = NULL;
    }
 
@@ -101,15 +95,105 @@ _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);
+   }
+   shProg->NumShaders = 0;
+
+   if (shProg->Shaders) {
+      _mesa_free(shProg->Shaders);
+      shProg->Shaders = NULL;
+   }
+
+   if (shProg->InfoLog) {
+      _mesa_free(shProg->InfoLog);
+      shProg->InfoLog = 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);
+
    _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--;
+#if 0
+      printf("ShaderProgram %p ID=%u  RefCount-- to %d\n",
+             (void *) old, old->Name, old->RefCount);
+#endif
+      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++;
+#if 0
+      printf("ShaderProgram %p ID=%u  RefCount++ to %d\n",
+             (void *) shProg, shProg->Name, shProg->RefCount);
+#endif
+      *ptr = shProg;
+   }
+}
+
+
 /**
  * Lookup a GLSL program object.
  */
@@ -124,7 +208,7 @@ _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;
@@ -133,6 +217,35 @@ _mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
 }
 
 
+/**
+ * As above, but record an error if program is not found.
+ */
+static struct gl_shader_program *
+_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
+                                const char *caller)
+{
+   if (!name) {
+      _mesa_error(ctx, GL_INVALID_VALUE, caller);
+      return NULL;
+   }
+   else {
+      struct gl_shader_program *shProg = (struct gl_shader_program *)
+         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+      if (!shProg) {
+         _mesa_error(ctx, GL_INVALID_VALUE, caller);
+         return NULL;
+      }
+      if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
+         _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+         return NULL;
+      }
+      return shProg;
+   }
+}
+
+
+
+
 /**
  * Allocate a new gl_shader object, initialize it.
  */
@@ -154,21 +267,61 @@ _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
 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_reference_program(ctx, &sh->Program, NULL);
    _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.
  */
@@ -182,9 +335,7 @@ _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 +344,56 @@ _mesa_lookup_shader(GLcontext *ctx, GLuint name)
 }
 
 
+/**
+ * As above, but record an error if shader is not found.
+ */
+static struct gl_shader *
+_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
+{
+   if (!name) {
+      _mesa_error(ctx, GL_INVALID_VALUE, caller);
+      return NULL;
+   }
+   else {
+      struct gl_shader *sh = (struct gl_shader *)
+         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+      if (!sh) {
+         _mesa_error(ctx, GL_INVALID_VALUE, caller);
+         return NULL;
+      }
+      if (sh->Type == GL_SHADER_PROGRAM_MESA) {
+         _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+         return NULL;
+      }
+      return sh;
+   }
+}
+
+
+
+/**
+ * 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_FALSE;/*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);
+}
 
 
 /**
@@ -225,26 +417,42 @@ copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src)
 }
 
 
+static GLboolean
+_mesa_is_program(GLcontext *ctx, GLuint name)
+{
+   struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
+   return shProg ? GL_TRUE : GL_FALSE;
+}
+
+
+static GLboolean
+_mesa_is_shader(GLcontext *ctx, GLuint name)
+{
+   struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
+   return shader ? GL_TRUE : GL_FALSE;
+}
 
 
 /**
  * Called via ctx->Driver.AttachShader()
  */
-void
+static void
 _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 i;
+   struct gl_shader_program *shProg;
+   struct gl_shader *sh;
+   GLuint i, n;
+
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
+   if (!shProg)
+      return;
 
-   if (!shProg || !sh) {
-      _mesa_error(ctx, GL_INVALID_VALUE,
-                  "glAttachShader(bad program or shader name)");
+   sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
+   if (!sh) {
       return;
    }
 
+   n = shProg->NumShaders;
    for (i = 0; i < n; i++) {
       if (shProg->Shaders[i] == sh) {
          /* already attached */
@@ -263,21 +471,58 @@ _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++;
 }
 
 
-void
+static GLint
+_mesa_get_attrib_location(GLcontext *ctx, GLuint program,
+                          const GLchar *name)
+{
+   struct gl_shader_program *shProg
+      = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
+
+   if (!shProg) {
+      return -1;
+   }
+
+   if (!shProg->LinkStatus) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                  "glGetAttribLocation(program not linked)");
+      return -1;
+   }
+
+   if (!name)
+      return -1;
+
+   if (shProg->VertexProgram) {
+      const struct gl_program_parameter_list *attribs =
+         shProg->VertexProgram->Base.Attributes;
+      if (attribs) {
+         GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
+         if (i >= 0) {
+            return attribs->Parameters[i].StateIndexes[0];
+         }
+      }
+   }
+   return -1;
+}
+
+
+static void
 _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
                            const GLchar *name)
 {
-   struct gl_shader_program *shProg
-      = _mesa_lookup_shader_program(ctx, program);
+   struct gl_shader_program *shProg;
+   const GLint size = -1; /* unknown size */
+   GLint i;
+   GLenum datatype = GL_FLOAT_VEC4;
 
+   shProg = _mesa_lookup_shader_program_err(ctx, program,
+                                            "glBindAttribLocation");
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(program)");
       return;
    }
 
@@ -290,19 +535,26 @@ _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 (index >= ctx->Const.VertexProgram.MaxAttribs) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
+      return;
+   }
+
+   /* this will replace the current value if it's already in the list */
+   i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
+   if (i < 0) {
+      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
+      return;
+   }
+
+   /*
+    * Note that this attribute binding won't go into effect until
+    * glLinkProgram is called again.
+    */
 }
 
 
-GLuint
+static GLuint
 _mesa_create_shader(GLcontext *ctx, GLenum type)
 {
    struct gl_shader *sh;
@@ -326,7 +578,7 @@ _mesa_create_shader(GLcontext *ctx, GLenum type)
 }
 
 
-GLuint 
+static GLuint 
 _mesa_create_program(GLcontext *ctx)
 {
    GLuint name;
@@ -337,70 +589,76 @@ _mesa_create_program(GLcontext *ctx)
 
    _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
 
+   assert(shProg->RefCount == 1);
+
    return name;
 }
 
 
-void
+/**
+ * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
+ * DeleteProgramARB.
+ */
+static 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_VALUE, "glDeleteProgram(name)");
+   shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
+   if (!shProg)
       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);
 }
 
 
-void
+static void
 _mesa_delete_shader(GLcontext *ctx, GLuint shader)
 {
-   struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
-   if (!sh) {
+   struct gl_shader *sh;
+
+   sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
+   if (!sh)
       return;
-   }
 
    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);
 }
 
 
-void
+static void
 _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;
+   struct gl_shader_program *shProg;
+   GLuint n;
    GLuint i, j;
 
-   if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_VALUE,
-                  "glDetachShader(bad program or shader name)");
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
+   if (!shProg)
       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--;
+         /* release */
+         _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
 
          /* alloc new, smaller array */
          newList = (struct gl_shader **)
@@ -416,143 +674,241 @@ _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_VALUE,
-               "glDetachShader(shader not found)");
+   {
+      GLenum err;
+      if (_mesa_is_shader(ctx, shader))
+         err = GL_INVALID_OPERATION;
+      else if (_mesa_is_program(ctx, shader))
+         err = GL_INVALID_OPERATION;
+      else
+         err = GL_INVALID_VALUE;
+      _mesa_error(ctx, err, "glDetachProgram(shader)");
+      return;
+   }
 }
 
 
-void
+static GLint
+sizeof_glsl_type(GLenum type)
+{
+   switch (type) {
+   case GL_FLOAT:
+   case GL_INT:
+   case GL_BOOL:
+   case GL_SAMPLER_1D:
+   case GL_SAMPLER_2D:
+   case GL_SAMPLER_3D:
+   case GL_SAMPLER_CUBE:
+   case GL_SAMPLER_1D_SHADOW:
+   case GL_SAMPLER_2D_SHADOW:
+   case GL_SAMPLER_2D_RECT_ARB:
+   case GL_SAMPLER_2D_RECT_SHADOW_ARB:
+   case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
+   case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
+   case GL_SAMPLER_CUBE_SHADOW_EXT:
+      return 1;
+   case GL_FLOAT_VEC2:
+   case GL_INT_VEC2:
+   case GL_BOOL_VEC2:
+      return 2;
+   case GL_FLOAT_VEC3:
+   case GL_INT_VEC3:
+   case GL_BOOL_VEC3:
+      return 3;
+   case GL_FLOAT_VEC4:
+   case GL_INT_VEC4:
+   case GL_BOOL_VEC4:
+      return 4;
+   case GL_FLOAT_MAT2:
+   case GL_FLOAT_MAT2x3:
+   case GL_FLOAT_MAT2x4:
+      return 8; /* two float[4] vectors */
+   case GL_FLOAT_MAT3:
+   case GL_FLOAT_MAT3x2:
+   case GL_FLOAT_MAT3x4:
+      return 12; /* three float[4] vectors */
+   case GL_FLOAT_MAT4:
+   case GL_FLOAT_MAT4x2:
+   case GL_FLOAT_MAT4x3:
+      return 16;  /* four float[4] vectors */
+   default:
+      _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()");
+      return 1;
+   }
+}
+
+
+static GLboolean
+is_boolean_type(GLenum type)
+{
+   switch (type) {
+   case GL_BOOL:
+   case GL_BOOL_VEC2:
+   case GL_BOOL_VEC3:
+   case GL_BOOL_VEC4:
+      return GL_TRUE;
+   default:
+      return GL_FALSE;
+   }
+}
+
+
+static GLboolean
+is_integer_type(GLenum type)
+{
+   switch (type) {
+   case GL_INT:
+   case GL_INT_VEC2:
+   case GL_INT_VEC3:
+   case GL_INT_VEC4:
+      return GL_TRUE;
+   default:
+      return GL_FALSE;
+   }
+}
+
+
+static void
 _mesa_get_active_attrib(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;
+   const struct gl_program_parameter_list *attribs = NULL;
+   struct gl_shader_program *shProg;
 
-   if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
+   if (!shProg)
       return;
-   }
 
-   if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+   if (shProg->VertexProgram)
+      attribs = shProg->VertexProgram->Base.Attributes;
+
+   if (!attribs || index >= attribs->NumParameters) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
       return;
    }
 
-   copy_string(nameOut, maxLength, length,
-               shProg->Attributes->Parameters[index].Name);
-   sz = shProg->Attributes->Parameters[index].Size;
+   copy_string(nameOut, maxLength, length, attribs->Parameters[index].Name);
+
    if (size)
-      *size = sz;
+      *size = attribs->Parameters[index].Size
+         / sizeof_glsl_type(attribs->Parameters[index].DataType);
+
    if (type)
-      *type = vec_types[sz]; /* XXX this is a temporary hack */
+      *type = attribs->Parameters[index].DataType;
 }
 
 
-/**
+static struct gl_program_parameter *
+get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
+{
+   const struct gl_program *prog;
+   GLint progPos;
+
+   progPos = shProg->Uniforms->Uniforms[index].VertPos;
+   if (progPos >= 0) {
+      prog = &shProg->VertexProgram->Base;
+   }
+   else {
+      progPos = shProg->Uniforms->Uniforms[index].FragPos;
+      if (progPos >= 0) {
+         prog = &shProg->FragmentProgram->Base;
+      }
+   }
+
+   if (!prog || progPos < 0)
+      return NULL; /* should never happen */
+
+   return &prog->Parameters->Parameters[progPos];
+}
+
+
+/**
  * Called via ctx->Driver.GetActiveUniform().
  */
-void
+static void
 _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;
+   const struct gl_shader_program *shProg;
+   const struct gl_program *prog;
+   GLint progPos;
 
-   if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
+   if (!shProg)
       return;
-   }
 
-   if (!shProg->Uniforms || index >= shProg->Uniforms->NumParameters) {
+   if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
       _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
       return;
    }
 
-   copy_string(nameOut, maxLength, length,
-               shProg->Uniforms->Parameters[index].Name);
-   sz = shProg->Uniforms->Parameters[index].Size;
+   progPos = shProg->Uniforms->Uniforms[index].VertPos;
+   if (progPos >= 0) {
+      prog = &shProg->VertexProgram->Base;
+   }
+   else {
+      progPos = shProg->Uniforms->Uniforms[index].FragPos;
+      if (progPos >= 0) {
+         prog = &shProg->FragmentProgram->Base;
+      }
+   }
+
+   if (!prog || progPos < 0)
+      return; /* should never happen */
+
+   if (nameOut)
+      copy_string(nameOut, maxLength, length,
+                  prog->Parameters->Parameters[progPos].Name);
    if (size)
-      *size = sz;
+      *size = prog->Parameters->Parameters[progPos].Size
+         / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
    if (type)
-      *type = vec_types[sz]; /* XXX this is a temporary hack */
+      *type = prog->Parameters->Parameters[progPos].DataType;
 }
 
 
 /**
  * Called via ctx->Driver.GetAttachedShaders().
  */
-void
+static void
 _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
                            GLsizei *count, GLuint *obj)
 {
-   struct gl_shader_program *shProg
-      = _mesa_lookup_shader_program(ctx, program);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
    if (shProg) {
       GLuint i;
-      for (i = 0; i < maxCount && i < shProg->NumShaders; i++) {
+      for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
          obj[i] = shProg->Shaders[i]->Name;
       }
       if (count)
          *count = i;
    }
-   else {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders");
-   }
 }
 
 
-GLint
-_mesa_get_attrib_location(GLcontext *ctx, GLuint program,
-                          const GLchar *name)
-{
-   struct gl_shader_program *shProg
-      = _mesa_lookup_shader_program(ctx, program);
-
-   if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttribLocation");
-      return -1;
-   }
-
-   if (!shProg->LinkStatus) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,
-                  "glGetAttribLocation(program not linked)");
-      return -1;
-   }
-
-   if (!name)
-      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;
-         }
-      }
-   }
-   return -1;
-}
-
-
-GLuint
+static GLuint
 _mesa_get_handle(GLcontext *ctx, GLenum pname)
 {
 #if 0
@@ -576,10 +932,11 @@ _mesa_get_handle(GLcontext *ctx, GLenum pname)
 }
 
 
-void
+static void
 _mesa_get_programiv(GLcontext *ctx, GLuint program,
                     GLenum pname, GLint *params)
 {
+   const struct gl_program_parameter_list *attribs;
    struct gl_shader_program *shProg
       = _mesa_lookup_shader_program(ctx, program);
 
@@ -588,6 +945,11 @@ _mesa_get_programiv(GLcontext *ctx, GLuint program,
       return;
    }
 
+   if (shProg->VertexProgram)
+      attribs = shProg->VertexProgram->Base.Attributes;
+   else
+      attribs = NULL;
+
    switch (pname) {
    case GL_DELETE_STATUS:
       *params = shProg->DeletePending;
@@ -599,22 +961,27 @@ _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 = attribs ? attribs->NumParameters : 0;
       break;
    case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
-      *params = _mesa_parameter_longest_name(shProg->Attributes);
+      *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1;
       break;
    case GL_ACTIVE_UNIFORMS:
-      *params = shProg->Uniforms ? shProg->Uniforms->NumParameters : 0;
+      *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
       break;
    case GL_ACTIVE_UNIFORM_MAX_LENGTH:
-      *params = _mesa_parameter_longest_name(shProg->Uniforms);
+      *params = _mesa_longest_uniform_name(shProg->Uniforms);
+      if (*params > 0)
+         (*params)++;  /* add one for terminating zero */
+      break;
+   case GL_PROGRAM_BINARY_LENGTH_OES:
+      *params = 0;
       break;
    default:
       _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
@@ -623,13 +990,12 @@ _mesa_get_programiv(GLcontext *ctx, GLuint program,
 }
 
 
-void
+static void
 _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
 {
-   struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
+   struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
 
    if (!shader) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderiv(shader)");
       return;
    }
 
@@ -644,10 +1010,10 @@ _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)");
@@ -656,7 +1022,7 @@ _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
 }
 
 
-void
+static void
 _mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
                            GLsizei *length, GLchar *infoLog)
 {
@@ -670,7 +1036,7 @@ _mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
 }
 
 
-void
+static void
 _mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
                           GLsizei *length, GLchar *infoLog)
 {
@@ -686,84 +1052,276 @@ _mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
 /**
  * Called via ctx->Driver.GetShaderSource().
  */
-void
+static void
 _mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
                         GLsizei *length, GLchar *sourceOut)
 {
-   struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+   struct gl_shader *sh;
+   sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
    if (!sh) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSource(shader)");
       return;
    }
    copy_string(sourceOut, maxLength, length, sh->Source);
 }
 
 
+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;
+   }
+}
+
+
 /**
- * Called via ctx->Driver.GetUniformfv().
+ * 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.
  */
-void
-_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
-                    GLfloat *params)
+static void
+get_uniform_rows_cols(const struct gl_program_parameter *p,
+                      GLint *rows, GLint *cols)
+{
+   get_matrix_dims(p->DataType, rows, cols);
+   if (*rows == 0 && *cols == 0) {
+      /* not a matrix type, probably a float or vector */
+      if (p->Size <= 4) {
+         *rows = 1;
+         *cols = p->Size;
+      }
+      else {
+         *rows = p->Size / 4 + 1;
+         if (p->Size % 4 == 0)
+            *cols = 4;
+         else
+            *cols = p->Size % 4;
+      }
+   }
+}
+
+
+#define MAX_UNIFORM_ELEMENTS 16
+
+/**
+ * Helper for GetUniformfv(), GetUniformiv()
+ * Returns number of elements written to 'params' output.
+ */
+static GLuint
+get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
+              GLfloat *params)
 {
    struct gl_shader_program *shProg
-      = _mesa_lookup_shader_program(ctx, program);
+      = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
    if (shProg) {
-      GLuint 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];
+      if (shProg->Uniforms &&
+          location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
+         GLint progPos;
+         const struct gl_program *prog = NULL;
+
+         progPos = shProg->Uniforms->Uniforms[location].VertPos;
+         if (progPos >= 0) {
+            prog = &shProg->VertexProgram->Base;
+         }
+         else {
+            progPos = shProg->Uniforms->Uniforms[location].FragPos;
+            if (progPos >= 0) {
+               prog = &shProg->FragmentProgram->Base;
+            }
+         }
+
+         ASSERT(prog);
+         if (prog) {
+            const struct gl_program_parameter *p =
+               &prog->Parameters->Parameters[progPos];
+            GLint rows, cols, i, j, k;
+
+            /* See uniformiv() below */                    
+            assert(p->Size <= MAX_UNIFORM_ELEMENTS);
+
+            get_uniform_rows_cols(p, &rows, &cols);
+
+            k = 0;
+            for (i = 0; i < rows; i++) {
+               for (j = 0; j < cols; j++ ) {
+                  params[k++] = prog->Parameters->ParameterValues[progPos+i][j];
+               }
+            }
+
+            return p->Size;
          }
       }
       else {
-         _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)");
+         _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
       }
    }
-   else {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(program)");
-   }
+   return 0;
 }
 
 
 /**
- * Called via ctx->Driver.GetUniformLocation().
+ * Called via ctx->Driver.GetUniformfv().
  */
-GLint
-_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
+static void
+_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
+                    GLfloat *params)
 {
-   if (ctx->Shader.CurrentProgram) {
-      const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
-      GLuint loc;
-      for (loc = 0; loc < shProg->Uniforms->NumParameters; loc++) {
-         const struct gl_program_parameter *u
-            = shProg->Uniforms->Parameters + loc;
-         /* 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 && !strcmp(u->Name, name)) {
-            return loc;
-         }
-      }
+   (void) get_uniformfv(ctx, program, location, params);
+}
+
+
+/**
+ * Called via ctx->Driver.GetUniformiv().
+ */
+static void
+_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
+                    GLint *params)
+{
+   GLfloat fparams[MAX_UNIFORM_ELEMENTS];
+   GLuint n = get_uniformfv(ctx, program, location, fparams);
+   GLuint i;
+   assert(n <= MAX_UNIFORM_ELEMENTS);
+   for (i = 0; i < n; i++) {
+      params[i] = (GLint) fparams[i];
    }
-   return -1;
+}
+
 
+/**
+ * The value returned by GetUniformLocation actually encodes two things:
+ * 1. the index into the prog->Uniforms[] array for the uniform
+ * 2. an offset in the prog->ParameterValues[] array for specifying array
+ *    elements or structure fields.
+ * This function merges those two values.
+ */
+static void
+merge_location_offset(GLint *location, GLint offset)
+{
+   *location = *location | (offset << 16);
 }
 
 
-GLboolean
-_mesa_is_program(GLcontext *ctx, GLuint name)
+/**
+ * Seperate the uniform location and parameter offset.  See above.
+ */
+static void
+split_location_offset(GLint *location, GLint *offset)
 {
-   struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
-   return shProg ? GL_TRUE : GL_FALSE;
+   *offset = (*location >> 16);
+   *location = *location & 0xffff;
 }
 
 
-GLboolean
-_mesa_is_shader(GLcontext *ctx, GLuint name)
+/**
+ * Called via ctx->Driver.GetUniformLocation().
+ *
+ * The return value will encode two values, the uniform location and an
+ * offset (used for arrays, structs).
+ */
+static GLint
+_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
 {
-   struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
-   return shader ? GL_TRUE : GL_FALSE;
+   GLint offset = 0, location = -1;
+
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
+
+   if (!shProg)
+      return -1;
+
+   if (shProg->LinkStatus == GL_FALSE) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
+      return -1;
+   }
+
+   /* XXX we should return -1 if the uniform was declared, but not
+    * actually used.
+    */
+
+   /* XXX we need to be able to parse uniform names for structs and arrays
+    * such as:
+    *   mymatrix[1]
+    *   mystruct.field1
+    */
+
+   {
+      /* handle 1-dimension arrays here... */
+      char *c = strchr(name, '[');
+      if (c) {
+         /* truncate name at [ */
+         const GLint len = c - name;
+         GLchar *newName = _mesa_malloc(len + 1);
+         if (!newName)
+            return -1; /* out of mem */
+         _mesa_memcpy(newName, name, len);
+         newName[len] = 0;
+
+         location = _mesa_lookup_uniform(shProg->Uniforms, newName);
+         if (location >= 0) {
+            const GLint element = _mesa_atoi(c + 1);
+            if (element > 0) {
+               /* get type of the uniform array element */
+               struct gl_program_parameter *p;
+               p = get_uniform_parameter(shProg, location);
+               if (p) {
+                  GLint rows, cols;
+                  get_matrix_dims(p->DataType, &rows, &cols);
+                  if (rows < 1)
+                     rows = 1;
+                  offset = element * rows;
+               }
+            }
+         }
+
+         _mesa_free(newName);
+      }
+   }
+
+   if (location < 0) {
+      location = _mesa_lookup_uniform(shProg->Uniforms, name);
+   }
+
+   if (location >= 0) {
+      merge_location_offset(&location, offset);
+   }
+
+   return location;
 }
 
 
@@ -771,14 +1329,14 @@ _mesa_is_shader(GLcontext *ctx, GLuint name)
 /**
  * Called via ctx->Driver.ShaderSource()
  */
-void
+static void
 _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
 {
-   struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
-   if (!sh) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSource(shaderObj)");
+   struct gl_shader *sh;
+
+   sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
+   if (!sh)
       return;
-   }
 
    /* free old shader source string and install new one */
    if (sh->Source) {
@@ -792,15 +1350,14 @@ _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
 /**
  * Called via ctx->Driver.CompileShader()
  */
-void
+static void
 _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
 {
-   struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
+   struct gl_shader *sh;
 
-   if (!sh) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)");
+   sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
+   if (!sh)
       return;
-   }
 
    sh->CompileStatus = _slang_compile(ctx, sh);
 }
@@ -809,18 +1366,18 @@ _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
 /**
  * Called via ctx->Driver.LinkProgram()
  */
-void
+static void
 _mesa_link_program(GLcontext *ctx, GLuint program)
 {
    struct gl_shader_program *shProg;
 
-   shProg = _mesa_lookup_shader_program(ctx, program);
-   if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glLinkProgram(program)");
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
+   if (!shProg)
       return;
-   }
 
-   _slang_link2(ctx, program, shProg);
+   FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+   _slang_link(ctx, program, shProg);
 }
 
 
@@ -830,88 +1387,378 @@ _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);
+      shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
       if (!shProg) {
+         return;
+      }
+      if (!shProg->LinkStatus) {
+         _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram");
+         return;
+      }
+   }
+   else {
+      shProg = NULL;
+   }
+
+   _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
+}
+
+
+
+/**
+ * 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)
+{
+   GLuint s;
+
+   memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
+
+   for (s = 0; s < MAX_SAMPLERS; s++) {
+      if (prog->SamplersUsed & (1 << s)) {
+         GLuint u = prog->SamplerUnits[s];
+         GLuint t = prog->SamplerTargets[s];
+         assert(u < MAX_TEXTURE_IMAGE_UNITS);
+         prog->TexturesUsed[u] |= (1 << t);
+      }
+   }
+}
+
+
+static GLboolean
+is_sampler_type(GLenum type)
+{
+   switch (type) {
+   case GL_SAMPLER_1D:
+   case GL_SAMPLER_2D:
+   case GL_SAMPLER_3D:
+   case GL_SAMPLER_CUBE:
+   case GL_SAMPLER_1D_SHADOW:
+   case GL_SAMPLER_2D_SHADOW:
+   case GL_SAMPLER_2D_RECT_ARB:
+   case GL_SAMPLER_2D_RECT_SHADOW_ARB:
+   case GL_SAMPLER_1D_ARRAY_EXT:
+   case GL_SAMPLER_2D_ARRAY_EXT:
+      return GL_TRUE;
+   default:
+      return GL_FALSE;
+   }
+}
+
+
+/**
+ * Check if the type given by userType is allowed to set a uniform of the
+ * target type.  Generally, equivalence is required, but setting Boolean
+ * uniforms can be done with glUniformiv or glUniformfv.
+ */
+static GLboolean
+compatible_types(GLenum userType, GLenum targetType)
+{
+   if (userType == targetType)
+      return GL_TRUE;
+
+   if (targetType == GL_BOOL && (userType == GL_FLOAT || userType == GL_INT))
+      return GL_TRUE;
+
+   if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
+                                      userType == GL_INT_VEC2))
+      return GL_TRUE;
+
+   if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
+                                      userType == GL_INT_VEC3))
+      return GL_TRUE;
+
+   if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
+                                      userType == GL_INT_VEC4))
+      return GL_TRUE;
+
+   if (is_sampler_type(targetType) && userType == GL_INT)
+      return GL_TRUE;
+
+   return GL_FALSE;
+}
+
+
+/**
+ * Set the value of a program's uniform variable.
+ * \param program  the program whose uniform to update
+ * \param index  the index of the program parameter for the uniform
+ * \param offset  additional parameter slot offset (for arrays)
+ * \param type  the datatype of the uniform
+ * \param count  the number of uniforms to set
+ * \param elems  number of elements per uniform
+ * \param values  the new values
+ */
+static void
+set_program_uniform(GLcontext *ctx, struct gl_program *program,
+                    GLint index, GLint offset,
+                    GLenum type, GLsizei count, GLint elems,
+                    const void *values)
+{
+   struct gl_program_parameter *param =
+      &program->Parameters->Parameters[index];
+
+   assert(offset >= 0);
+
+   if (!compatible_types(type, param->DataType)) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+      return;
+   }
+
+   if (index + offset > (GLint) program->Parameters->Size) {
+      /* out of bounds! */
+      return;
+   }
+
+   if (param->Type == PROGRAM_SAMPLER) {
+      /* This controls which texture unit which is used by a sampler */
+      GLuint texUnit, sampler;
+
+      /* data type for setting samplers must be int */
+      if (type != GL_INT || count != 1) {
+         _mesa_error(ctx, GL_INVALID_OPERATION,
+                     "glUniform(only glUniform1i can be used "
+                     "to set sampler uniforms)");
+         return;
+      }
+
+      sampler = (GLuint) program->Parameters->ParameterValues[index][0];
+      texUnit = ((GLuint *) values)[0];
+
+      /* check that the sampler (tex unit index) is legal */
+      if (texUnit >= ctx->Const.MaxTextureImageUnits) {
          _mesa_error(ctx, GL_INVALID_VALUE,
-                     "glUseProgramObjectARB(programObj)");
+                     "glUniform1(invalid sampler/tex unit index)");
          return;
       }
-      ctx->Shader.CurrentProgram = shProg;
-      shProg->RefCount++;
+
+      /* This maps a sampler to a texture unit: */
+      program->SamplerUnits[sampler] = texUnit;
+      _mesa_update_shader_textures_used(program);
+
+      FLUSH_VERTICES(ctx, _NEW_TEXTURE);
    }
    else {
-      /* don't use a shader program */
-      ctx->Shader.CurrentProgram = NULL;
-   }      
+      /* ordinary uniform variable */
+      GLsizei k, i;
+      GLint slots = (param->Size + 3) / 4;
+
+      if (count * elems > (GLint) param->Size) {
+         _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
+         return;
+      }
+
+      if (count > slots)
+         count = slots;
+
+      for (k = 0; k < count; k++) {
+         GLfloat *uniformVal =
+            program->Parameters->ParameterValues[index + offset + k];
+         if (is_integer_type(type)) {
+            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 the uniform is bool-valued, convert to 1.0 or 0.0 */
+         if (is_boolean_type(param->DataType)) {
+            for (i = 0; i < elems; i++) {
+               uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
+            }
+         }
+      }
+   }
 }
 
 
 /**
  * Called via ctx->Driver.Uniform().
  */
-void
+static void
 _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
               const GLvoid *values, GLenum type)
 {
    struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+   GLint elems, offset;
 
    if (!shProg || !shProg->LinkStatus) {
       _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
       return;
    }
 
-   if (location < 0 || location >= shProg->Uniforms->NumParameters) {
+   if (location == -1)
+      return;   /* The standard specifies this as a no-op */
+
+   split_location_offset(&location, &offset);
+
+   if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
       _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
       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;
+   }
+
    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();
+   /* 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 = shProg->Uniforms->Uniforms[location].VertPos;
+      if (index >= 0) {
+         set_program_uniform(ctx, &shProg->VertexProgram->Base,
+                             index, offset, type, count, elems, values);
+      }
+   }
+
+   if (shProg->FragmentProgram) {
+      /* convert uniform location to program parameter index */
+      GLint index = shProg->Uniforms->Uniforms[location].FragPos;
+      if (index >= 0) {
+         set_program_uniform(ctx, &shProg->FragmentProgram->Base,
+                             index, offset, type, count, elems, values);
+      }
+   }
 
-      for (i = 0; i < count; i++)
-         v[i] = fValues[i];
+   shProg->Uniforms->Uniforms[location].Initialized = GL_TRUE;
+}
+
+
+/**
+ * Set a matrix-valued program parameter.
+ */
+static void
+set_program_uniform_matrix(GLcontext *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 dst = index + offset, src = 0;
+   GLint nr, nc;
+
+   /* check that the number of rows, columns is correct */
+   get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc);
+   if (rows != nr || cols != nc) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                  "glUniformMatrix(matrix size mismatch)");
+      return;
+   }
+
+   if (index + offset > program->Parameters->Size) {
+      /* out of bounds! */
       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...
+    */
+
+   /* loop over matrices */
+   for (mat = 0; mat < count; mat++) {
+
+      /* each matrix: */
+      for (col = 0; col < cols; col++) {
+         GLfloat *v = program->Parameters->ParameterValues[dst];
+         for (row = 0; row < rows; row++) {
+            if (transpose) {
+               v[row] = values[src + row * cols + col];
+            }
+            else {
+               v[row] = values[src + col * rows + row];
+            }
+         }
+         dst++;
+      }
+
+      src += rows * cols;  /* next matrix */
+   }
 }
 
 
 /**
  * Called by ctx->Driver.UniformMatrix().
+ * Note: cols=2, rows=4  ==>  array[2] of vec4
  */
-void
+static void
 _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
                      GLenum matrixType, GLint location, GLsizei count,
                      GLboolean transpose, const GLfloat *values)
 {
+   GLint offset;
    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 < 0 || location >= shProg->Uniforms->NumParameters) {
+
+   if (location == -1)
+      return;   /* The standard specifies this as a no-op */
+
+   split_location_offset(&location, &offset);
+
+   if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
       _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
       return;
    }
@@ -922,45 +1769,47 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
 
    FLUSH_VERTICES(ctx, _NEW_PROGRAM);
 
-   /*
-    * Note: the _columns_ of a matrix are stored in program registers, not
-    * the rows.
-    */
-   /* XXXX need to test 3x3 and 2x2 matrices... */
-   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[col * rows + row];
-         }
+   if (shProg->VertexProgram) {
+      /* convert uniform location to program parameter index */
+      GLint index = shProg->Uniforms->Uniforms[location].VertPos;
+      if (index >= 0) {
+         set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
+                                    index, offset,
+                                    count, rows, cols, transpose, values);
       }
    }
-   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[row * cols + col];
-         }
+
+   if (shProg->FragmentProgram) {
+      /* convert uniform location to program parameter index */
+      GLint index = shProg->Uniforms->Uniforms[location].FragPos;
+      if (index >= 0) {
+         set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
+                                    index, offset,
+                                    count, rows, cols, transpose, values);
       }
    }
+
+   shProg->Uniforms->Uniforms[location].Initialized = GL_TRUE;
 }
 
 
-void
+static void
 _mesa_validate_program(GLcontext *ctx, GLuint program)
 {
    struct gl_shader_program *shProg;
-   shProg = _mesa_lookup_shader_program(ctx, program);
+
+   shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
    if (!shProg) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)");
       return;
    }
-   /* XXX temporary */
-   shProg->Validated = GL_TRUE;
 
-   /* From the GL spec:
+   if (!shProg->LinkStatus) {
+      shProg->Validated = GL_FALSE;
+      return;
+   }
+
+   /* From the GL spec, a program is invalid if any of these are true:
+
      any two active samplers in the current program object are of
      different types, but refer to the same texture image unit,
 
@@ -973,4 +1822,44 @@ _mesa_validate_program(GLcontext *ctx, GLuint program)
      processing exceeds the combined limit on the total number of texture
      image units allowed.
    */
+
+   shProg->Validated = GL_TRUE;
+}
+
+
+/**
+ * Plug in Mesa's GLSL functions into the device driver function table.
+ */
+void
+_mesa_init_glsl_driver_functions(struct dd_function_table *driver)
+{
+   driver->AttachShader = _mesa_attach_shader;
+   driver->BindAttribLocation = _mesa_bind_attrib_location;
+   driver->CompileShader = _mesa_compile_shader;
+   driver->CreateProgram = _mesa_create_program;
+   driver->CreateShader = _mesa_create_shader;
+   driver->DeleteProgram2 = _mesa_delete_program2;
+   driver->DeleteShader = _mesa_delete_shader;
+   driver->DetachShader = _mesa_detach_shader;
+   driver->GetActiveAttrib = _mesa_get_active_attrib;
+   driver->GetActiveUniform = _mesa_get_active_uniform;
+   driver->GetAttachedShaders = _mesa_get_attached_shaders;
+   driver->GetAttribLocation = _mesa_get_attrib_location;
+   driver->GetHandle = _mesa_get_handle;
+   driver->GetProgramiv = _mesa_get_programiv;
+   driver->GetProgramInfoLog = _mesa_get_program_info_log;
+   driver->GetShaderiv = _mesa_get_shaderiv;
+   driver->GetShaderInfoLog = _mesa_get_shader_info_log;
+   driver->GetShaderSource = _mesa_get_shader_source;
+   driver->GetUniformfv = _mesa_get_uniformfv;
+   driver->GetUniformiv = _mesa_get_uniformiv;
+   driver->GetUniformLocation = _mesa_get_uniform_location;
+   driver->IsProgram = _mesa_is_program;
+   driver->IsShader = _mesa_is_shader;
+   driver->LinkProgram = _mesa_link_program;
+   driver->ShaderSource = _mesa_shader_source;
+   driver->Uniform = _mesa_uniform;
+   driver->UniformMatrix = _mesa_uniform_matrix;
+   driver->UseProgram = _mesa_use_program;
+   driver->ValidateProgram = _mesa_validate_program;
 }