Iterate directly over uniforms when applying them

Directly iterate over uniforms, not over uniform locations, so we don't waste time looking at locations in the middle of arrays. Gets about 1 fps on a NaCl benchmark.

BUG=
TEST=webgl conformance tests

Review URL: http://codereview.appspot.com/5210042

git-svn-id: https://angleproject.googlecode.com/svn/trunk@792 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Program.h b/src/libGLESv2/Program.h
index 4bf344f..87da974 100644
--- a/src/libGLESv2/Program.h
+++ b/src/libGLESv2/Program.h
@@ -149,21 +149,21 @@
     bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
     bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
     Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
-    bool applyUniform1bv(GLint location, GLsizei count, const GLboolean *v);
-    bool applyUniform2bv(GLint location, GLsizei count, const GLboolean *v);
-    bool applyUniform3bv(GLint location, GLsizei count, const GLboolean *v);
-    bool applyUniform4bv(GLint location, GLsizei count, const GLboolean *v);
-    bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v);
-    bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v);
-    bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v);
-    bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v);
-    bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
-    bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
-    bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
-    bool applyUniform1iv(GLint location, GLsizei count, const GLint *v);
-    bool applyUniform2iv(GLint location, GLsizei count, const GLint *v);
-    bool applyUniform3iv(GLint location, GLsizei count, const GLint *v);
-    bool applyUniform4iv(GLint location, GLsizei count, const GLint *v);
+    bool applyUniform1bv(Uniform *targetUniform, GLsizei count, const GLboolean *v);
+    bool applyUniform2bv(Uniform *targetUniform, GLsizei count, const GLboolean *v);
+    bool applyUniform3bv(Uniform *targetUniform, GLsizei count, const GLboolean *v);
+    bool applyUniform4bv(Uniform *targetUniform, GLsizei count, const GLboolean *v);
+    bool applyUniform1fv(Uniform *targetUniform, GLsizei count, const GLfloat *v);
+    bool applyUniform2fv(Uniform *targetUniform, GLsizei count, const GLfloat *v);
+    bool applyUniform3fv(Uniform *targetUniform, GLsizei count, const GLfloat *v);
+    bool applyUniform4fv(Uniform *targetUniform, GLsizei count, const GLfloat *v);
+    bool applyUniformMatrix2fv(Uniform *targetUniform, GLsizei count, const GLfloat *value);
+    bool applyUniformMatrix3fv(Uniform *targetUniform, GLsizei count, const GLfloat *value);
+    bool applyUniformMatrix4fv(Uniform *targetUniform, GLsizei count, const GLfloat *value);
+    bool applyUniform1iv(Uniform *targetUniform, GLsizei count, const GLint *v);
+    bool applyUniform2iv(Uniform *targetUniform, GLsizei count, const GLint *v);
+    bool applyUniform3iv(Uniform *targetUniform, GLsizei count, const GLint *v);
+    bool applyUniform4iv(Uniform *targetUniform, GLsizei count, const GLint *v);
 
     void getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS);