mesa: move GLSL uniform functions into new source file
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index cebe899..2585382 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -44,6 +44,7 @@
 #include "shader/prog_statevars.h"
 #include "shader/prog_uniform.h"
 #include "shader/shader_api.h"
+#include "shader/uniforms.h"
 #include "shader/slang/slang_compile.h"
 #include "shader/slang/slang_link.h"
 #include "main/dispatch.h"
@@ -222,7 +223,7 @@
 /**
  * As above, but record an error if program is not found.
  */
-static struct gl_shader_program *
+struct gl_shader_program *
 _mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
                                 const char *caller)
 {
@@ -840,77 +841,6 @@
 }
 
 
-static GLenum
-base_uniform_type(GLenum type)
-{
-   switch (type) {
-#if 0 /* not needed, for now */
-   case GL_BOOL:
-   case GL_BOOL_VEC2:
-   case GL_BOOL_VEC3:
-   case GL_BOOL_VEC4:
-      return GL_BOOL;
-#endif
-   case GL_FLOAT:
-   case GL_FLOAT_VEC2:
-   case GL_FLOAT_VEC3:
-   case GL_FLOAT_VEC4:
-      return GL_FLOAT;
-   case GL_UNSIGNED_INT:
-   case GL_UNSIGNED_INT_VEC2:
-   case GL_UNSIGNED_INT_VEC3:
-   case GL_UNSIGNED_INT_VEC4:
-      return GL_UNSIGNED_INT;
-   case GL_INT:
-   case GL_INT_VEC2:
-   case GL_INT_VEC3:
-   case GL_INT_VEC4:
-      return GL_INT;
-   default:
-      _mesa_problem(NULL, "Invalid type in base_uniform_type()");
-      return GL_FLOAT;
-   }
-}
-
-
-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_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:
-   case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
-   case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
-      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,
@@ -943,93 +873,6 @@
 }
 
 
-static struct gl_program_parameter *
-get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
-{
-   const struct gl_program *prog = NULL;
-   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().
- */
-static void
-_mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
-                         GLsizei maxLength, GLsizei *length, GLint *size,
-                         GLenum *type, GLchar *nameOut)
-{
-   const struct gl_shader_program *shProg;
-   const struct gl_program *prog = NULL;
-   const struct gl_program_parameter *param;
-   GLint progPos;
-
-   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
-   if (!shProg)
-      return;
-
-   if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
-      return;
-   }
-
-   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 */
-
-   ASSERT(progPos < prog->Parameters->NumParameters);
-   param = &prog->Parameters->Parameters[progPos];
-
-   if (nameOut) {
-      _mesa_copy_string(nameOut, maxLength, length, param->Name);
-   }
-
-   if (size) {
-      GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
-      if ((GLint) param->Size > typeSize) {
-         /* This is an array.
-          * Array elements are placed on vector[4] boundaries so they're
-          * a multiple of four floats.  We round typeSize up to next multiple
-          * of four to get the right size below.
-          */
-         typeSize = (typeSize + 3) & ~3;
-      }
-      /* Note that the returned size is in units of the <type>, not bytes */
-      *size = param->Size / typeSize;
-   }
-
-   if (type) {
-      *type = param->DataType;
-   }
-}
-
-
 /**
  * Called via ctx->Driver.GetAttachedShaders().
  */
@@ -1209,282 +1052,6 @@
 }
 
 
-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;
-   }
-}
-
-
-/**
- * Determine the number of rows and columns occupied by a uniform
- * according to its datatype.  For non-matrix types (such as GL_FLOAT_VEC4),
- * the number of rows = 1 and cols = number of elements in the vector.
- */
-static void
-get_uniform_rows_cols(const struct gl_program_parameter *p,
-                      GLint *rows, GLint *cols)
-{
-   get_matrix_dims(p->DataType, rows, cols);
-   if (*rows == 0 && *cols == 0) {
-      /* not a matrix type, probably a float or vector */
-      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;
-      }
-   }
-}
-
-
-/**
- * Helper for get_uniform[fi]v() functions.
- * Given a shader program name and uniform location, return a pointer
- * to the shader program and return the program parameter position.
- */
-static void
-lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location,
-                         struct gl_program **progOut, GLint *paramPosOut)
-{
-   struct gl_shader_program *shProg
-      = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
-   struct gl_program *prog = NULL;
-   GLint progPos = -1;
-
-   /* if shProg is NULL, we'll have already recorded an error */
-
-   if (shProg) {
-      if (!shProg->Uniforms ||
-          location < 0 ||
-          location >= (GLint) shProg->Uniforms->NumUniforms) {
-         _mesa_error(ctx, GL_INVALID_OPERATION,  "glGetUniformfv(location)");
-      }
-      else {
-         /* OK, find the gl_program and program parameter location */
-         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;
-            }
-         }
-      }
-   }
-
-   *progOut = prog;
-   *paramPosOut = progPos;
-}
-
-
-/**
- * Called via ctx->Driver.GetUniformfv().
- */
-static void
-_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
-                    GLfloat *params)
-{
-   struct gl_program *prog;
-   GLint paramPos;
-
-   lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
-
-   if (prog) {
-      const struct gl_program_parameter *p =
-         &prog->Parameters->Parameters[paramPos];
-      GLint rows, cols, i, j, k;
-
-      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[paramPos+i][j];
-         }
-      }
-   }
-}
-
-
-/**
- * Called via ctx->Driver.GetUniformiv().
- * \sa _mesa_get_uniformfv, only difference is a cast.
- */
-static void
-_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
-                    GLint *params)
-{
-   struct gl_program *prog;
-   GLint paramPos;
-
-   lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
-
-   if (prog) {
-      const struct gl_program_parameter *p =
-         &prog->Parameters->Parameters[paramPos];
-      GLint rows, cols, i, j, k;
-
-      get_uniform_rows_cols(p, &rows, &cols);
-
-      k = 0;
-      for (i = 0; i < rows; i++) {
-         for (j = 0; j < cols; j++ ) {
-            params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j];
-         }
-      }
-   }
-}
-
-
-/**
- * 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);
-}
-
-
-/**
- * Seperate the uniform location and parameter offset.  See above.
- */
-static void
-split_location_offset(GLint *location, GLint *offset)
-{
-   *offset = (*location >> 16);
-   *location = *location & 0xffff;
-}
-
-
-/**
- * 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)
-{
-   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 = malloc(len + 1);
-         if (!newName)
-            return -1; /* out of mem */
-         memcpy(newName, name, len);
-         newName[len] = 0;
-
-         location = _mesa_lookup_uniform(shProg->Uniforms, newName);
-         if (location >= 0) {
-            const GLint element = atoi(c + 1);
-            if (element > 0) {
-               /* get type of the uniform array element */
-               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;
-               }
-            }
-         }
-
-         free(newName);
-      }
-   }
-
-   if (location < 0) {
-      location = _mesa_lookup_uniform(shProg->Uniforms, name);
-   }
-
-   if (location >= 0) {
-      merge_location_offset(&location, offset);
-   }
-
-   return location;
-}
-
-
-
 /**
  * Called via ctx->Driver.ShaderSource()
  */
@@ -1692,422 +1259,6 @@
 
 
 /**
- * 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_UNSIGNED_INT ||
-                                 userType == GL_INT))
-      return GL_TRUE;
-
-   if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
-                                      userType == GL_UNSIGNED_INT_VEC2 ||
-                                      userType == GL_INT_VEC2))
-      return GL_TRUE;
-
-   if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
-                                      userType == GL_UNSIGNED_INT_VEC3 ||
-                                      userType == GL_INT_VEC3))
-      return GL_TRUE;
-
-   if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
-                                      userType == GL_UNSIGNED_INT_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 incoming datatype of 'values'
- * \param count  the number of uniforms to set
- * \param elems  number of elements per uniform (1, 2, 3 or 4)
- * \param values  the new values, of datatype 'type'
- */
-static void
-set_program_uniform(GLcontext *ctx, struct gl_program *program,
-                    GLint index, GLint offset,
-                    GLenum type, GLsizei count, GLint elems,
-                    const void *values)
-{
-   const struct gl_program_parameter *param =
-      &program->Parameters->Parameters[index];
-
-   assert(offset >= 0);
-   assert(elems >= 1);
-   assert(elems <= 4);
-
-   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 */
-      GLboolean changed = GL_FALSE;
-      GLint i;
-
-      /* this should have been caught by the compatible_types() check */
-      ASSERT(type == GL_INT);
-
-      /* loop over number of samplers to change */
-      for (i = 0; i < count; i++) {
-         GLuint sampler =
-            (GLuint) program->Parameters->ParameterValues[index + offset + i][0];
-         GLuint texUnit = ((GLuint *) values)[i];
-
-         /* check that the sampler (tex unit index) is legal */
-         if (texUnit >= ctx->Const.MaxTextureImageUnits) {
-            _mesa_error(ctx, GL_INVALID_VALUE,
-                        "glUniform1(invalid sampler/tex unit index for '%s')",
-                        param->Name);
-            return;
-         }
-
-         /* This maps a sampler to a texture unit: */
-         if (sampler < MAX_SAMPLERS) {
-#if 0
-            printf("Set program %p sampler %d '%s' to unit %u\n",
-		   program, sampler, param->Name, texUnit);
-#endif
-            if (program->SamplerUnits[sampler] != texUnit) {
-               program->SamplerUnits[sampler] = texUnit;
-               changed = GL_TRUE;
-            }
-         }
-      }
-
-      if (changed) {
-         /* When a sampler's value changes it usually requires rewriting
-          * a GPU program's TEX instructions since there may not be a
-          * sampler->texture lookup table.  We signal this with the
-          * ProgramStringNotify() callback.
-          */
-         FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
-         _mesa_update_shader_textures_used(program);
-         /* Do we need to care about the return value here?
-          * This should not be the first time the driver was notified of
-          * this program.
-          */
-         (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
-      }
-   }
-   else {
-      /* ordinary uniform variable */
-      const GLboolean isUniformBool = is_boolean_type(param->DataType);
-      const GLenum basicType = base_uniform_type(type);
-      const GLint slots = (param->Size + 3) / 4;
-      const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
-      GLsizei k, i;
-
-      if ((GLint) param->Size > typeSize) {
-         /* an array */
-         /* we'll ignore extra data below */
-      }
-      else {
-         /* non-array: count must be at most one; count == 0 is handled by the loop below */
-         if (count > 1) {
-            _mesa_error(ctx, GL_INVALID_OPERATION,
-                        "glUniform(uniform '%s' is not an array)",
-                        param->Name);
-            return;
-         }
-      }
-
-      /* loop over number of array elements */
-      for (k = 0; k < count; k++) {
-         GLfloat *uniformVal;
-
-         if (offset + k >= slots) {
-            /* Extra array data is ignored */
-            break;
-         }
-
-         /* uniformVal (the destination) is always float[4] */
-         uniformVal = program->Parameters->ParameterValues[index + offset + k];
-
-         if (basicType == GL_INT) {
-            /* convert user's ints to floats */
-            const GLint *iValues = ((const GLint *) values) + k * elems;
-            for (i = 0; i < elems; i++) {
-               uniformVal[i] = (GLfloat) iValues[i];
-            }
-         }
-         else if (basicType == GL_UNSIGNED_INT) {
-            /* convert user's uints to floats */
-            const GLuint *iValues = ((const GLuint *) values) + k * elems;
-            for (i = 0; i < elems; i++) {
-               uniformVal[i] = (GLfloat) iValues[i];
-            }
-         }
-         else {
-            const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
-            assert(basicType == GL_FLOAT);
-            for (i = 0; i < elems; i++) {
-               uniformVal[i] = fValues[i];
-            }
-         }
-
-         /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
-         if (isUniformBool) {
-            for (i = 0; i < elems; i++) {
-               uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
-            }
-         }
-      }
-   }
-}
-
-
-/**
- * Called via ctx->Driver.Uniform().
- */
-static void
-_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
-              const GLvoid *values, GLenum type)
-{
-   struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
-   struct gl_uniform *uniform;
-   GLint elems, offset;
-
-   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 */
-
-   if (location < -1) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)",
-                  location);
-      return;
-   }
-
-   split_location_offset(&location, &offset);
-
-   if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
-      return;
-   }
-
-   if (count < 0) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
-      return;
-   }
-
-   elems = _mesa_sizeof_glsl_type(type);
-
-   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
-
-   uniform = &shProg->Uniforms->Uniforms[location];
-
-   if (ctx->Shader.Flags & GLSL_UNIFORMS) {
-      const GLenum basicType = base_uniform_type(type);
-      GLint i;
-      printf("Mesa: set program %u uniform %s (loc %d) to: ",
-	     shProg->Name, uniform->Name, location);
-      if (basicType == GL_INT) {
-         const GLint *v = (const GLint *) values;
-         for (i = 0; i < count * elems; i++) {
-            printf("%d ", v[i]);
-         }
-      }
-      else if (basicType == GL_UNSIGNED_INT) {
-         const GLuint *v = (const GLuint *) values;
-         for (i = 0; i < count * elems; i++) {
-            printf("%u ", v[i]);
-         }
-      }
-      else {
-         const GLfloat *v = (const GLfloat *) values;
-         assert(basicType == GL_FLOAT);
-         for (i = 0; i < count * elems; i++) {
-            printf("%g ", v[i]);
-         }
-      }
-      printf("\n");
-   }
-
-   /* A uniform var may be used by both a vertex shader and a fragment
-    * shader.  We may need to update one or both shader's uniform here:
-    */
-   if (shProg->VertexProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->VertPos;
-      if (index >= 0) {
-         set_program_uniform(ctx, &shProg->VertexProgram->Base,
-                             index, offset, type, count, elems, values);
-      }
-   }
-
-   if (shProg->FragmentProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->FragPos;
-      if (index >= 0) {
-         set_program_uniform(ctx, &shProg->FragmentProgram->Base,
-                             index, offset, type, count, elems, values);
-      }
-   }
-
-   uniform->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 src = 0;
-   const struct gl_program_parameter * param = &program->Parameters->Parameters[index];
-   const GLuint slots = (param->Size + 3) / 4;
-   const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
-   GLint nr, nc;
-
-   /* check that the number of rows, columns is correct */
-   get_matrix_dims(param->DataType, &nr, &nc);
-   if (rows != nr || cols != nc) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,
-                  "glUniformMatrix(matrix size mismatch)");
-      return;
-   }
-
-   if ((GLint) param->Size <= typeSize) {
-      /* non-array: count must be at most one; count == 0 is handled by the loop below */
-      if (count > 1) {
-         _mesa_error(ctx, GL_INVALID_OPERATION,
-                     "glUniformMatrix(uniform is not an array)");
-         return;
-      }
-   }
-
-   /*
-    * 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;
-         if (offset >= slots) {
-            /* Ignore writes beyond the end of (the used part of) an array */
-            return;
-         }
-         v = program->Parameters->ParameterValues[index + offset];
-         for (row = 0; row < rows; row++) {
-            if (transpose) {
-               v[row] = values[src + row * cols + col];
-            }
-            else {
-               v[row] = values[src + col * rows + row];
-            }
-         }
-
-         offset++;
-      }
-
-      src += rows * cols;  /* next matrix */
-   }
-}
-
-
-/**
- * Called by ctx->Driver.UniformMatrix().
- * Note: cols=2, rows=4  ==>  array[2] of vec4
- */
-static void
-_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
-                     GLint location, GLsizei count,
-                     GLboolean transpose, const GLfloat *values)
-{
-   struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
-   struct gl_uniform *uniform;
-   GLint offset;
-
-   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 */
-
-   if (location < -1) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
-      return;
-   }
-
-   split_location_offset(&location, &offset);
-
-   if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
-      return;
-   }
-   if (values == NULL) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
-      return;
-   }
-
-   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
-
-   uniform = &shProg->Uniforms->Uniforms[location];
-
-   if (shProg->VertexProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->VertPos;
-      if (index >= 0) {
-         set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
-                                    index, offset,
-                                    count, rows, cols, transpose, values);
-      }
-   }
-
-   if (shProg->FragmentProgram) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->FragPos;
-      if (index >= 0) {
-         set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
-                                    index, offset,
-                                    count, rows, cols, transpose, values);
-      }
-   }
-
-   uniform->Initialized = GL_TRUE;
-}
-
-
-/**
  * Validate a program's samplers.
  * Specifically, check that there aren't two samplers of different types
  * pointing to the same texture unit.
@@ -2248,7 +1399,6 @@
    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;
@@ -2257,15 +1407,12 @@
    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;
+
+   _mesa_init_uniform_functions(driver);
 }