Recently I have received some bug reports concerning uniform arrays on AMD cards.

The array is declared as follows in the vertex shader:

uniform float VBData[100];

Uploads are done with:

glUniform1fv(vbdata_index, 100, &map[offset]);

The reports say that the display gets 'glitchy', which means that the shader doesn't get the data it's expected to get.
A similar report has been received for another uniform array that gets used in the fragment shader. The logic is basically identical, only that it uses vec4's instead of single floats.

Is there any information about this. The code works fine on NVidia and Intel.