Mesa (master): mesa: Array uniform names are supposed to have [0] appended
Ian Romanick
idr at kemper.freedesktop.org
Sat Jan 19 01:36:39 UTC 2013
Module: Mesa
Branch: master
Commit: 8ef3c83ffe538d09380baaac5c3cd86a9f97ca47
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=8ef3c83ffe538d09380baaac5c3cd86a9f97ca47
Author: Ian Romanick <ian.d.romanick at intel.com>
Date: Fri Dec 14 15:01:48 2012 -0800
mesa: Array uniform names are supposed to have [0] appended
This is required by OpenGL ES 3.0 and desktop OpenGL 4.2. Previous
version were ambiguous. This also matches the behavior of NVIDIA's
closed-source driver (version 304.64).
Fixed gles3conformance test uniform_buffer_object_getactiveuniform.
Several piglit tests expect glGetActiveUniform to *not* include the [0]
on the end. These tests were already failing on NVIDIA, and this change
regresses them on Mesa. Patches have been sent to the piglit mailing
list to fix the tests.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/main/uniforms.c | 31 +++++++++++++++++++++++++++++++
1 files changed, 31 insertions(+), 0 deletions(-)
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index edb4477..15248fa 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -805,5 +805,36 @@ _mesa_get_uniform_name(const struct gl_uniform_storage *uni,
GLsizei maxLength, GLsizei *length,
GLchar *nameOut)
{
+ GLsizei localLength;
+
+ if (length == NULL)
+ length = &localLength;
+
_mesa_copy_string(nameOut, maxLength, length, uni->name);
+
+ /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
+ * spec says:
+ *
+ * "If the active uniform is an array, the uniform name returned in
+ * name will always be the name of the uniform array appended with
+ * "[0]"."
+ *
+ * The same text also appears in the OpenGL 4.2 spec. It does not,
+ * however, appear in any previous spec. Previous specifications are
+ * ambiguous in this regard. However, either name can later be passed
+ * to glGetUniformLocation (and related APIs), so there shouldn't be any
+ * harm in always appending "[0]" to uniform array names.
+ */
+ if (uni->array_elements != 0) {
+ unsigned i;
+
+ /* The comparison is strange because *length does *NOT* include the
+ * terminating NUL, but maxLength does.
+ */
+ for (i = 0; i < 3 && (*length + i + 1) < maxLength; i++)
+ nameOut[*length + i] = "[0]"[i];
+
+ nameOut[*length + i] = '\0';
+ *length += i;
+ }
}
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