[Mesa-dev] [PATCH 03/20] mesa: Move the link check from _mesa_get_uniform_location to _mesa_GetUniformLocationARB

Ian Romanick idr at freedesktop.org
Fri Oct 28 10:42:30 PDT 2011


From: Ian Romanick <ian.d.romanick at intel.com>

There are cases where we might want to internally query the location
of a uniform in a shader that failed linking.

Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
 src/mesa/main/uniforms.c |   16 +++++++++++-----
 1 files changed, 11 insertions(+), 5 deletions(-)

diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index ccaedf9..da8702a 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -490,11 +490,6 @@ _mesa_get_uniform_location(struct gl_context *ctx,
 {
    GLint offset = 0, location = -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.
     */
@@ -1427,6 +1422,17 @@ _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
    if (!shProg)
       return -1;
 
+   /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
+    *
+    *     "If program has not been successfully linked, the error
+    *     INVALID_OPERATION is generated."
+    */
+   if (shProg->LinkStatus == GL_FALSE) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+		  "glGetUniformLocation(program not linked)");
+      return -1;
+   }
+
    return _mesa_get_uniform_location(ctx, shProg, name);
 }
 
-- 
1.7.6.4



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