[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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