[Mesa-dev] [Bug 90397] ARB_program_interface_query: glGetProgramResourceiv() returns wrong value for GL_REFERENCED_BY_*_SHADER prop for GL_UNIFORM for members of an interface block with an instance name

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon May 11 00:14:45 PDT 2015


https://bugs.freedesktop.org/show_bug.cgi?id=90397

            Bug ID: 90397
           Summary: ARB_program_interface_query: glGetProgramResourceiv()
                    returns wrong value for GL_REFERENCED_BY_*_SHADER prop
                    for GL_UNIFORM for members of an interface block with
                    an instance name
           Product: Mesa
           Version: git
          Hardware: Other
                OS: All
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Mesa core
          Assignee: mesa-dev at lists.freedesktop.org
          Reporter: siglesias at igalia.com
        QA Contact: mesa-dev at lists.freedesktop.org
                CC: lemody at gmail.com

I was doing some testing of GL_BUFFER_VARIABLE <programInterface> parameter in
glGetProgramResourceiv() checking different property queries, because I need
that support for testing my GL_ARB_shader_storage_buffer_object work.

I realized that queries for GL_REFERENCED_BY_*_SHADER
(GL_REFERENCED_BY_VERTEX_SHADER, GL_REFERENCED_BY_FRAGMENT_SHADER...) are not
returning the proper value when the variable is a member of an interface block
with an instance name. This is happening to GL_UNIFORM in current master
branch.

For example: using the following vertex shader,
glGetProgramResourceiv(GL_REFERENCED_BY_VERTEX_SHADER) query for GL_UNIFORM's
"ubo_std140.s[0].b[0]" should return 1 but it returns 0. ATI proprietary driver
returns 1.

    #version 330
    #extension GL_ARB_uniform_buffer_object : require

    struct B {mat2 b[3]; float c;};
    layout(row_major, std140) uniform ubo_std140 {
        vec4 v;
        B s[2];
    } a_std140;

    in vec4 piglit_vertex;

    void main() {
        gl_Position = piglit_vertex;
        mat2 a = a_std140.s[0].b[0];
        gl_Position.x = a[0][0];
    }

Tested on Mesa master: abf3fefa1aa734844e0ca8e95e8c3a501909aa33

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