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@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick
2012-12-14 15:01:48 -08:00
parent 5938c7774f
commit 8ef3c83ffe
+31
View File
@@ -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;
}
}