mesa: fix uniforms calculation in glGetProgramiv
Since introduction of SSBO, UniformStorage contains not just uniforms but also buffer variables, this needs to be taken in to account when calculating active uniforms with GL_ACTIVE_UNIFORMS and GL_ACTIVE_UNIFORM_MAX_LENGTH. No Piglit regressions. Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Eduardo Lima Mitev <elima@igalia.com> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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@@ -630,9 +630,16 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
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case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
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*params = _mesa_longest_attribute_name_length(shProg);
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return;
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case GL_ACTIVE_UNIFORMS:
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*params = shProg->NumUniformStorage - shProg->NumHiddenUniforms;
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case GL_ACTIVE_UNIFORMS: {
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unsigned i;
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const unsigned num_uniforms =
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shProg->NumUniformStorage - shProg->NumHiddenUniforms;
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for (*params = 0, i = 0; i < num_uniforms; i++) {
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if (!shProg->UniformStorage[i].is_shader_storage)
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(*params)++;
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}
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return;
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}
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case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
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unsigned i;
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GLint max_len = 0;
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@@ -640,6 +647,9 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
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shProg->NumUniformStorage - shProg->NumHiddenUniforms;
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for (i = 0; i < num_uniforms; i++) {
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if (shProg->UniformStorage[i].is_shader_storage)
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continue;
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/* Add one for the terminating NUL character for a non-array, and
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* 4 for the "[0]" and the NUL for an array.
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*/
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