mesa: Do not list inactive block members as active
authorIan Romanick <ian.d.romanick@intel.com>
Wed, 16 Jul 2014 18:57:53 +0000 (11:57 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Mon, 4 Aug 2014 21:40:06 +0000 (14:40 -0700)
Fixes gles3conform failures in:

ES3-CTS.shaders.uniform_block.single_nested_struct.per_block_buffer_packed
ES3-CTS.shaders.uniform_block.single_nested_struct_array.per_block_buffer_packed
ES3-CTS.shaders.uniform_block.random.scalar_types.7
ES3-CTS.shaders.uniform_block.random.basic_arrays.4
ES3-CTS.shaders.uniform_block.random.basic_arrays.6
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2
ES3-CTS.shaders.uniform_block.random.nested_structs.9
ES3-CTS.shaders.uniform_block.random.all_shared_buffer.3

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
src/mesa/main/uniforms.c

index f450173af278cef9e7c1171b0c3f481219a2e967..b6512fe6f3b29c2a554db0f1e98b245a8aee124b 100644 (file)
@@ -1089,18 +1089,38 @@ _mesa_GetActiveUniformBlockiv(GLuint program,
       params[0] = strlen(block->Name) + 1;
       return;
 
-   case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
-      params[0] = block->NumUniforms;
+   case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: {
+      unsigned count = 0;
+
+      for (i = 0; i < block->NumUniforms; i++) {
+        unsigned offset;
+         const int idx =
+            _mesa_get_uniform_location(ctx, shProg,
+                                       block->Uniforms[i].IndexName,
+                                       &offset);
+         if (idx != -1)
+            count++;
+      }
+
+      params[0] = count;
       return;
+   }
+
+   case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: {
+      unsigned count = 0;
 
-   case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
       for (i = 0; i < block->NumUniforms; i++) {
         unsigned offset;
-        params[i] = _mesa_get_uniform_location(ctx, shProg,
-                                               block->Uniforms[i].IndexName,
-                                               &offset);
+         const int idx =
+            _mesa_get_uniform_location(ctx, shProg,
+                                       block->Uniforms[i].IndexName,
+                                       &offset);
+
+         if (idx != -1)
+            params[count++] = idx;
       }
       return;
+   }
 
    case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
       params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_VERTEX][uniformBlockIndex] != -1;