mesa: Array uniform name length includes length of [0]
authorIan Romanick <ian.d.romanick@intel.com>
Sat, 15 Dec 2012 03:00:32 +0000 (19:00 -0800)
committerIan Romanick <ian.d.romanick@intel.com>
Sat, 19 Jan 2013 01:35:33 +0000 (17:35 -0800)
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_getactiveuniformsiv
and uniform_buffer_object_structure_and_array_element_names (on my
in-progress branch that fixes a bunch of other stuff...YMMV).

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/mesa/main/uniform_query.cpp

index ec08ed48b40b5d614a283cc93947be3ec86d26b4..f0ab0f079966aecf60854198a70316179727e4ba 100644 (file)
@@ -122,6 +122,16 @@ _mesa_GetActiveUniformsiv(GLuint program,
 
       case GL_UNIFORM_NAME_LENGTH:
         params[i] = strlen(uni->name) + 1;
+
+         /* 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]"."
+          */
+         if (uni->array_elements != 0)
+            params[i] += 3;
         break;
 
       case GL_UNIFORM_BLOCK_INDEX: