mesa: fix UBO queries for active uniforms

Commit 34df5eb introduced regression to GetActiveUniformBlockiv
when querying one of the following properties:

   GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS
   GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES

Implementation counted all uniforms in ubo directly while query should
check first if the uniform in question is _active_.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90109
Reviewed-By: Martin Peres <martin.peres@linux.intel.com>
This commit is contained in:
Tapani Pälli 2015-04-20 15:41:06 +03:00
parent 7004632b28
commit 054c7dc7eb
1 changed files with 11 additions and 1 deletions

View File

@ -860,13 +860,23 @@ get_buffer_property(struct gl_shader_program *shProg,
*val = RESOURCE_UBO(res)->UniformBufferSize;
return 1;
case GL_NUM_ACTIVE_VARIABLES:
*val = RESOURCE_UBO(res)->NumUniforms;
*val = 0;
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
struct gl_program_resource *uni =
_mesa_program_resource_find_name(shProg, GL_UNIFORM, iname);
if (!uni)
continue;
(*val)++;
}
return 1;
case GL_ACTIVE_VARIABLES:
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
struct gl_program_resource *uni =
_mesa_program_resource_find_name(shProg, GL_UNIFORM, iname);
if (!uni)
continue;
*val++ =
_mesa_program_resource_index(shProg, uni);
}