glsl: Fix glGetActiveUniformsiv(GL_UNIFORM_BLOCK_INDEX).

Previously, we were returning the index into the UniformBlocks of one of the
linked shaders, when it's supposed to be the program global index.

Fixes piglit getactiveuniformsiv-uniform_block_index.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt 2012-07-23 11:05:11 -07:00
parent af3fc6bb28
commit 300315fe69
1 changed files with 13 additions and 3 deletions

View File

@ -223,7 +223,8 @@ public:
this->shader_shadow_samplers = 0;
}
void set_and_process(struct gl_shader *shader,
void set_and_process(struct gl_shader_program *prog,
struct gl_shader *shader,
ir_variable *var)
{
ubo_var = NULL;
@ -231,7 +232,16 @@ public:
struct gl_uniform_block *block =
&shader->UniformBlocks[var->uniform_block];
ubo_block_index = var->uniform_block;
ubo_block_index = -1;
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
if (!strcmp(prog->UniformBlocks[i].Name,
shader->UniformBlocks[var->uniform_block].Name)) {
ubo_block_index = i;
break;
}
}
assert(ubo_block_index != -1);
ubo_var_index = var->location;
ubo_var = &block->Uniforms[var->location];
ubo_byte_offset = ubo_var->Offset;
@ -598,7 +608,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
if (strncmp("gl_", var->name, 3) == 0)
continue;
parcel.set_and_process(prog->_LinkedShaders[i], var);
parcel.set_and_process(prog, prog->_LinkedShaders[i], var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;