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