glsl: Add gl_uniform_buffer_variable::IndexName field

glGetUniformIndices requires that the block instance index not be
present in the name of queried uniforms.  However,
gl_uniform_buffer_variable::Name will include the instance index.  The
IndexName field is added to handle this difference.

Note that currently IndexName will always point to the same string as
Name.  This will change soon.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Carl Worth <cworth@cworth.org>
This commit is contained in:
Ian Romanick 2013-01-22 00:23:24 -05:00
parent 11d42de681
commit 90b1dd03e5
4 changed files with 22 additions and 2 deletions

View File

@ -4322,6 +4322,7 @@ ast_uniform_block::hir(exec_list *instructions,
&ubo->Uniforms[ubo->NumUniforms++];
ubo_var->Name = ralloc_strdup(state->uniform_blocks, fields[i].name);
ubo_var->IndexName = ubo_var->Name;
ubo_var->Type = fields[i].type;
ubo_var->Offset = 0; /* Assigned at link time. */
ubo_var->RowMajor = fields[i].row_major;

View File

@ -510,7 +510,13 @@ link_cross_validate_uniform_block(void *mem_ctx,
struct gl_uniform_buffer_variable *ubo_var =
&linked_block->Uniforms[i];
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
if (ubo_var->Name == ubo_var->IndexName) {
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
ubo_var->IndexName = ubo_var->Name;
} else {
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
ubo_var->IndexName = ralloc_strdup(*linked_blocks, ubo_var->IndexName);
}
}
return linked_block_index;

View File

@ -2273,6 +2273,19 @@ typedef enum
struct gl_uniform_buffer_variable
{
char *Name;
/**
* Name of the uniform as seen by glGetUniformIndices.
*
* glGetUniformIndices requires that the block instance index \b not be
* present in the name of queried uniforms.
*
* \note
* \c gl_uniform_buffer_variable::IndexName and
* \c gl_uniform_buffer_variable::Name may point to identical storage.
*/
char *IndexName;
const struct glsl_type *Type;
unsigned int Offset;
GLboolean RowMajor;

View File

@ -695,7 +695,7 @@ _mesa_GetActiveUniformBlockiv(GLuint program,
for (i = 0; i < block->NumUniforms; i++) {
unsigned offset;
params[i] = _mesa_get_uniform_location(ctx, shProg,
block->Uniforms[i].Name,
block->Uniforms[i].IndexName,
&offset);
}
return;