glsl/serialize: Handle NULL uniform name in write_uniforms()
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
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@ -435,7 +435,11 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
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blob_write_string(metadata, prog->data->UniformStorage[i].name);
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if (prog->data->UniformStorage[i].name) {
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blob_write_string(metadata, prog->data->UniformStorage[i].name);
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} else {
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blob_write_string(metadata, "");
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}
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blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
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