glsl/serialize: Handle NULL uniform name in write_uniforms()

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This commit is contained in:
Arcady Goldmints-Orlov 2018-11-29 15:16:34 +01:00 committed by Alejandro Piñeiro
parent 0baa553fab
commit c3122d2431
1 changed files with 5 additions and 1 deletions

View File

@ -435,7 +435,11 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
blob_write_string(metadata, prog->data->UniformStorage[i].name);
if (prog->data->UniformStorage[i].name) {
blob_write_string(metadata, prog->data->UniformStorage[i].name);
} else {
blob_write_string(metadata, "");
}
blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);