If the active uniform is an array, then the length of the uniform name should
include the three extra characters for the "[0]" suffix, which is required by
the GL 4.2 spec to be appended to the uniform name in glGetActiveUniform().

This avoids the situation where the output buffer does not have enough space
to hold the "[0]" suffix, resulting in an incomplete array specification like
"foobar[0".

Change-Id: Icd58cd6a73c9de7bbe5659d757b8009021846019
Signed-off-by: Haixia Shi <h...@chromium.org>
Reviewed-by: Stephane Marchesin <marc...@chromium.org>
---
 src/mesa/main/shaderapi.c | 5 ++++-
 1 file changed, 4 insertions(+), 1 deletion(-)

diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index be69467..68767f4 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -519,8 +519,11 @@ get_programiv(struct gl_context *ctx, GLuint program, 
GLenum pname, GLint *param
 
       for (i = 0; i < shProg->NumUserUniformStorage; i++) {
         /* Add one for the terminating NUL character.
+         * However if the uniform is an array, then add three extra characters
+         * for the appended "[0]" suffix, in addition to the terminating NUL.
          */
-        const GLint len = strlen(shProg->UniformStorage[i].name) + 1;
+        const GLint len = strlen(shProg->UniformStorage[i].name) + 1 +
+            ((shProg->UniformStorage[i].array_elements != 0) ? 3 : 0);
 
         if (len > max_len)
            max_len = len;
-- 
1.8.1.3

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