On 10/30/2015 05:57 PM, Ilia Mirkin wrote:
On Fri, Oct 30, 2015 at 8:30 AM, Tapani Pälli <tapani.pa...@intel.com> wrote:
Since introduction of SSBO, UniformStorage contains not just uniforms
but also buffer variables, this needs to be taken in to account when
calculating active uniforms with GL_ACTIVE_UNIFORMS and
GL_ACTIVE_UNIFORM_MAX_LENGTH.

No Piglit regressions.

Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
---
  src/mesa/main/shaderapi.c | 14 ++++++++++++--
  1 file changed, 12 insertions(+), 2 deletions(-)

diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 765602e..ac40891 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -630,9 +630,16 @@ get_programiv(struct gl_context *ctx, GLuint program, 
GLenum pname,
     case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
        *params = _mesa_longest_attribute_name_length(shProg);
        return;
-   case GL_ACTIVE_UNIFORMS:
-      *params = shProg->NumUniformStorage - shProg->NumHiddenUniforms;
+   case GL_ACTIVE_UNIFORMS: {
+      unsigned i;
+      const unsigned num_uniforms =
+         shProg->NumUniformStorage - shProg->NumHiddenUniforms;
Are the hidden uniforms guaranteed to be at the end of that list? If
not, the subtraction needs to happen at the end. Also didn't I see

Good point, I don't think that's guaranteed. I'll need to to move the subtraction part or perhaps easier just skip hidden ones in the loop.

some patches making dedicated lists for UBOs and SSBOs?

UBO and SSBO index spaces were separated but they both still utilize gl_uniform_storage for their contents, uniforms and buffer variables.

+      for (*params = 0, i = 0; i < num_uniforms; i++) {
+         if (!shProg->UniformStorage[i].is_shader_storage)
+            (*params)++;
+      }
        return;
+   }
     case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
        unsigned i;
        GLint max_len = 0;
@@ -640,6 +647,9 @@ get_programiv(struct gl_context *ctx, GLuint program, 
GLenum pname,
           shProg->NumUniformStorage - shProg->NumHiddenUniforms;

        for (i = 0; i < num_uniforms; i++) {
+         if (shProg->UniformStorage[i].is_shader_storage)
+            continue;
+
          /* Add one for the terminating NUL character for a non-array, and
           * 4 for the "[0]" and the NUL for an array.
           */
--
2.4.3

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