mesa/subroutines: count number subroutines properly.

The code was implementing the ACTIVE_SUBROUTINE_UNIFORMS
incorrectly, using the number of types not the number of
uniforms. This is different than the locations as the
locations may be sparsly allocated.

This fixes:
GL43-CTS.shader_subroutine.four_subroutines_with_two_uniforms

Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie
2016-05-17 14:22:57 +10:00
parent 22db9b10eb
commit 7fa0250f94
3 changed files with 4 additions and 2 deletions

View File

@@ -3096,6 +3096,7 @@ link_calculate_subroutine_compat(struct gl_shader_program *prog)
if (!uni)
continue;
sh->NumSubroutineUniforms++;
count = 0;
if (sh->NumSubroutineFunctions == 0) {
linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);

View File

@@ -2436,6 +2436,7 @@ struct gl_shader
* Subroutine uniform remap table
* based on the program level uniform remap table.
*/
GLuint NumSubroutineUniforms; /* non-sparse total */
GLuint NumSubroutineUniformRemapTable;
struct gl_uniform_storage **SubroutineUniformRemapTable;

View File

@@ -2368,7 +2368,7 @@ _mesa_GetActiveSubroutineUniformiv(GLuint program, GLenum shadertype,
return;
}
if (index >= sh->NumSubroutineUniformTypes) {
if (index >= sh->NumSubroutineUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s: invalid index greater than GL_ACTIVE_SUBROUTINE_UNIFORMS", api_name);
return;
}
@@ -2672,7 +2672,7 @@ _mesa_GetProgramStageiv(GLuint program, GLenum shadertype,
values[0] = sh->NumSubroutineUniformRemapTable;
break;
case GL_ACTIVE_SUBROUTINE_UNIFORMS:
values[0] = sh->NumSubroutineUniformTypes;
values[0] = sh->NumSubroutineUniforms;
break;
case GL_ACTIVE_SUBROUTINE_MAX_LENGTH:
{