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>
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@@ -3096,6 +3096,7 @@ link_calculate_subroutine_compat(struct gl_shader_program *prog)
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if (!uni)
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continue;
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sh->NumSubroutineUniforms++;
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count = 0;
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if (sh->NumSubroutineFunctions == 0) {
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linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
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@@ -2436,6 +2436,7 @@ struct gl_shader
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* Subroutine uniform remap table
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* based on the program level uniform remap table.
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*/
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GLuint NumSubroutineUniforms; /* non-sparse total */
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GLuint NumSubroutineUniformRemapTable;
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struct gl_uniform_storage **SubroutineUniformRemapTable;
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@@ -2368,7 +2368,7 @@ _mesa_GetActiveSubroutineUniformiv(GLuint program, GLenum shadertype,
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return;
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}
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if (index >= sh->NumSubroutineUniformTypes) {
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if (index >= sh->NumSubroutineUniforms) {
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_mesa_error(ctx, GL_INVALID_VALUE, "%s: invalid index greater than GL_ACTIVE_SUBROUTINE_UNIFORMS", api_name);
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return;
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}
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@@ -2672,7 +2672,7 @@ _mesa_GetProgramStageiv(GLuint program, GLenum shadertype,
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values[0] = sh->NumSubroutineUniformRemapTable;
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break;
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case GL_ACTIVE_SUBROUTINE_UNIFORMS:
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values[0] = sh->NumSubroutineUniformTypes;
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values[0] = sh->NumSubroutineUniforms;
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break;
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case GL_ACTIVE_SUBROUTINE_MAX_LENGTH:
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{
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