glsl: fix incorrect size returned by glGetActiveUniform() for array elements.

Fixes one of the issues in bug 20056.
This commit is contained in:
Brian Paul 2009-02-11 08:16:14 -07:00
parent 1e81855566
commit 369d1859d7

View file

@ -892,6 +892,7 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
{
const struct gl_shader_program *shProg;
const struct gl_program *prog;
const struct gl_program_parameter *param;
GLint progPos;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
@ -917,14 +918,30 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
if (!prog || progPos < 0)
return; /* should never happen */
if (nameOut)
copy_string(nameOut, maxLength, length,
prog->Parameters->Parameters[progPos].Name);
if (size)
*size = prog->Parameters->Parameters[progPos].Size
/ sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
if (type)
*type = prog->Parameters->Parameters[progPos].DataType;
ASSERT(progPos < prog->Parameters->NumParameters);
param = &prog->Parameters->Parameters[progPos];
if (nameOut) {
copy_string(nameOut, maxLength, length, param->Name);
}
if (size) {
GLint typeSize = sizeof_glsl_type(param->DataType);
if (param->Size > typeSize) {
/* This is an array.
* Array elements are placed on vector[4] boundaries so they're
* a multiple of four floats. We round typeSize up to next multiple
* of four to get the right size below.
*/
typeSize = (typeSize + 3) & ~3;
}
/* Note that the returned size is in units of the <type>, not bytes */
*size = param->Size / typeSize;
}
if (type) {
*type = param->DataType;
}
}