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authorIan Romanick <[email protected]>2011-10-11 16:55:54 -0700
committerIan Romanick <[email protected]>2011-11-07 13:33:15 -0800
commitfa7eccb8c0c590535856a54e3697982af6a630ed (patch)
tree523c2198b4634d7d079b94171443bc592a234251 /src
parentf6ee7bce65697ea3c6a78a000a49af901ba77c1d (diff)
mesa: Move the link check from _mesa_get_uniform_location to _mesa_GetUniformLocationARB
There are cases where we might want to internally query the location of a uniform in a shader that failed linking. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/main/uniforms.c16
1 files changed, 11 insertions, 5 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 68e44b27244..6403137756a 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -491,11 +491,6 @@ _mesa_get_uniform_location(struct gl_context *ctx,
{
GLint offset = 0, location = -1;
- if (shProg->LinkStatus == GL_FALSE) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
- return -1;
- }
-
/* XXX we should return -1 if the uniform was declared, but not
* actually used.
*/
@@ -1428,6 +1423,17 @@ _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
if (!shProg)
return -1;
+ /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
+ *
+ * "If program has not been successfully linked, the error
+ * INVALID_OPERATION is generated."
+ */
+ if (shProg->LinkStatus == GL_FALSE) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetUniformLocation(program not linked)");
+ return -1;
+ }
+
return _mesa_get_uniform_location(ctx, shProg, name);
}