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-rw-r--r--src/mesa/main/uniforms.c31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index edb44777f6b..15248fa1b5b 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -805,5 +805,36 @@ _mesa_get_uniform_name(const struct gl_uniform_storage *uni,
GLsizei maxLength, GLsizei *length,
GLchar *nameOut)
{
+ GLsizei localLength;
+
+ if (length == NULL)
+ length = &localLength;
+
_mesa_copy_string(nameOut, maxLength, length, uni->name);
+
+ /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
+ * spec says:
+ *
+ * "If the active uniform is an array, the uniform name returned in
+ * name will always be the name of the uniform array appended with
+ * "[0]"."
+ *
+ * The same text also appears in the OpenGL 4.2 spec. It does not,
+ * however, appear in any previous spec. Previous specifications are
+ * ambiguous in this regard. However, either name can later be passed
+ * to glGetUniformLocation (and related APIs), so there shouldn't be any
+ * harm in always appending "[0]" to uniform array names.
+ */
+ if (uni->array_elements != 0) {
+ unsigned i;
+
+ /* The comparison is strange because *length does *NOT* include the
+ * terminating NUL, but maxLength does.
+ */
+ for (i = 0; i < 3 && (*length + i + 1) < maxLength; i++)
+ nameOut[*length + i] = "[0]"[i];
+
+ nameOut[*length + i] = '\0';
+ *length += i;
+ }
}