From ARB_program_interface_query: "For the property of BUFFER_DATA_SIZE, then the implementation-dependent minimum total buffer object size, in basic machine units, required to hold all active variables associated with an active uniform block, shader storage block, or atomic counter buffer is written to <params>. If the final member of an active shader storage block is array with no declared size, the minimum buffer size is computed assuming the array was declared as an array with one element."
Fixes the following dEQP-GLES31 tests: dEQP-GLES31.functional.program_interface_query.shader_storage_block.buffer_data_size.named_block dEQP-GLES31.functional.program_interface_query.shader_storage_block.buffer_data_size.unnamed_block dEQP-GLES31.functional.program_interface_query.shader_storage_block.buffer_data_size.block_array Signed-off-by: Samuel Iglesias Gonsalvez <sigles...@igalia.com> --- src/glsl/link_uniform_blocks.cpp | 15 ++++++++++++--- 1 file changed, 12 insertions(+), 3 deletions(-) diff --git a/src/glsl/link_uniform_blocks.cpp b/src/glsl/link_uniform_blocks.cpp index 5285d8d..a10b44b 100644 --- a/src/glsl/link_uniform_blocks.cpp +++ b/src/glsl/link_uniform_blocks.cpp @@ -130,13 +130,22 @@ private: unsigned alignment = 0; unsigned size = 0; - + /* From ARB_program_interface_query: + * "If the final member of an active shader storage block is array with + * no declared size, the minimum buffer size is computed assuming the + * array was declared as an array with one element." + * + * For that reason, we use the base type of the unsized array to calculate + * its size. + */ + const glsl_type *type_for_size = + type->is_unsized_array() ? type->without_array() : type; if (packing == GLSL_INTERFACE_PACKING_STD430) { alignment = type->std430_base_alignment(v->RowMajor); - size = type->std430_size(v->RowMajor); + size = type_for_size->std430_size(v->RowMajor); } else { alignment = type->std140_base_alignment(v->RowMajor); - size = type->std140_size(v->RowMajor); + size = type_for_size->std140_size(v->RowMajor); } this->offset = glsl_align(this->offset, alignment); -- 2.1.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev