diff --git a/content/canvas/src/WebGLContextGL.cpp b/content/canvas/src/WebGLContextGL.cpp index 6b08c592eb2..1b2bb0c310c 100644 --- a/content/canvas/src/WebGLContextGL.cpp +++ b/content/canvas/src/WebGLContextGL.cpp @@ -1160,7 +1160,8 @@ WebGLContext::GetActiveUniform(nsIWebGLProgram *pobj, PRUint32 index, nsIWebGLAc return NS_OK; } - nsAutoArrayPtr name(new char[len]); + nsAutoArrayPtr name(new char[len + 3]); // +3 because we might have to append "[0]", see below + PRInt32 attrsize = 0; PRUint32 attrtype = 0; @@ -1170,6 +1171,25 @@ WebGLContext::GetActiveUniform(nsIWebGLProgram *pobj, PRUint32 index, nsIWebGLAc return NS_OK; } + // OpenGL ES 2.0 specifies that if foo is a uniform array, GetActiveUniform returns its name as "foo[0]". + // See section 2.10 page 35 in the OpenGL ES 2.0.24 specification: + // + // > 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]". + // + // There is no such requirement in the OpenGL (non-ES) spec and indeed we have OpenGL implementations returning + // "foo" instead of "foo[0]". So, when implementing WebGL on top of desktop OpenGL, we must check if the + // returned name ends in [0], and if it doesn't, append that. + // + // In principle we don't need to do that on OpenGL ES, but this is such a tricky difference between the ES and non-ES + // specs that it seems probable that some ES implementers will overlook it. Since the work-around is quite cheap, + // we do it unconditionally. + if (attrsize > 1 && name[len-1] != ']') { + name[len++] = '['; + name[len++] = '0'; + name[len++] = ']'; + } + JSObjectHelper retobj(&js); retobj.DefineProperty("size", attrsize); retobj.DefineProperty("type", attrtype); @@ -1907,14 +1927,37 @@ WebGLContext::GetUniform(nsIWebGLProgram *pobj, nsIWebGLUniformLocation *ploc, n // one matches the given uniform location. GLenum uniformType = 0; nsAutoArrayPtr uniformName(new GLchar[uniformNameMaxLength]); + // this buffer has 16 more bytes to be able to store [index] at the end. + nsAutoArrayPtr uniformNameBracketIndex(new GLchar[uniformNameMaxLength + 16]); + GLint index; for (index = 0; index < uniforms; ++index) { - GLsizei dummyLength; - GLint dummySize; - gl->fGetActiveUniform(progname, index, uniformNameMaxLength, &dummyLength, - &dummySize, &uniformType, uniformName); + GLsizei length; + GLint size; + gl->fGetActiveUniform(progname, index, uniformNameMaxLength, &length, + &size, &uniformType, uniformName); if (gl->fGetUniformLocation(progname, uniformName) == location->Location()) break; + + // now we handle the case of array uniforms. In that case, fGetActiveUniform returned as 'size' + // the biggest index used plus one, so we need to loop over that. The 0 index has already been handled above, + // so we can start at one. For each index, we construct the string uniformName + "[" + index + "]". + if (size > 1) { + bool found_it = false; + if (uniformName[length - 1] == ']') { // if uniformName ends in [0] + // remove the [0] at the end + length -= 3; + uniformName[length] = 0; + } + for (GLint arrayIndex = 1; arrayIndex < size; arrayIndex++) { + sprintf(uniformNameBracketIndex.get(), "%s[%d]", uniformName.get(), arrayIndex); + if (gl->fGetUniformLocation(progname, uniformNameBracketIndex) == location->Location()) { + found_it = true; + break; + } + } + if (found_it) break; + } } if (index == uniforms) @@ -2602,9 +2645,9 @@ WebGLContext::DOMElementToImageSurface(nsIDOMElement *imageOrCanvas, if (!GetConcreteObject(info, ploc, &location_object)) \ return NS_OK; \ if (mCurrentProgram != location_object->Program()) \ - return ErrorInvalidValue("%s: this uniform location corresponds to another program", info); \ + return ErrorInvalidOperation("%s: this uniform location doesn't correspond to the current program", info); \ if (mCurrentProgram->Generation() != location_object->ProgramGeneration()) \ - return ErrorInvalidValue("%s: This uniform location is obsolete since the program has been relinked", info); \ + return ErrorInvalidOperation("%s: This uniform location is obsolete since the program has been relinked", info); \ GLint location = location_object->Location(); #define SIMPLE_ARRAY_METHOD_UNIFORM(name, cnt, arrayType, ptrType) \