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List:       mesa3d-dev
Subject:    [Mesa3d-dev] [Bug 13753] New: Numerous bugs in GLSL uniform handling
From:       bugzilla-daemon () freedesktop ! org
Date:       2007-12-20 14:23:12
Message-ID: bug-13753-598 () http ! bugs ! freedesktop ! org/
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http://bugs.freedesktop.org/show_bug.cgi?id=13753

           Summary: Numerous bugs in GLSL uniform handling
           Product: Mesa
           Version: unspecified
          Platform: x86-64 (AMD64)
        OS/Version: Linux (All)
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Mesa core
        AssignedTo: mesa3d-dev@lists.sourceforge.net
        ReportedBy: bmerry@gmail.com


These are all bugs I noticed while trying to track another bug through the Mesa
source. I'd be happy to work on a patch during the next few weeks, but I'd to
first check which are genuine bugs (i.e., oversights) and which are just due to
things being incomplete and are being worked on.

- glGetUniformLocation doesn't allow array elements to be queried (there are
some comments in the code that seem to indicate that this is known)
- glUniformMatrix ignores the count argument totally
- glUniform1i only allows 1 sampler to be set in an array
- glUniform* does not validate the type from the entry point against the type
of the uniform
- glUniform* raises an error if location == -1, although this is defined as a
no-op in the standard
- glUniform* does not convert int/float to boolean when setting a boolean
uniform
- glUniform* does not allow count to exceed the size of a uniform array (which
is defined as legal in the standard, with excess elements ignored)
- in glUniform*, a count of around 2^30 and 4-element vectors may lead to an
integer overflow when checking for array overrun
- many of the bugs in glUniform* also apply to glUniformMatrix*


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