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Re: [Public WebGL] Making GLSL uniform array behavior more consistant

On 2012/11/10 12:06, Gregg Tavares (社用) wrote:
An issue has come up with large uniform arrays.

You can make a shader like this

uniform vec4 array[1000000];  // too many uniforms

void main() {
  gl_FragColor = array[1];

This will work on some drivers and fail on others. My reading of the spec says it's supposed to work. The ES spec 2.10.4 page 37

If one or more elements of an array are active, GetActiveUniform will return
the name of the array in name, subject to the restrictions listed above. The type of
the array is returned in type. The size parameter contains the highest array element
index used, plus one. The compiler or linker determines the highest index used.

There will be only one active uniform reported by the GL per uniform array.

This same language is in the OpenGL 2.1 (not ES) spec. haven't checked the OpenGL 4.3 spec.

Some people interpret that to mean it's implementation dependent.
Interpret what (the purple text presumably) to mean what is implementation dependent?

Please note that the language you are quoting says absolutely nothing about how much memory is allocated for the array. It is telling you what getActiveUniform must report about the array. The only implementation-dependent part I see is whether "highest index used" is determined by the compiler or linker. In the example you give, the compiler is as equally capable as the linker of determining that the highest index used is 1.

For WebGL I feel we should be more strict we should either fail all such shaders (shaders that declare more uniforms than could possibly fit even if not using every element) or we should require all such shaders to work.
Modulo buggy drivers, all such shaders should work. Are you aware of drivers that would fail to compile this example?



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