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Sign upWebGLProgram::get_active_uniform_block_name compares index against wrong vector #26134
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This was referenced Apr 7, 2020
bors-servo
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Add initial support for VertexAttribI4* and VertexAttribIPointer Add initial support for the WebGL2 `VertexAttribI4i`, `VertexAttribI4iv`, `VertexAttribI4ui`, `VertexAttribI4uiv` and `VertexAttribIPointer` calls. --- - [x] `./mach build -d` does not report any errors - [x] `./mach test-tidy` does not report any errors - [x] These changes fix #26134 and fix #26123. - [x] There are tests for these changes
bors-servo
added a commit
that referenced
this issue
Apr 7, 2020
Add initial support for VertexAttribI4* and VertexAttribIPointer Add initial support for the WebGL2 `VertexAttribI4i`, `VertexAttribI4iv`, `VertexAttribI4ui`, `VertexAttribI4uiv` and `VertexAttribIPointer` calls. --- - [x] `./mach build -d` does not report any errors - [x] `./mach test-tidy` does not report any errors - [x] These changes fix #26134 and fix #26123. - [x] There are tests for these changes
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It should be comparing against the length of
self.active_uniform_blocks, but it usesself.active_uniformsinstead. This causes a panic in gl-object-get-calls.html in the webgl2 tests.