Implement the API-side logic GetUniformBlockIndex. Functionality depends on shader support.

TRAC #22858

Signed-off-by: Geoff Lang
Signed-off-by: Nicolas Capens
Author: Jamie Madill

git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2307 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/libGLESv2.cpp b/src/libGLESv2/libGLESv2.cpp
index e1cf66b..451b73b 100644
--- a/src/libGLESv2/libGLESv2.cpp
+++ b/src/libGLESv2/libGLESv2.cpp
@@ -9684,11 +9684,31 @@
         {
             if (context->getClientVersion() < 3)
             {
-                return gl::error(GL_INVALID_OPERATION, 0);
+                return gl::error(GL_INVALID_OPERATION, GL_INVALID_INDEX);
             }
-        }
 
-        UNIMPLEMENTED();
+            gl::Program *programObject = context->getProgram(program);
+
+            if (!programObject)
+            {
+                if (context->getShader(program))
+                {
+                    return gl::error(GL_INVALID_OPERATION, GL_INVALID_INDEX);
+                }
+                else
+                {
+                    return gl::error(GL_INVALID_VALUE, GL_INVALID_INDEX);
+                }
+            }
+
+            gl::ProgramBinary *programBinary = programObject->getProgramBinary();
+            if (!programBinary)
+            {
+                return GL_INVALID_INDEX;
+            }
+
+            return programBinary->getUniformBlockIndex(uniformBlockName);
+        }
     }
     catch(std::bad_alloc&)
     {