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authorTimothy Arceri <[email protected]>2020-01-03 15:09:20 +1100
committerTimothy Arceri <[email protected]>2020-01-07 09:53:51 +1100
commitfeffd1fa65d36e34499f29b39f8b18655c2b979f (patch)
treeeafeb9a142ada909c430d4186179dadf74479883
parenta853de0c95d5dce7aee983efd243377ffe3a6e91 (diff)
glsl: add check_image_resources() for the nir linker
This is adapted from the GLSL IR code but doesn't need to iterate over the IR. I believe this also fixes a potential bug in the GLSL IR code which potentially counts the same output twice. Reviewed-by: Alejandro PiƱeiro <[email protected]>
-rw-r--r--src/compiler/glsl/gl_nir_linker.c38
1 files changed, 38 insertions, 0 deletions
diff --git a/src/compiler/glsl/gl_nir_linker.c b/src/compiler/glsl/gl_nir_linker.c
index 65d3e162a3c..b3832e5629f 100644
--- a/src/compiler/glsl/gl_nir_linker.c
+++ b/src/compiler/glsl/gl_nir_linker.c
@@ -582,6 +582,44 @@ gl_nir_link_spirv(struct gl_context *ctx, struct gl_shader_program *prog,
return true;
}
+/**
+ * Validate shader image resources.
+ */
+static void
+check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ unsigned total_image_units = 0;
+ unsigned fragment_outputs = 0;
+ unsigned total_shader_storage_blocks = 0;
+
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ return;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ total_image_units += sh->Program->info.num_images;
+ total_shader_storage_blocks += sh->Program->info.num_ssbos;
+ }
+
+ if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
+ linker_error(prog, "Too many combined image uniforms\n");
+
+ struct gl_linked_shader *frag_sh =
+ prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+ if (frag_sh) {
+ uint64_t frag_outputs_written = frag_sh->Program->info.outputs_written;
+ fragment_outputs = util_bitcount64(frag_outputs_written);
+ }
+
+ if (total_image_units + fragment_outputs + total_shader_storage_blocks >
+ ctx->Const.MaxCombinedShaderOutputResources)
+ linker_error(prog, "Too many combined image uniforms, shader storage "
+ " buffers and fragment outputs\n");
+}
+
bool
gl_nir_link_glsl(struct gl_context *ctx, struct gl_shader_program *prog)
{