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authorIan Romanick <[email protected]>2011-06-09 13:31:32 -0700
committerIan Romanick <[email protected]>2011-06-20 15:01:10 -0700
commitde77324d8f14951e4dc17f570e49451a0cd33121 (patch)
treeef97ab7ead93107b361bfefec6928a802c768de0
parent4e5c51a05e70c215b284a38fc35850b485bbee8d (diff)
linker: Reject shaders that use too many varyings
Previously it was up to the driver or later code generator to reject these shaders. It turns out that nobody did this. This will need changes to support geometry shaders. NOTE: This is a candidate for the stable branches. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37743 Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r--src/glsl/linker.cpp41
1 files changed, 36 insertions, 5 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 255edc6a76f..b6479e7a3a4 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1405,8 +1405,9 @@ demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
}
-void
-assign_varying_locations(struct gl_shader_program *prog,
+bool
+assign_varying_locations(struct gl_context *ctx,
+ struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer)
{
/* FINISHME: Set dynamically when geometry shader support is added. */
@@ -1462,6 +1463,8 @@ assign_varying_locations(struct gl_shader_program *prog,
}
}
+ unsigned varying_vectors = 0;
+
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
@@ -1492,8 +1495,32 @@ assign_varying_locations(struct gl_shader_program *prog,
* value is written by the previous stage.
*/
var->mode = ir_var_auto;
+ } else {
+ /* The packing rules are used for vertex shader inputs are also used
+ * for fragment shader inputs.
+ */
+ varying_vectors += count_attribute_slots(var->type);
}
}
+
+ if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
+ if (varying_vectors > ctx->Const.MaxVarying) {
+ linker_error_printf(prog, "shader uses too many varying vectors "
+ "(%u > %u)\n",
+ varying_vectors, ctx->Const.MaxVarying);
+ return false;
+ }
+ } else {
+ const unsigned float_components = varying_vectors * 4;
+ if (float_components > ctx->Const.MaxVarying * 4) {
+ linker_error_printf(prog, "shader uses too many varying components "
+ "(%u > %u)\n",
+ float_components, ctx->Const.MaxVarying * 4);
+ return false;
+ }
+ }
+
+ return true;
}
@@ -1666,9 +1693,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (prog->_LinkedShaders[i] == NULL)
continue;
- assign_varying_locations(prog,
- prog->_LinkedShaders[prev],
- prog->_LinkedShaders[i]);
+ if (!assign_varying_locations(ctx, prog,
+ prog->_LinkedShaders[prev],
+ prog->_LinkedShaders[i])) {
+ prog->LinkStatus = false;
+ goto done;
+ }
+
prev = i;
}