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authorJuan A. Suarez Romero <[email protected]>2016-05-23 10:46:42 +0200
committerAlejandro PiƱeiro <[email protected]>2016-05-23 10:48:07 +0200
commit3c9096eea46fc79e5d734ea0629673d1889966d7 (patch)
treeb69d4f58e84608be759ae563f08252b24df0393d /src/compiler/glsl
parentb46867cd378e5fb135fd060d50c8028d3dac622a (diff)
glsl/linker: dvec3/dvec4 consume twice input vertex attributes
From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes): "A program with more than the value of MAX_VERTEX_ATTRIBS active attribute variables may fail to link, unless device-dependent optimizations are able to make the program fit within available hardware resources. For the purposes of this test, attribute variables of the type dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may count as consuming twice as many attributes as equivalent single-precision types. While these types use the same number of generic attributes as their single-precision equivalents, implementations are permitted to consume two single-precision vectors of internal storage for each three- or four-component double-precision vector." This commits makes dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3 and dmat4 consume twice as many attributes as equivalent single-precision types. v3: count doubles as consuming two attributes (Dave Airlie) v4: make reference to spec (Michael Schellenberger Costa) Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Dave Airlie <[email protected]> Signed-off-by: Antia Puentes <[email protected]> Signed-off-by: Juan A. Suarez Romero <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/linker.cpp20
1 files changed, 20 insertions, 0 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 0b8c4943695..5e59ae3e5b2 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2873,6 +2873,26 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
to_assign[i].var->data.location = generic_base + location;
to_assign[i].var->data.is_unmatched_generic_inout = 0;
used_locations |= (use_mask << location);
+
+ if (to_assign[i].var->type->without_array()->is_dual_slot_double())
+ double_storage_locations |= (use_mask << location);
+ }
+
+ /* Now that we have all the locations, from the GL 4.5 core spec, section
+ * 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
+ * dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
+ * as equivalent single-precision types.
+ */
+ if (target_index == MESA_SHADER_VERTEX) {
+ unsigned total_attribs_size =
+ _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
+ _mesa_bitcount(double_storage_locations);
+ if (total_attribs_size > max_index) {
+ linker_error(prog,
+ "attempt to use %d vertex attribute slots only %d available ",
+ total_attribs_size, max_index);
+ return false;
+ }
}
return true;