diff options
author | Timothy Arceri <[email protected]> | 2020-01-03 15:09:20 +1100 |
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committer | Timothy Arceri <[email protected]> | 2020-01-07 09:53:51 +1100 |
commit | feffd1fa65d36e34499f29b39f8b18655c2b979f (patch) | |
tree | eafeb9a142ada909c430d4186179dadf74479883 /src/compiler | |
parent | a853de0c95d5dce7aee983efd243377ffe3a6e91 (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]>
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/glsl/gl_nir_linker.c | 38 |
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) { |