diff options
author | Ian Romanick <[email protected]> | 2011-11-08 12:37:19 -0800 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2011-11-14 11:08:51 -0800 |
commit | 92f81590456103977988ee704d2e6119ca1b989d (patch) | |
tree | dc02099140a0d80b650bd4185d68f15f2606c55e /src/glsl/linker.cpp | |
parent | 6ac895a664b25eb6252f33d5cfb0e9dd33190490 (diff) |
linker: Validate resource usage in the linker
This is also done in ir_to_mesa and st_glsl_to_tgsi, but that code
will be removed soon.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 351680d43fc..0ec773d6cd2 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1875,6 +1875,47 @@ store_tfeedback_info(struct gl_context *ctx, struct gl_shader_program *prog, return true; } +/** + * Validate the resources used by a program versus the implementation limits + */ +static bool +check_resources(struct gl_context *ctx, struct gl_shader_program *prog) +{ + static const char *const shader_names[MESA_SHADER_TYPES] = { + "vertex", "fragment", "geometry" + }; + + const unsigned max_samplers[MESA_SHADER_TYPES] = { + ctx->Const.MaxVertexTextureImageUnits, + ctx->Const.MaxTextureImageUnits, + ctx->Const.MaxGeometryTextureImageUnits + }; + + const unsigned max_uniform_components[MESA_SHADER_TYPES] = { + ctx->Const.VertexProgram.MaxUniformComponents, + ctx->Const.FragmentProgram.MaxUniformComponents, + 0 /* FINISHME: Geometry shaders. */ + }; + + for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { + struct gl_shader *sh = prog->_LinkedShaders[i]; + + if (sh == NULL) + continue; + + if (sh->num_samplers > max_samplers[i]) { + linker_error(prog, "Too many %s shader texture samplers", + shader_names[i]); + } + + if (sh->num_uniform_components > max_uniform_components[i]) { + linker_error(prog, "Too many %s shader uniform components", + shader_names[i]); + } + } + + return prog->LinkStatus; +} void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) @@ -2137,6 +2178,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) update_array_sizes(prog); link_assign_uniform_locations(prog); + if (!check_resources(ctx, prog)) + goto done; + /* OpenGL ES requires that a vertex shader and a fragment shader both be * present in a linked program. By checking for use of shading language * version 1.00, we also catch the GL_ARB_ES2_compatibility case. |