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authorEric Anholt <[email protected]>2013-05-23 11:10:15 -0700
committerEric Anholt <[email protected]>2013-06-06 14:37:41 -0700
commit38e77e545d06bf5ac0e185f2a1581a97bafdab56 (patch)
treea907d7de6f8cc8080539f21f90e04464089e5784 /src/glsl
parent93c8692ce92d396f0a4db5bc91d8e7322fa7dd50 (diff)
glsl: Fix uniform buffer object counting.
We were counting uniforms located in UBOs against the default uniform block limit, while not doing any counting against the specific combined limit. Note that I couldn't quite find justification for the way I did this, but I think it's the only sensible thing: The spec talks about components, so each "float" in a std140 block would count as 1 component and a "vec4" would count as 4, though they occupy the same amount of space. Since GPU limits on uniform buffer loads are surely going to be about the size of the blocks, I just counted them that way. Fixes link failures in piglit arb_uniform_buffer_object/maxuniformblocksize when ported to geometry shaders on Paul's GS branch, since in that case the max block size is bigger than the default uniform block component limit. Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/link_uniforms.cpp12
-rw-r--r--src/glsl/linker.cpp25
2 files changed, 34 insertions, 3 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 7a3a2ebde03..010296b6b69 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -170,6 +170,7 @@ public:
void process(ir_variable *var)
{
+ this->is_ubo_var = var->is_in_uniform_block();
if (var->is_interface_instance())
program_resource_visitor::process(var->interface_type,
var->interface_type->name);
@@ -197,6 +198,8 @@ public:
*/
unsigned num_shader_uniform_components;
+ bool is_ubo_var;
+
private:
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
@@ -222,7 +225,8 @@ private:
* Note that samplers do not count against this limit because they
* don't use any storage on current hardware.
*/
- this->num_shader_uniform_components += values;
+ if (!is_ubo_var)
+ this->num_shader_uniform_components += values;
}
/* If the uniform is already in the map, there's nothing more to do.
@@ -681,6 +685,12 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
sh->num_samplers = uniform_size.num_shader_samplers;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
+
+ sh->num_combined_uniform_components = sh->num_uniform_components;
+ for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
+ sh->num_combined_uniform_components +=
+ sh->UniformBlocks[i].UniformBufferSize / 4;
+ }
}
const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 982fe46bd73..cd8d680aec4 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1523,12 +1523,18 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
ctx->Const.GeometryProgram.MaxTextureImageUnits
};
- const unsigned max_uniform_components[MESA_SHADER_TYPES] = {
+ const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformComponents,
ctx->Const.FragmentProgram.MaxUniformComponents,
ctx->Const.GeometryProgram.MaxUniformComponents
};
+ const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = {
+ ctx->Const.VertexProgram.MaxCombinedUniformComponents,
+ ctx->Const.FragmentProgram.MaxCombinedUniformComponents,
+ ctx->Const.GeometryProgram.MaxCombinedUniformComponents
+ };
+
const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformBlocks,
ctx->Const.FragmentProgram.MaxUniformBlocks,
@@ -1546,7 +1552,22 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
shader_names[i]);
}
- if (sh->num_uniform_components > max_uniform_components[i]) {
+ if (sh->num_uniform_components > max_default_uniform_components[i]) {
+ if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
+ linker_warning(prog, "Too many %s shader default uniform block "
+ "components, but the driver will try to optimize "
+ "them out; this is non-portable out-of-spec "
+ "behavior\n",
+ shader_names[i]);
+ } else {
+ linker_error(prog, "Too many %s shader default uniform block "
+ "components",
+ shader_names[i]);
+ }
+ }
+
+ if (sh->num_combined_uniform_components >
+ max_combined_uniform_components[i]) {
if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
linker_warning(prog, "Too many %s shader uniform components, "
"but the driver will try to optimize them out; "