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authorFrancisco Jerez <[email protected]>2013-11-22 15:53:26 -0800
committerFrancisco Jerez <[email protected]>2014-02-12 18:44:06 +0100
commite51158f2e77155bcfc6ba5f42d1cf9b9c9810930 (patch)
tree96c1fd97a3440751d5fecdf59a137581ec2bda04 /src/glsl
parente8dbe430aa77d6a775e087938bd19002f2a39e18 (diff)
glsl/linker: Count and check image resources.
v2: Add comment about the reason why image variables take up space from the default uniform block. Reviewed-by: Paul Berry <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/link_uniforms.cpp19
-rw-r--r--src/glsl/linker.cpp41
2 files changed, 59 insertions, 1 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 1c97e195781..79f84046249 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -240,7 +240,8 @@ class count_uniform_size : public program_resource_visitor {
public:
count_uniform_size(struct string_to_uint_map *map)
: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
- num_shader_uniform_components(0), is_ubo_var(false), map(map)
+ num_shader_images(0), num_shader_uniform_components(0),
+ is_ubo_var(false), map(map)
{
/* empty */
}
@@ -248,6 +249,7 @@ public:
void start_shader()
{
this->num_shader_samplers = 0;
+ this->num_shader_images = 0;
this->num_shader_uniform_components = 0;
}
@@ -277,6 +279,11 @@ public:
unsigned num_shader_samplers;
/**
+ * Number of images used
+ */
+ unsigned num_shader_images;
+
+ /**
* Number of uniforms used in the current shader
*/
unsigned num_shader_uniform_components;
@@ -303,6 +310,15 @@ private:
if (type->contains_sampler()) {
this->num_shader_samplers +=
type->is_array() ? type->array_size() : 1;
+ } else if (type->contains_image()) {
+ this->num_shader_images += values;
+
+ /* As drivers are likely to represent image uniforms as
+ * scalar indices, count them against the limit of uniform
+ * components in the default block. The spec allows image
+ * uniforms to use up no more than one scalar slot.
+ */
+ this->num_shader_uniform_components += values;
} else {
/* Accumulate the total number of uniform slots used by this shader.
* Note that samplers do not count against this limit because they
@@ -782,6 +798,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
}
sh->num_samplers = uniform_size.num_shader_samplers;
+ sh->NumImages = uniform_size.num_shader_images;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
sh->num_combined_uniform_components = sh->num_uniform_components;
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index bcd7394768f..72a3860f36b 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2031,6 +2031,46 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
+/**
+ * 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;
+
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ return;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh) {
+ if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
+ linker_error(prog, "Too many %s shader image uniforms",
+ _mesa_shader_stage_to_string(i));
+
+ total_image_units += sh->NumImages;
+
+ if (i == MESA_SHADER_FRAGMENT) {
+ foreach_list(node, sh->ir) {
+ ir_variable *var = ((ir_instruction *)node)->as_variable();
+ if (var && var->data.mode == ir_var_shader_out)
+ fragment_outputs += var->type->count_attribute_slots();
+ }
+ }
+ }
+ }
+
+ if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
+ linker_error(prog, "Too many combined image uniforms");
+
+ if (total_image_units + fragment_outputs >
+ ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
+ linker_error(prog, "Too many combined image uniforms and fragment outputs");
+}
+
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
@@ -2394,6 +2434,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
store_fragdepth_layout(prog);
check_resources(ctx, prog);
+ check_image_resources(ctx, prog);
link_check_atomic_counter_resources(ctx, prog);
if (!prog->LinkStatus)