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authorIan Romanick <[email protected]>2011-11-14 12:11:46 -0800
committerIan Romanick <[email protected]>2012-01-11 12:51:24 -0800
commit195ee502c3196607e3a74075aefade9770a08a67 (patch)
treef1471a5acefee33601908b051791e02418a5ddf7 /src/mesa/main/uniform_query.cpp
parentb527dd65c830a2b008816cf390d5be906e29bb23 (diff)
mesa: Validate sampler settings using uniform storage
Rather than looking at the settings in individual assembly programs, look at the settings in the top-level uniform values. The old code was flawed because examining each shader stage in isolation could allow inconsitent usage across stages (e.g., bind unit 0 to a sampler2D in the vertex shader and sampler1DShadow in the fragment shader). Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main/uniform_query.cpp')
-rw-r--r--src/mesa/main/uniform_query.cpp43
1 files changed, 43 insertions, 0 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index f3d6a16eef9..a5a85cd9c13 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -933,3 +933,46 @@ _mesa_get_uniform_location(struct gl_context *ctx,
return _mesa_uniform_merge_location_offset(location, offset);
}
+
+extern "C" bool
+_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
+ char *errMsg, size_t errMsgLength)
+{
+ const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
+
+ memset(unit_types, 0, sizeof(unit_types));
+
+ for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
+ const struct gl_uniform_storage *const storage =
+ &shProg->UniformStorage[i];
+ const glsl_type *const t = (storage->type->is_array())
+ ? storage->type->fields.array : storage->type;
+
+ if (!t->is_sampler())
+ continue;
+
+ const unsigned count = MAX2(1, storage->type->array_size());
+ for (unsigned j = 0; j < count; j++) {
+ const unsigned unit = storage->storage[j].i;
+
+ /* The types of the samplers associated with a particular texture
+ * unit must be an exact match. Page 74 (page 89 of the PDF) of the
+ * OpenGL 3.3 core spec says:
+ *
+ * "It is not allowed to have variables of different sampler
+ * types pointing to the same texture image unit within a program
+ * object."
+ */
+ if (unit_types[unit] == NULL) {
+ unit_types[unit] = t;
+ } else if (unit_types[unit] != t) {
+ _mesa_snprintf(errMsg, errMsgLength,
+ "Texture unit %d is accessed both as %s and %s",
+ unit, unit_types[unit]->name, t->name);
+ return false;
+ }
+ }
+ }
+
+ return true;
+}