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authorEric Anholt <[email protected]>2012-06-25 12:47:01 -0700
committerEric Anholt <[email protected]>2012-07-31 12:06:20 -0700
commit877a897adc40d98c8ee5abaaf0ae16028866c766 (patch)
treef9d9161ecaad9fdd0411d7a9dcebe7ab4d3c0cf8 /src
parentfa08b8ad549ef0ad0ee46f525f6f5dd0d6332f99 (diff)
glsl: Reject linking shaders with too many uniform blocks.
Part of fixing piglit maxblocks. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/glsl/linker.cpp34
1 files changed, 34 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index bfdde4023e9..34ce13372b2 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2324,6 +2324,12 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
0 /* FINISHME: Geometry shaders. */
};
+ const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
+ ctx->Const.VertexProgram.MaxUniformBlocks,
+ ctx->Const.FragmentProgram.MaxUniformBlocks,
+ ctx->Const.GeometryProgram.MaxUniformBlocks,
+ };
+
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
@@ -2348,6 +2354,34 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
+ unsigned blocks[MESA_SHADER_TYPES] = {0};
+ unsigned total_uniform_blocks = 0;
+
+ for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
+ if (prog->UniformBlockStageIndex[j][i] != -1) {
+ blocks[j]++;
+ total_uniform_blocks++;
+ }
+ }
+
+ if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
+ linker_error(prog, "Too many combined uniform blocks (%d/%d)",
+ prog->NumUniformBlocks,
+ ctx->Const.MaxCombinedUniformBlocks);
+ } else {
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (blocks[i] > max_uniform_blocks[i]) {
+ linker_error(prog, "Too many %s uniform blocks (%d/%d)",
+ shader_names[i],
+ blocks[i],
+ max_uniform_blocks[i]);
+ break;
+ }
+ }
+ }
+ }
+
return prog->LinkStatus;
}