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authorCaio Marcelo de Oliveira Filho <[email protected]>2019-11-08 22:00:10 -0800
committerCaio Marcelo de Oliveira Filho <[email protected]>2019-11-11 10:58:40 -0800
commitfce76ae7690e5a36f3744466d0e8df90e69bc80f (patch)
tree736e58b9306a5e629a1a1fe15bdddee161873df0 /src
parenta8d941091f72923561a6c58b46ccb264b6a0e205 (diff)
glsl: Check earlier for MaxShaderStorageBlocks and MaxUniformBlocks
Currently the linker do all the work then check for the limits, which means num_ssbos and num_ubos in shader_info may have to store more than the limit. This breaks down now since shader_info was packed and doesn't expect to store larger invalid values. To fix this, pull the check before we set the counts in shader_info. One drawback of this approach is that for some cases we might not see the collected errors from various stages, but bail as soon as a stage breaks the limits. Fixes: 84a1a2578da ("compiler: pack shader_info from 160 bytes to 96 bytes") Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/compiler/glsl/linker.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index eb615ebd30a..d39c63ae743 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2502,6 +2502,22 @@ link_intrastage_shaders(void *mem_ctx,
link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
&num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
+ const unsigned max_uniform_blocks =
+ ctx->Const.Program[linked->Stage].MaxUniformBlocks;
+ if (num_ubo_blocks > max_uniform_blocks) {
+ linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
+ _mesa_shader_stage_to_string(linked->Stage),
+ num_ubo_blocks, max_uniform_blocks);
+ }
+
+ const unsigned max_shader_storage_blocks =
+ ctx->Const.Program[linked->Stage].MaxShaderStorageBlocks;
+ if (num_ssbo_blocks > max_shader_storage_blocks) {
+ linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
+ _mesa_shader_stage_to_string(linked->Stage),
+ num_ssbo_blocks, max_shader_storage_blocks);
+ }
+
if (!prog->data->LinkStatus) {
_mesa_delete_linked_shader(ctx, linked);
return NULL;
@@ -3356,22 +3372,6 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
total_shader_storage_blocks += sh->Program->info.num_ssbos;
total_uniform_blocks += sh->Program->info.num_ubos;
-
- const unsigned max_uniform_blocks =
- ctx->Const.Program[i].MaxUniformBlocks;
- if (max_uniform_blocks < sh->Program->info.num_ubos) {
- linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i),
- sh->Program->info.num_ubos, max_uniform_blocks);
- }
-
- const unsigned max_shader_storage_blocks =
- ctx->Const.Program[i].MaxShaderStorageBlocks;
- if (max_shader_storage_blocks < sh->Program->info.num_ssbos) {
- linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i),
- sh->Program->info.num_ssbos, max_shader_storage_blocks);
- }
}
if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {