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authorBrian Paul <[email protected]>2014-01-31 17:23:11 -0700
committerBrian Paul <[email protected]>2014-02-03 12:40:13 -0700
commit97fdace6d70b6499d0490cd6ca2a4253284b386d (patch)
tree4cde216c693890b17c9bfd56ce126c10f7fb7086 /src
parent4686f610b18a04bc6213ccadf7be1176bbda3e34 (diff)
svga: check shader size against max command buffer size
If the shader is too large, plug in a dummy shader. This patch also reworks the existing dummy shader code. Reviewed-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/svga/include/svga_reg.h1
-rw-r--r--src/gallium/drivers/svga/svga_state_fs.c60
2 files changed, 49 insertions, 12 deletions
diff --git a/src/gallium/drivers/svga/include/svga_reg.h b/src/gallium/drivers/svga/include/svga_reg.h
index 1b96c2ec07d..dee719d2418 100644
--- a/src/gallium/drivers/svga/include/svga_reg.h
+++ b/src/gallium/drivers/svga/include/svga_reg.h
@@ -889,6 +889,7 @@ typedef enum {
} SVGAFifoCmdId;
#define SVGA_CMD_MAX_ARGS 64
+#define SVGA_CB_MAX_COMMAND_SIZE (32 * 1024) // 32 KB
/*
diff --git a/src/gallium/drivers/svga/svga_state_fs.c b/src/gallium/drivers/svga/svga_state_fs.c
index 860a0c8e0cf..7119a19f0a8 100644
--- a/src/gallium/drivers/svga/svga_state_fs.c
+++ b/src/gallium/drivers/svga/svga_state_fs.c
@@ -76,12 +76,18 @@ search_fs_key(const struct svga_fragment_shader *fs,
/**
* If we fail to compile a fragment shader (because it uses too many
* registers, for example) we'll use a dummy/fallback shader that
- * simply emits a constant color.
+ * simply emits a constant color (red for debug, black for release).
+ * We hit this with the Unigine/Heaven demo when Shaders = High.
+ * With black, the demo still looks good.
*/
static const struct tgsi_token *
get_dummy_fragment_shader(void)
{
- static const float red[4] = { 1.0, 0.0, 0.0, 0.0 };
+#ifdef DEBUG
+ static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
+#else
+ static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
+#endif
struct ureg_program *ureg;
const struct tgsi_token *tokens;
struct ureg_src src;
@@ -93,7 +99,7 @@ get_dummy_fragment_shader(void)
return NULL;
dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
- src = ureg_DECL_immediate(ureg, red, 4);
+ src = ureg_DECL_immediate(ureg, color, 4);
ureg_MOV(ureg, dst, src);
ureg_END(ureg);
@@ -106,6 +112,29 @@ get_dummy_fragment_shader(void)
/**
+ * Replace the given shader's instruction with a simple constant-color
+ * shader. We use this when normal shader translation fails.
+ */
+static struct svga_shader_variant *
+get_compiled_dummy_shader(struct svga_fragment_shader *fs,
+ const struct svga_fs_compile_key *key)
+{
+ const struct tgsi_token *dummy = get_dummy_fragment_shader();
+ struct svga_shader_variant *variant;
+
+ if (!dummy) {
+ return NULL;
+ }
+
+ FREE((void *) fs->base.tokens);
+ fs->base.tokens = dummy;
+
+ variant = svga_translate_fragment_program(fs, key);
+ return variant;
+}
+
+
+/**
* Translate TGSI shader into an svga shader variant.
*/
static enum pipe_error
@@ -119,17 +148,24 @@ compile_fs(struct svga_context *svga,
variant = svga_translate_fragment_program( fs, key );
if (variant == NULL) {
- /* some problem during translation, try the dummy shader */
- const struct tgsi_token *dummy = get_dummy_fragment_shader();
- if (!dummy) {
- ret = PIPE_ERROR_OUT_OF_MEMORY;
+ debug_printf("Failed to compile fragment shader,"
+ " using dummy shader instead.\n");
+ variant = get_compiled_dummy_shader(fs, key);
+ if (!variant) {
+ ret = PIPE_ERROR;
goto fail;
}
- debug_printf("Failed to compile fragment shader, using dummy shader instead.\n");
- FREE((void *) fs->base.tokens);
- fs->base.tokens = dummy;
- variant = svga_translate_fragment_program(fs, key);
- if (variant == NULL) {
+ }
+
+ if (variant->nr_tokens * sizeof(variant->tokens[0])
+ + sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader)
+ >= SVGA_CB_MAX_COMMAND_SIZE) {
+ /* too big, use dummy shader */
+ debug_printf("Shader too large (%lu bytes),"
+ " using dummy shader instead.\n",
+ (unsigned long ) variant->nr_tokens * sizeof(variant->tokens[0]));
+ variant = get_compiled_dummy_shader(fs, key);
+ if (!variant) {
ret = PIPE_ERROR;
goto fail;
}