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-rw-r--r--src/glsl/linker.cpp41
1 files changed, 40 insertions, 1 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 52a277eb719..ea73c6f9da1 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1977,6 +1977,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
} to_assign[16];
unsigned num_attr = 0;
+ unsigned total_attribs_size = 0;
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *const var = node->as_variable();
@@ -2018,12 +2019,41 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
}
}
+ const unsigned slots = var->type->count_attribute_slots();
+
+ /* From GL4.5 core spec, section 11.1.1 (Vertex Attributes):
+ *
+ * "A program with more than the value of MAX_VERTEX_ATTRIBS active
+ * attribute variables may fail to link, unless device-dependent
+ * optimizations are able to make the program fit within available
+ * hardware resources. For the purposes of this test, attribute variables
+ * of the type dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3,
+ * and dmat4 may count as consuming twice as many attributes as equivalent
+ * single-precision types. While these types use the same number of
+ * generic attributes as their single-precision equivalents,
+ * implementations are permitted to consume two single-precision vectors
+ * of internal storage for each three- or four-component double-precision
+ * vector."
+ * Until someone has a good reason in Mesa, enforce that now.
+ */
+ if (target_index == MESA_SHADER_VERTEX) {
+ total_attribs_size += slots;
+ if (var->type->without_array() == glsl_type::dvec3_type ||
+ var->type->without_array() == glsl_type::dvec4_type ||
+ var->type->without_array() == glsl_type::dmat2x3_type ||
+ var->type->without_array() == glsl_type::dmat2x4_type ||
+ var->type->without_array() == glsl_type::dmat3_type ||
+ var->type->without_array() == glsl_type::dmat3x4_type ||
+ var->type->without_array() == glsl_type::dmat4x3_type ||
+ var->type->without_array() == glsl_type::dmat4_type)
+ total_attribs_size += slots;
+ }
+
/* If the variable is not a built-in and has a location statically
* assigned in the shader (presumably via a layout qualifier), make sure
* that it doesn't collide with other assigned locations. Otherwise,
* add it to the list of variables that need linker-assigned locations.
*/
- const unsigned slots = var->type->count_attribute_slots();
if (var->data.location != -1) {
if (var->data.location >= generic_base && var->data.index < 1) {
/* From page 61 of the OpenGL 4.0 spec:
@@ -2143,6 +2173,15 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
num_attr++;
}
+ if (target_index == MESA_SHADER_VERTEX) {
+ if (total_attribs_size > max_index) {
+ linker_error(prog,
+ "attempt to use %d vertex attribute slots only %d available ",
+ total_attribs_size, max_index);
+ return false;
+ }
+ }
+
/* If all of the attributes were assigned locations by the application (or
* are built-in attributes with fixed locations), return early. This should
* be the common case.