diff options
-rw-r--r-- | src/glsl/linker.cpp | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 351680d43fc..0ec773d6cd2 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1875,6 +1875,47 @@ store_tfeedback_info(struct gl_context *ctx, struct gl_shader_program *prog, return true; } +/** + * Validate the resources used by a program versus the implementation limits + */ +static bool +check_resources(struct gl_context *ctx, struct gl_shader_program *prog) +{ + static const char *const shader_names[MESA_SHADER_TYPES] = { + "vertex", "fragment", "geometry" + }; + + const unsigned max_samplers[MESA_SHADER_TYPES] = { + ctx->Const.MaxVertexTextureImageUnits, + ctx->Const.MaxTextureImageUnits, + ctx->Const.MaxGeometryTextureImageUnits + }; + + const unsigned max_uniform_components[MESA_SHADER_TYPES] = { + ctx->Const.VertexProgram.MaxUniformComponents, + ctx->Const.FragmentProgram.MaxUniformComponents, + 0 /* FINISHME: Geometry shaders. */ + }; + + for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { + struct gl_shader *sh = prog->_LinkedShaders[i]; + + if (sh == NULL) + continue; + + if (sh->num_samplers > max_samplers[i]) { + linker_error(prog, "Too many %s shader texture samplers", + shader_names[i]); + } + + if (sh->num_uniform_components > max_uniform_components[i]) { + linker_error(prog, "Too many %s shader uniform components", + shader_names[i]); + } + } + + return prog->LinkStatus; +} void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) @@ -2137,6 +2178,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) update_array_sizes(prog); link_assign_uniform_locations(prog); + if (!check_resources(ctx, prog)) + goto done; + /* OpenGL ES requires that a vertex shader and a fragment shader both be * present in a linked program. By checking for use of shading language * version 1.00, we also catch the GL_ARB_ES2_compatibility case. |