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-rw-r--r--src/glsl/link_uniforms.cpp12
-rw-r--r--src/glsl/linker.cpp25
-rw-r--r--src/mesa/main/mtypes.h10
3 files changed, 43 insertions, 4 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 7a3a2ebde03..010296b6b69 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -170,6 +170,7 @@ public:
void process(ir_variable *var)
{
+ this->is_ubo_var = var->is_in_uniform_block();
if (var->is_interface_instance())
program_resource_visitor::process(var->interface_type,
var->interface_type->name);
@@ -197,6 +198,8 @@ public:
*/
unsigned num_shader_uniform_components;
+ bool is_ubo_var;
+
private:
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
@@ -222,7 +225,8 @@ private:
* Note that samplers do not count against this limit because they
* don't use any storage on current hardware.
*/
- this->num_shader_uniform_components += values;
+ if (!is_ubo_var)
+ this->num_shader_uniform_components += values;
}
/* If the uniform is already in the map, there's nothing more to do.
@@ -681,6 +685,12 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
sh->num_samplers = uniform_size.num_shader_samplers;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
+
+ sh->num_combined_uniform_components = sh->num_uniform_components;
+ for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
+ sh->num_combined_uniform_components +=
+ sh->UniformBlocks[i].UniformBufferSize / 4;
+ }
}
const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 982fe46bd73..cd8d680aec4 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1523,12 +1523,18 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
ctx->Const.GeometryProgram.MaxTextureImageUnits
};
- const unsigned max_uniform_components[MESA_SHADER_TYPES] = {
+ const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformComponents,
ctx->Const.FragmentProgram.MaxUniformComponents,
ctx->Const.GeometryProgram.MaxUniformComponents
};
+ const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = {
+ ctx->Const.VertexProgram.MaxCombinedUniformComponents,
+ ctx->Const.FragmentProgram.MaxCombinedUniformComponents,
+ ctx->Const.GeometryProgram.MaxCombinedUniformComponents
+ };
+
const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformBlocks,
ctx->Const.FragmentProgram.MaxUniformBlocks,
@@ -1546,7 +1552,22 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
shader_names[i]);
}
- if (sh->num_uniform_components > max_uniform_components[i]) {
+ if (sh->num_uniform_components > max_default_uniform_components[i]) {
+ if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
+ linker_warning(prog, "Too many %s shader default uniform block "
+ "components, but the driver will try to optimize "
+ "them out; this is non-portable out-of-spec "
+ "behavior\n",
+ shader_names[i]);
+ } else {
+ linker_error(prog, "Too many %s shader default uniform block "
+ "components",
+ shader_names[i]);
+ }
+ }
+
+ if (sh->num_combined_uniform_components >
+ max_combined_uniform_components[i]) {
if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
linker_warning(prog, "Too many %s shader uniform components, "
"but the driver will try to optimize them out; "
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index aae2876fb93..92a70f416d3 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2140,13 +2140,21 @@ struct gl_shader
gl_texture_index SamplerTargets[MAX_SAMPLERS];
/**
- * Number of uniform components used by this shader.
+ * Number of default uniform block components used by this shader.
*
* This field is only set post-linking.
*/
unsigned num_uniform_components;
/**
+ * Number of combined uniform components used by this shader.
+ *
+ * This field is only set post-linking. It is the sum of the uniform block
+ * sizes divided by sizeof(float), and num_uniform_compoennts.
+ */
+ unsigned num_combined_uniform_components;
+
+ /**
* This shader's uniform block information.
*
* The offsets of the variables are assigned only for shaders in a program's