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-rw-r--r--src/compiler/glsl/linker.cpp20
1 files changed, 20 insertions, 0 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 0b8c4943695..5e59ae3e5b2 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2873,6 +2873,26 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
to_assign[i].var->data.location = generic_base + location;
to_assign[i].var->data.is_unmatched_generic_inout = 0;
used_locations |= (use_mask << location);
+
+ if (to_assign[i].var->type->without_array()->is_dual_slot_double())
+ double_storage_locations |= (use_mask << location);
+ }
+
+ /* Now that we have all the locations, from the GL 4.5 core spec, section
+ * 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
+ * dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
+ * as equivalent single-precision types.
+ */
+ if (target_index == MESA_SHADER_VERTEX) {
+ unsigned total_attribs_size =
+ _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
+ _mesa_bitcount(double_storage_locations);
+ 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;
+ }
}
return true;