diff options
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 41 |
1 files changed, 36 insertions, 5 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 255edc6a76f..b6479e7a3a4 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1405,8 +1405,9 @@ demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode) } -void -assign_varying_locations(struct gl_shader_program *prog, +bool +assign_varying_locations(struct gl_context *ctx, + struct gl_shader_program *prog, gl_shader *producer, gl_shader *consumer) { /* FINISHME: Set dynamically when geometry shader support is added. */ @@ -1462,6 +1463,8 @@ assign_varying_locations(struct gl_shader_program *prog, } } + unsigned varying_vectors = 0; + foreach_list(node, consumer->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); @@ -1492,8 +1495,32 @@ assign_varying_locations(struct gl_shader_program *prog, * value is written by the previous stage. */ var->mode = ir_var_auto; + } else { + /* The packing rules are used for vertex shader inputs are also used + * for fragment shader inputs. + */ + varying_vectors += count_attribute_slots(var->type); } } + + if (ctx->API == API_OPENGLES2 || prog->Version == 100) { + if (varying_vectors > ctx->Const.MaxVarying) { + linker_error_printf(prog, "shader uses too many varying vectors " + "(%u > %u)\n", + varying_vectors, ctx->Const.MaxVarying); + return false; + } + } else { + const unsigned float_components = varying_vectors * 4; + if (float_components > ctx->Const.MaxVarying * 4) { + linker_error_printf(prog, "shader uses too many varying components " + "(%u > %u)\n", + float_components, ctx->Const.MaxVarying * 4); + return false; + } + } + + return true; } @@ -1666,9 +1693,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (prog->_LinkedShaders[i] == NULL) continue; - assign_varying_locations(prog, - prog->_LinkedShaders[prev], - prog->_LinkedShaders[i]); + if (!assign_varying_locations(ctx, prog, + prog->_LinkedShaders[prev], + prog->_LinkedShaders[i])) { + prog->LinkStatus = false; + goto done; + } + prev = i; } |