summaryrefslogtreecommitdiffstats
path: root/src/glsl/linker.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp43
1 files changed, 33 insertions, 10 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 35270881af5..b8a7126e3f6 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1815,18 +1815,34 @@ assign_varying_locations(struct gl_context *ctx,
if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
if (varying_vectors > ctx->Const.MaxVarying) {
- linker_error(prog, "shader uses too many varying vectors "
- "(%u > %u)\n",
- varying_vectors, ctx->Const.MaxVarying);
- return false;
+ if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
+ linker_warning(prog, "shader uses too many varying vectors "
+ "(%u > %u), but the driver will try to optimize "
+ "them out; this is non-portable out-of-spec "
+ "behavior\n",
+ varying_vectors, ctx->Const.MaxVarying);
+ } else {
+ linker_error(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(prog, "shader uses too many varying components "
- "(%u > %u)\n",
- float_components, ctx->Const.MaxVarying * 4);
- return false;
+ if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
+ linker_warning(prog, "shader uses too many varying components "
+ "(%u > %u), but the driver will try to optimize "
+ "them out; this is non-portable out-of-spec "
+ "behavior\n",
+ float_components, ctx->Const.MaxVarying * 4);
+ } else {
+ linker_error(prog, "shader uses too many varying components "
+ "(%u > %u)\n",
+ float_components, ctx->Const.MaxVarying * 4);
+ return false;
+ }
}
}
@@ -1960,8 +1976,15 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
if (sh->num_uniform_components > max_uniform_components[i]) {
- linker_error(prog, "Too many %s shader uniform components",
- shader_names[i]);
+ if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
+ linker_warning(prog, "Too many %s shader uniform 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 uniform components",
+ shader_names[i]);
+ }
}
}