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Diffstat (limited to 'src/mesa/program/ir_to_mesa.cpp')
-rw-r--r--src/mesa/program/ir_to_mesa.cpp76
1 files changed, 56 insertions, 20 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 33c262f8ca4..17e0f9953f9 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2406,6 +2406,11 @@ print_program(struct prog_instruction *mesa_instructions,
}
}
+
+/**
+ * Count resources used by the given gpu program (number of texture
+ * samplers, etc).
+ */
static void
count_resources(struct gl_program *prog)
{
@@ -2429,6 +2434,55 @@ count_resources(struct gl_program *prog)
_mesa_update_shader_textures_used(prog);
}
+
+/**
+ * Check if the given vertex/fragment/shader program is within the
+ * resource limits of the context (number of texture units, etc).
+ * If any of those checks fail, record a linker error.
+ *
+ * XXX more checks are needed...
+ */
+static void
+check_resources(const struct gl_context *ctx,
+ struct gl_shader_program *shader_program,
+ struct gl_program *prog)
+{
+ switch (prog->Target) {
+ case GL_VERTEX_PROGRAM_ARB:
+ if (_mesa_bitcount(prog->SamplersUsed) >
+ ctx->Const.MaxVertexTextureImageUnits) {
+ fail_link(shader_program, "Too many vertex shader texture samplers");
+ }
+ if (prog->Parameters->NumParameters > MAX_UNIFORMS) {
+ fail_link(shader_program, "Too many vertex shader constants");
+ }
+ break;
+ case MESA_GEOMETRY_PROGRAM:
+ if (_mesa_bitcount(prog->SamplersUsed) >
+ ctx->Const.MaxGeometryTextureImageUnits) {
+ fail_link(shader_program, "Too many geometry shader texture samplers");
+ }
+ if (prog->Parameters->NumParameters >
+ MAX_GEOMETRY_UNIFORM_COMPONENTS / 4) {
+ fail_link(shader_program, "Too many geometry shader constants");
+ }
+ break;
+ case GL_FRAGMENT_PROGRAM_ARB:
+ if (_mesa_bitcount(prog->SamplersUsed) >
+ ctx->Const.MaxTextureImageUnits) {
+ fail_link(shader_program, "Too many fragment shader texture samplers");
+ }
+ if (prog->Parameters->NumParameters > MAX_UNIFORMS) {
+ fail_link(shader_program, "Too many fragment shader constants");
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "unexpected program type in check_resources()");
+ }
+}
+
+
+
struct uniform_sort {
struct gl_uniform *u;
int pos;
@@ -3026,6 +3080,8 @@ get_mesa_program(struct gl_context *ctx,
do_set_program_inouts(shader->ir, prog);
count_resources(prog);
+ check_resources(ctx, shader_program, prog);
+
_mesa_reference_program(ctx, &shader->Program, prog);
if ((ctx->Shader.Flags & GLSL_NO_OPT) == 0) {
@@ -3038,21 +3094,6 @@ get_mesa_program(struct gl_context *ctx,
extern "C" {
/**
- * Called via ctx->Driver.CompilerShader().
- * This is a no-op.
- * XXX can we remove the ctx->Driver.CompileShader() hook?
- */
-GLboolean
-_mesa_ir_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
-{
- assert(shader->CompileStatus);
- (void) ctx;
-
- return GL_TRUE;
-}
-
-
-/**
* Link a shader.
* Called via ctx->Driver.LinkShader()
* This actually involves converting GLSL IR into Mesa gl_programs with
@@ -3237,11 +3278,6 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
reparent_ir(shader->ir, shader->ir);
ralloc_free(state);
-
- if (shader->CompileStatus) {
- if (!ctx->Driver.CompileShader(ctx, shader))
- shader->CompileStatus = GL_FALSE;
- }
}