[Mesa-dev] [PATCH] glsl: disable resource checking in the linker until it's done right

Kenneth Graunke kenneth at whitecape.org
Sun Nov 20 16:06:51 PST 2011


On 11/20/2011 01:15 PM, Marek Olšák wrote:
> ---
>  src/glsl/linker.cpp |   20 ++++++++++++++++++++
>  1 files changed, 20 insertions(+), 0 deletions(-)
> 
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index 3527088..8089255 100644
> --- a/src/glsl/linker.cpp
> +++ b/src/glsl/linker.cpp
> @@ -2230,8 +2230,28 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
>     link_assign_uniform_locations(prog);
>     store_fragdepth_layout(prog);
>  
> +   /* This is disabled for now because the checks are breaking a lot of apps.

Out of curiosity, what apps?

> +    * The two shaders below should be linked without errors. There are
> +    * backends which can run these shaders just fine.
> +    *
> +    * This shader uses 2 uniform components:
> +    *      uniform float array[1234];
> +    *      void main() {
> +    *         gl_FragColor = vec4(array[769] + array[342]);
> +    *      }
> +    *
> +    * And this shader uses 2 varying components:
> +    *      varying float array[64];
> +    *      void main() {
> +    *         gl_FragColor = vec4(array[28] + array[49]);
> +    *      }
> +    */
> +#if 0
>     if (!check_resources(ctx, prog))
>        goto done;
> +#else
> +   (void) check_resources;
> +#endif
>  
>     /* OpenGL ES requires that a vertex shader and a fragment shader both be
>      * present in a linked program.  By checking for use of shading language


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