Mesa (master): glsl: Reject linking shaders with too many uniform blocks.
Eric Anholt
anholt at kemper.freedesktop.org
Tue Jul 31 19:21:42 UTC 2012
Module: Mesa
Branch: master
Commit: 877a897adc40d98c8ee5abaaf0ae16028866c766
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=877a897adc40d98c8ee5abaaf0ae16028866c766
Author: Eric Anholt <eric at anholt.net>
Date: Mon Jun 25 12:47:01 2012 -0700
glsl: Reject linking shaders with too many uniform blocks.
Part of fixing piglit maxblocks.
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/glsl/linker.cpp | 34 ++++++++++++++++++++++++++++++++++
1 files changed, 34 insertions(+), 0 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index bfdde40..34ce133 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2324,6 +2324,12 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
0 /* FINISHME: Geometry shaders. */
};
+ const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
+ ctx->Const.VertexProgram.MaxUniformBlocks,
+ ctx->Const.FragmentProgram.MaxUniformBlocks,
+ ctx->Const.GeometryProgram.MaxUniformBlocks,
+ };
+
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
@@ -2348,6 +2354,34 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
+ unsigned blocks[MESA_SHADER_TYPES] = {0};
+ unsigned total_uniform_blocks = 0;
+
+ for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
+ if (prog->UniformBlockStageIndex[j][i] != -1) {
+ blocks[j]++;
+ total_uniform_blocks++;
+ }
+ }
+
+ if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
+ linker_error(prog, "Too many combined uniform blocks (%d/%d)",
+ prog->NumUniformBlocks,
+ ctx->Const.MaxCombinedUniformBlocks);
+ } else {
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (blocks[i] > max_uniform_blocks[i]) {
+ linker_error(prog, "Too many %s uniform blocks (%d/%d)",
+ shader_names[i],
+ blocks[i],
+ max_uniform_blocks[i]);
+ break;
+ }
+ }
+ }
+ }
+
return prog->LinkStatus;
}
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