Mesa (master): glsl: Check earlier for MaxShaderStorageBlocks and MaxUniformBlocks
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Mon Nov 11 19:35:56 UTC 2019
Module: Mesa
Branch: master
Commit: fce76ae7690e5a36f3744466d0e8df90e69bc80f
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=fce76ae7690e5a36f3744466d0e8df90e69bc80f
Author: Caio Marcelo de Oliveira Filho <caio.oliveira at intel.com>
Date: Fri Nov 8 22:00:10 2019 -0800
glsl: Check earlier for MaxShaderStorageBlocks and MaxUniformBlocks
Currently the linker do all the work then check for the limits, which
means num_ssbos and num_ubos in shader_info may have to store more
than the limit. This breaks down now since shader_info was packed and
doesn't expect to store larger invalid values.
To fix this, pull the check before we set the counts in shader_info.
One drawback of this approach is that for some cases we might not see
the collected errors from various stages, but bail as soon as a stage
breaks the limits.
Fixes: 84a1a2578da ("compiler: pack shader_info from 160 bytes to 96 bytes")
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
---
src/compiler/glsl/linker.cpp | 32 ++++++++++++++++----------------
1 file changed, 16 insertions(+), 16 deletions(-)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index eb615ebd30a..d39c63ae743 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2502,6 +2502,22 @@ link_intrastage_shaders(void *mem_ctx,
link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
&num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
+ const unsigned max_uniform_blocks =
+ ctx->Const.Program[linked->Stage].MaxUniformBlocks;
+ if (num_ubo_blocks > max_uniform_blocks) {
+ linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
+ _mesa_shader_stage_to_string(linked->Stage),
+ num_ubo_blocks, max_uniform_blocks);
+ }
+
+ const unsigned max_shader_storage_blocks =
+ ctx->Const.Program[linked->Stage].MaxShaderStorageBlocks;
+ if (num_ssbo_blocks > max_shader_storage_blocks) {
+ linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
+ _mesa_shader_stage_to_string(linked->Stage),
+ num_ssbo_blocks, max_shader_storage_blocks);
+ }
+
if (!prog->data->LinkStatus) {
_mesa_delete_linked_shader(ctx, linked);
return NULL;
@@ -3356,22 +3372,6 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
total_shader_storage_blocks += sh->Program->info.num_ssbos;
total_uniform_blocks += sh->Program->info.num_ubos;
-
- const unsigned max_uniform_blocks =
- ctx->Const.Program[i].MaxUniformBlocks;
- if (max_uniform_blocks < sh->Program->info.num_ubos) {
- linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i),
- sh->Program->info.num_ubos, max_uniform_blocks);
- }
-
- const unsigned max_shader_storage_blocks =
- ctx->Const.Program[i].MaxShaderStorageBlocks;
- if (max_shader_storage_blocks < sh->Program->info.num_ssbos) {
- linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i),
- sh->Program->info.num_ssbos, max_shader_storage_blocks);
- }
}
if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
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