Mesa (master): zink: clamp shader input/output max values
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Fri Jan 8 14:51:16 UTC 2021
Module: Mesa
Branch: master
Commit: 4e3e7f35f7eb4b923ea10e3208a3c4840757b855
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=4e3e7f35f7eb4b923ea10e3208a3c4840757b855
Author: Mike Blumenkrantz <michael.blumenkrantz at gmail.com>
Date: Mon Jan 4 15:28:13 2021 -0500
zink: clamp shader input/output max values
some vulkan drivers (e.g., amdvlk) advertise absolutely huge values here,
resulting in bitmask overflows everywhere since gallium assumes a max of
32 for vertex inputs and nir uses 64bit types for others
Reviewed-by: Erik Faye-Lund <erik.faye-lund at collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8318>
---
src/gallium/drivers/zink/zink_screen.c | 50 +++++++++++++++++++---------------
1 file changed, 28 insertions(+), 22 deletions(-)
diff --git a/src/gallium/drivers/zink/zink_screen.c b/src/gallium/drivers/zink/zink_screen.c
index 27385e39c01..89b4e61fc2e 100644
--- a/src/gallium/drivers/zink/zink_screen.c
+++ b/src/gallium/drivers/zink/zink_screen.c
@@ -429,47 +429,53 @@ zink_get_shader_param(struct pipe_screen *pscreen,
return INT_MAX;
return 0;
- case PIPE_SHADER_CAP_MAX_INPUTS:
+ case PIPE_SHADER_CAP_MAX_INPUTS: {
+ uint32_t max = 0;
switch (shader) {
case PIPE_SHADER_VERTEX:
- return MIN2(screen->info.props.limits.maxVertexInputAttributes,
- PIPE_MAX_SHADER_INPUTS);
+ max = MIN2(screen->info.props.limits.maxVertexInputAttributes, PIPE_MAX_ATTRIBS);
+ break;
case PIPE_SHADER_TESS_CTRL:
- return MIN2(screen->info.props.limits.maxTessellationControlPerVertexInputComponents / 4,
- PIPE_MAX_SHADER_INPUTS);
+ max = screen->info.props.limits.maxTessellationControlPerVertexInputComponents / 4;
+ break;
case PIPE_SHADER_TESS_EVAL:
- return MIN2(screen->info.props.limits.maxTessellationEvaluationInputComponents / 4,
- PIPE_MAX_SHADER_INPUTS);
+ max = screen->info.props.limits.maxTessellationEvaluationInputComponents / 4;
+ break;
case PIPE_SHADER_GEOMETRY:
- return MIN2(screen->info.props.limits.maxGeometryInputComponents,
- PIPE_MAX_SHADER_INPUTS);
+ max = screen->info.props.limits.maxGeometryInputComponents;
+ break;
case PIPE_SHADER_FRAGMENT:
- return MIN2(screen->info.props.limits.maxFragmentInputComponents / 4,
- PIPE_MAX_SHADER_INPUTS);
+ max = screen->info.props.limits.maxFragmentInputComponents / 4;
+ break;
default:
return 0; /* unsupported stage */
}
+ return MIN2(max, 64); // prevent overflowing struct shader_info::inputs_read
+ }
- case PIPE_SHADER_CAP_MAX_OUTPUTS:
+ case PIPE_SHADER_CAP_MAX_OUTPUTS: {
+ uint32_t max = 0;
switch (shader) {
case PIPE_SHADER_VERTEX:
- return MIN2(screen->info.props.limits.maxVertexOutputComponents / 4,
- PIPE_MAX_SHADER_OUTPUTS);
+ max = screen->info.props.limits.maxVertexOutputComponents / 4;
+ break;
case PIPE_SHADER_TESS_CTRL:
- return MIN2(screen->info.props.limits.maxTessellationControlPerVertexOutputComponents / 4,
- PIPE_MAX_SHADER_OUTPUTS);
+ max = screen->info.props.limits.maxTessellationControlPerVertexOutputComponents / 4;
+ break;
case PIPE_SHADER_TESS_EVAL:
- return MIN2(screen->info.props.limits.maxTessellationEvaluationOutputComponents / 4,
- PIPE_MAX_SHADER_OUTPUTS);
+ max = screen->info.props.limits.maxTessellationEvaluationOutputComponents / 4;
+ break;
case PIPE_SHADER_GEOMETRY:
- return MIN2(screen->info.props.limits.maxGeometryOutputComponents / 4,
- PIPE_MAX_SHADER_OUTPUTS);
+ max = screen->info.props.limits.maxGeometryOutputComponents / 4;
+ break;
case PIPE_SHADER_FRAGMENT:
- return MIN2(screen->info.props.limits.maxColorAttachments,
- PIPE_MAX_SHADER_OUTPUTS);
+ max = screen->info.props.limits.maxColorAttachments;
+ break;
default:
return 0; /* unsupported stage */
}
+ return MIN2(max, 64); // prevent overflowing struct shader_info::outputs_read/written
+ }
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
switch (shader) {
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