[Mesa-dev] [PATCH] linker: Reject shaders that use too many varyings
Eric Anholt
eric at anholt.net
Mon Jun 13 22:15:51 PDT 2011
On Mon, 13 Jun 2011 12:09:04 -0700, "Ian Romanick" <idr at freedesktop.org> wrote:
> From: Ian Romanick <ian.d.romanick at intel.com>
>
> Previously it was up to the driver or later code generator to reject
> these shaders. It turns out that nobody did this.
>
> This will need changes to support geometry shaders.
>
> NOTE: This is a candidate for the stable branches.
>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37743
I find it odd that arrays/matrices are treated as increments of 4
components while plain vectors aren't. Plain vectors end up occupying 4
components in our current implementation (you won't get more than 16
varying vectors working, since we run out of bits), and I think treating
it that way for limits would be more intelligible for users than leaving
it to the driver to catch later.
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