[Mesa-dev] [PATCH v4] linker: Reject shaders that use too many varyings

Ian Romanick idr at freedesktop.org
Tue Jun 14 12:32:31 PDT 2011


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
---
v4: I'm done.

 src/glsl/linker.cpp |   41 ++++++++++++++++++++++++++++++++++++-----
 1 files changed, 36 insertions(+), 5 deletions(-)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 255edc6..b6479e7 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1405,8 +1405,9 @@ demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
 }
 
 
-void
-assign_varying_locations(struct gl_shader_program *prog,
+bool
+assign_varying_locations(struct gl_context *ctx,
+			 struct gl_shader_program *prog,
 			 gl_shader *producer, gl_shader *consumer)
 {
    /* FINISHME: Set dynamically when geometry shader support is added. */
@@ -1462,6 +1463,8 @@ assign_varying_locations(struct gl_shader_program *prog,
       }
    }
 
+   unsigned varying_vectors = 0;
+
    foreach_list(node, consumer->ir) {
       ir_variable *const var = ((ir_instruction *) node)->as_variable();
 
@@ -1492,8 +1495,32 @@ assign_varying_locations(struct gl_shader_program *prog,
 	  * value is written by the previous stage.
 	  */
 	 var->mode = ir_var_auto;
+      } else {
+	 /* The packing rules are used for vertex shader inputs are also used
+	  * for fragment shader inputs.
+	  */
+	 varying_vectors += count_attribute_slots(var->type);
       }
    }
+
+   if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
+      if (varying_vectors > ctx->Const.MaxVarying) {
+	 linker_error_printf(prog, "shader uses too many varying vectors "
+			     "(%u > %u)\n",
+			     varying_vectors, ctx->Const.MaxVarying);
+	 return false;
+      }
+   } else {
+      const unsigned float_components = varying_vectors * 4;
+      if (float_components > ctx->Const.MaxVarying * 4) {
+	 linker_error_printf(prog, "shader uses too many varying components "
+			     "(%u > %u)\n",
+			     float_components, ctx->Const.MaxVarying * 4);
+	 return false;
+      }
+   }
+
+   return true;
 }
 
 
@@ -1666,9 +1693,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       if (prog->_LinkedShaders[i] == NULL)
 	 continue;
 
-      assign_varying_locations(prog,
-			       prog->_LinkedShaders[prev],
-			       prog->_LinkedShaders[i]);
+      if (!assign_varying_locations(ctx, prog,
+				    prog->_LinkedShaders[prev],
+				    prog->_LinkedShaders[i])) {
+	 prog->LinkStatus = false;
+	 goto done;
+      }
+
       prev = i;
    }
 
-- 
1.7.5.2



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