[Mesa-dev] [PATCH] ir_to_mesa: do not check the number of uniforms against hw limits

Brian Paul brianp at vmware.com
Mon Mar 14 11:23:06 PDT 2011

On 03/12/2011 07:44 PM, Marek Olšák wrote:
> The r300 compiler can eliminate unused uniforms and remap uniform locations
> if their number surpasses hardware limits, so the limit is actually
> NumParameters + NumUnusedParameters. This is important for some apps
> under Wine to run.
> Wine sometimes declares a uniform array of 256 vec4's and some Wine-specific
> constants on top of that, so in total there is more uniforms than r300 can
> handle. This was the main motivation for implementing the elimination
> of unused constants.
> We should allow drivers to implement fail&  recovery paths where it makes
> sense, so giving up too early especially when comes to uniforms is not
> so good idea, though I agree there should be some hard limit for all drivers.

I added the check_resources() code to fix an issue with the SVGA 
driver.  If we can't do resource checking against the 
ctx->Const.Vertex/FragmentProgram limits we need something else.

In Gallium we have the PIPE_SHADER_CAP_MAX_x queries.  Are you saying 
we shouldn't check shaders against those limits either?

If we were to push all the shader resource checking down into the 
Gallium drivers we'll need a new way to propagate error messages back 
to the user (we can only return NULL from create_X_state() now). 
Another other problem would be instituting consistant error reporting 
across all the drivers.

We've kind of tiptoed around this issue in the past.  It's probably 
time to come up with some real solutions.


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