[Mesa-dev] [PATCH 3/4] linker: Validate resource usage in the linker
Ian Romanick
idr at freedesktop.org
Tue Nov 8 14:26:04 PST 2011
From: Ian Romanick <ian.d.romanick at intel.com>
This is also done in ir_to_mesa and st_glsl_to_tgsi, but that code
will be removed soon.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/glsl/linker.cpp | 44 ++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 44 insertions(+), 0 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 0306b7a..d1c19f1 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1486,6 +1486,47 @@ assign_varying_locations(struct gl_context *ctx,
return true;
}
+/**
+ * Validate the resources used by a program versus the implementation limits
+ */
+static bool
+check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ static const char *const shader_names[MESA_SHADER_TYPES] = {
+ "vertex", "fragment", "geometry"
+ };
+
+ const unsigned max_samplers[MESA_SHADER_TYPES] = {
+ ctx->Const.MaxVertexTextureImageUnits,
+ ctx->Const.MaxTextureImageUnits,
+ ctx->Const.MaxGeometryTextureImageUnits
+ };
+
+ const unsigned max_uniform_components[MESA_SHADER_TYPES] = {
+ ctx->Const.VertexProgram.MaxUniformComponents,
+ ctx->Const.FragmentProgram.MaxUniformComponents,
+ 0 /* FINISHME: Geometry shaders. */
+ };
+
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
+ continue;
+
+ if (sh->num_samplers > max_samplers[i]) {
+ linker_error(prog, "Too many %s shader texture samplers",
+ shader_names[i]);
+ }
+
+ if (sh->num_uniform_components > max_uniform_components[i]) {
+ linker_error(prog, "Too many %s shader uniform components",
+ shader_names[i]);
+ }
+ }
+
+ return prog->LinkStatus;
+}
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
@@ -1710,6 +1751,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
update_array_sizes(prog);
link_assign_uniform_locations(prog);
+ if (!check_resources(ctx, prog))
+ goto done;
+
/* OpenGL ES requires that a vertex shader and a fragment shader both be
* present in a linked program. By checking for use of shading language
* version 1.00, we also catch the GL_ARB_ES2_compatibility case.
--
1.7.6.4
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