[Mesa-dev] [PATCH 11/11] glsl: Reject linking shaders with too many uniform blocks.

Eric Anholt eric at anholt.net
Fri Jul 20 15:33:22 PDT 2012


Part of fixing piglit maxblocks.
---
 src/glsl/linker.cpp |   34 ++++++++++++++++++++++++++++++++++
 1 file changed, 34 insertions(+)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index bfdde40..f4e578f 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2324,6 +2324,12 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
       0          /* FINISHME: Geometry shaders. */
    };
 
+   const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
+      ctx->Const.VertexProgram.MaxUniformBlocks,
+      ctx->Const.FragmentProgram.MaxUniformBlocks,
+      ctx->Const.GeometryProgram.MaxUniformBlocks,
+   };
+
    for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
       struct gl_shader *sh = prog->_LinkedShaders[i];
 
@@ -2348,6 +2354,34 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
       }
    }
 
+   unsigned blocks[] = {0, 0, 0};
+   unsigned total_uniform_blocks = 0;
+
+   for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+      for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
+	 if (prog->UniformBlockStageIndex[j][i] != -1) {
+	    blocks[j]++;
+	    total_uniform_blocks++;
+	 }
+      }
+
+      if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
+	 linker_error(prog, "Too many combined uniform blocks (%d/%d)",
+		      prog->NumUniformBlocks,
+		      ctx->Const.MaxCombinedUniformBlocks);
+      } else {
+	 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+	    if (blocks[i] > max_uniform_blocks[i]) {
+	       linker_error(prog, "Too many %s uniform blocks (%d/%d)",
+			    shader_names[i],
+			    blocks[i],
+			    max_uniform_blocks[i]);
+	       break;
+	    }
+	 }
+      }
+   }
+
    return prog->LinkStatus;
 }
 
-- 
1.7.10.4



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