[Mesa-dev] [PATCH 11/11] glsl: Reject linking shaders with too many uniform blocks.
Brian Paul
brianp at vmware.com
Fri Jul 20 15:49:06 PDT 2012
On 07/20/2012 04:33 PM, Eric Anholt wrote:
> 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};
Should that be:
unsigned blocks[MESA_SHADER_TYPES] = { 0, 0, 0 };
The idea would be to get a compiler warning if the blocks array isn't
grown in the future for new shader types.
> + 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;
> }
>
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