[Mesa-dev] [PATCH v4 (part2) 25/59] glsl: number of active shader storage blocks must be within allowed limits
Jordan Justen
jordan.l.justen at intel.com
Tue Sep 8 15:11:49 PDT 2015
Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>
On 2015-08-05 01:30:22, Iago Toral Quiroga wrote:
> From: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
>
> Notice that we should differentiate betweeb shader storage blocks and
> uniform blocks, since they have different limits.
>
> Signed-off-by: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
> ---
> src/glsl/linker.cpp | 43 +++++++++++++++++++++++++++++++++++++++----
> 1 file changed, 39 insertions(+), 4 deletions(-)
>
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index 7ba685b..5d7d77f 100644
> --- a/src/glsl/linker.cpp
> +++ b/src/glsl/linker.cpp
> @@ -2819,6 +2819,8 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
>
> unsigned blocks[MESA_SHADER_STAGES] = {0};
> unsigned total_uniform_blocks = 0;
> + unsigned shader_blocks[MESA_SHADER_STAGES] = {0};
> + unsigned total_shader_storage_blocks = 0;
>
> for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
> if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
> @@ -2830,8 +2832,15 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
>
> for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
> if (prog->UniformBlockStageIndex[j][i] != -1) {
> - blocks[j]++;
> - total_uniform_blocks++;
> + struct gl_shader *sh = prog->_LinkedShaders[j];
> + int stage_index = prog->UniformBlockStageIndex[j][i];
> + if (sh && sh->UniformBlocks[stage_index].IsShaderStorage) {
> + shader_blocks[j]++;
> + total_shader_storage_blocks++;
> + } else {
> + blocks[j]++;
> + total_uniform_blocks++;
> + }
> }
> }
>
> @@ -2852,6 +2861,24 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
> }
> }
> }
> +
> + if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
> + linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
> + total_shader_storage_blocks,
> + ctx->Const.MaxCombinedShaderStorageBlocks);
> + } else {
> + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> + const unsigned max_shader_storage_blocks =
> + ctx->Const.Program[i].MaxShaderStorageBlocks;
> + if (shader_blocks[i] > max_shader_storage_blocks) {
> + linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
> + _mesa_shader_stage_to_string(i),
> + shader_blocks[i],
> + max_shader_storage_blocks);
> + break;
> + }
> + }
> + }
> }
> }
>
> @@ -2906,6 +2933,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
> {
> unsigned total_image_units = 0;
> unsigned fragment_outputs = 0;
> + unsigned total_shader_storage_blocks = 0;
>
> if (!ctx->Extensions.ARB_shader_image_load_store)
> return;
> @@ -2920,6 +2948,12 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
>
> total_image_units += sh->NumImages;
>
> + for (unsigned j = 0; j < prog->NumUniformBlocks; j++) {
> + int stage_index = prog->UniformBlockStageIndex[i][j];
> + if (stage_index != -1 && sh->UniformBlocks[stage_index].IsShaderStorage)
> + total_shader_storage_blocks++;
> + }
> +
> if (i == MESA_SHADER_FRAGMENT) {
> foreach_in_list(ir_instruction, node, sh->ir) {
> ir_variable *var = node->as_variable();
> @@ -2933,9 +2967,10 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
> if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
> linker_error(prog, "Too many combined image uniforms\n");
>
> - if (total_image_units + fragment_outputs >
> + if (total_image_units + fragment_outputs + total_shader_storage_blocks >
> ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
> - linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
> + linker_error(prog, "Too many combined image uniforms, shader storage "
> + " buffers and fragment outputs\n");
> }
>
>
> --
> 1.9.1
>
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