st/mesa: silence signed/unsigned comparison warning
[mesa.git] / src / glsl / linker.cpp
index dd2278545d83329a5048732f16aea5f1866ba672..34ce13372b2742b9a4d409c3e0908dcf1a7a1d9d 100644 (file)
@@ -979,6 +979,8 @@ link_intrastage_shaders(void *mem_ctx,
       struct gl_shader *sh = shader_list[i];
 
       for (unsigned j = 0; j < shader_list[i]->NumUniformBlocks; j++) {
+        link_assign_uniform_block_offsets(shader_list[i]);
+
         int index = link_cross_validate_uniform_block(mem_ctx,
                                                       &uniform_blocks,
                                                       &num_uniform_blocks,
@@ -2322,6 +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];
 
@@ -2346,6 +2354,34 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
       }
    }
 
+   unsigned blocks[MESA_SHADER_TYPES] = {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;
 }