#include "main/core.h"
#include "glsl_symbol_table.h"
+#include "glsl_parser_extras.h"
#include "ir.h"
#include "program.h"
#include "program/hash_table.h"
if (main == NULL) {
linker_error(prog, "%s shader lacks `main'\n",
- (shader_list[0]->Type == GL_VERTEX_SHADER)
- ? "vertex" : "fragment");
+ _mesa_glsl_shader_target_name(shader_list[0]->Type));
return NULL;
}
ctx->Const.GeometryProgram.MaxTextureImageUnits
};
- const unsigned max_uniform_components[MESA_SHADER_TYPES] = {
+ const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformComponents,
ctx->Const.FragmentProgram.MaxUniformComponents,
ctx->Const.GeometryProgram.MaxUniformComponents
};
+ const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = {
+ ctx->Const.VertexProgram.MaxCombinedUniformComponents,
+ ctx->Const.FragmentProgram.MaxCombinedUniformComponents,
+ ctx->Const.GeometryProgram.MaxCombinedUniformComponents
+ };
+
const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformBlocks,
ctx->Const.FragmentProgram.MaxUniformBlocks,
shader_names[i]);
}
- if (sh->num_uniform_components > max_uniform_components[i]) {
+ if (sh->num_uniform_components > max_default_uniform_components[i]) {
+ if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
+ linker_warning(prog, "Too many %s shader default uniform block "
+ "components, but the driver will try to optimize "
+ "them out; this is non-portable out-of-spec "
+ "behavior\n",
+ shader_names[i]);
+ } else {
+ linker_error(prog, "Too many %s shader default uniform block "
+ "components",
+ shader_names[i]);
+ }
+ }
+
+ if (sh->num_combined_uniform_components >
+ max_combined_uniform_components[i]) {
if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
linker_warning(prog, "Too many %s shader uniform components, "
"but the driver will try to optimize them out; "
if (prog->_LinkedShaders[i] == NULL)
continue;
+ if (!validate_interstage_interface_blocks(prog->_LinkedShaders[prev],
+ prog->_LinkedShaders[i])) {
+ linker_error(prog, "interface block mismatch between shader stages\n");
+ goto done;
+ }
+
if (!cross_validate_outputs_to_inputs(prog,
prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]))