nir_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog)
{
+ unsigned total_entries = prog->NumExplicitUniformLocations;
+
/* For glsl this may have been allocated by reserve_explicit_locations() so
* that we can keep track of unused uniforms with explicit locations.
*/
/* How many entries for this uniform? */
const unsigned entries = MAX2(1, uniform->array_elements);
+ /* Add new entries to the total amount for checking against MAX_UNIFORM-
+ * _LOCATIONS. This only applies to the default uniform block (-1),
+ * because locations of uniform block entries are not assignable.
+ */
+ if (prog->data->UniformStorage[i].block_index == -1)
+ total_entries += entries;
+
unsigned location =
link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
}
}
+ /* Verify that total amount of entries for explicit and implicit locations
+ * is less than MAX_UNIFORM_LOCATIONS.
+ */
+ if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
+ linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
+ "(%u > %u)", total_entries,
+ ctx->Const.MaxUserAssignableUniformLocations);
+ }
+
/* Reserve all the explicit locations of the active subroutine uniforms. */
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];