*/
unsigned used_locations = (max_index >= 32)
? ~0 : ~((1 << max_index) - 1);
+ unsigned double_storage_locations = 0;
assert((target_index == MESA_SHADER_VERTEX)
|| (target_index == MESA_SHADER_FRAGMENT));
const unsigned slots = var->type->count_attribute_slots();
- /* From GL4.5 core spec, section 11.1.1 (Vertex Attributes):
- *
- * "A program with more than the value of MAX_VERTEX_ATTRIBS active
- * attribute variables may fail to link, unless device-dependent
- * optimizations are able to make the program fit within available
- * hardware resources. For the purposes of this test, attribute variables
- * of the type dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3,
- * and dmat4 may count as consuming twice as many attributes as equivalent
- * single-precision types. While these types use the same number of
- * generic attributes as their single-precision equivalents,
- * implementations are permitted to consume two single-precision vectors
- * of internal storage for each three- or four-component double-precision
- * vector."
- * Until someone has a good reason in Mesa, enforce that now.
- */
- if (target_index == MESA_SHADER_VERTEX) {
- total_attribs_size += slots;
- if (var->type->without_array() == glsl_type::dvec3_type ||
- var->type->without_array() == glsl_type::dvec4_type ||
- var->type->without_array() == glsl_type::dmat2x3_type ||
- var->type->without_array() == glsl_type::dmat2x4_type ||
- var->type->without_array() == glsl_type::dmat3_type ||
- var->type->without_array() == glsl_type::dmat3x4_type ||
- var->type->without_array() == glsl_type::dmat4x3_type ||
- var->type->without_array() == glsl_type::dmat4_type)
- total_attribs_size += slots;
- }
-
/* If the variable is not a built-in and has a location statically
* assigned in the shader (presumably via a layout qualifier), make sure
* that it doesn't collide with other assigned locations. Otherwise,
}
used_locations |= (use_mask << attr);
+
+ /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
+ *
+ * "A program with more than the value of MAX_VERTEX_ATTRIBS
+ * active attribute variables may fail to link, unless
+ * device-dependent optimizations are able to make the program
+ * fit within available hardware resources. For the purposes
+ * of this test, attribute variables of the type dvec3, dvec4,
+ * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
+ * count as consuming twice as many attributes as equivalent
+ * single-precision types. While these types use the same number
+ * of generic attributes as their single-precision equivalents,
+ * implementations are permitted to consume two single-precision
+ * vectors of internal storage for each three- or four-component
+ * double-precision vector."
+ *
+ * Mark this attribute slot as taking up twice as much space
+ * so we can count it properly against limits. According to
+ * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
+ * is optional behavior, but it seems preferable.
+ */
+ const glsl_type *type = var->type->without_array();
+ if (type == glsl_type::dvec3_type ||
+ type == glsl_type::dvec4_type ||
+ type == glsl_type::dmat2x3_type ||
+ type == glsl_type::dmat2x4_type ||
+ type == glsl_type::dmat3_type ||
+ type == glsl_type::dmat3x4_type ||
+ type == glsl_type::dmat4x3_type ||
+ type == glsl_type::dmat4_type) {
+ double_storage_locations |= (use_mask << attr);
+ }
}
continue;
}
if (target_index == MESA_SHADER_VERTEX) {
+ unsigned total_attribs_size =
+ _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
+ _mesa_bitcount(double_storage_locations);
if (total_attribs_size > max_index) {
linker_error(prog,
"attempt to use %d vertex attribute slots only %d available ",