glsl: Check earlier for MaxShaderStorageBlocks and MaxUniformBlocks
authorCaio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Sat, 9 Nov 2019 06:00:10 +0000 (22:00 -0800)
committerCaio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Mon, 11 Nov 2019 18:58:40 +0000 (10:58 -0800)
Currently the linker do all the work then check for the limits, which
means num_ssbos and num_ubos in shader_info may have to store more
than the limit.  This breaks down now since shader_info was packed and
doesn't expect to store larger invalid values.

To fix this, pull the check before we set the counts in shader_info.
One drawback of this approach is that for some cases we might not see
the collected errors from various stages, but bail as soon as a stage
breaks the limits.

Fixes: 84a1a2578da ("compiler: pack shader_info from 160 bytes to 96 bytes")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
src/compiler/glsl/linker.cpp

index eb615ebd30a44a1dd22a69b1668ccf63c6d3fb43..d39c63ae7439d024a16d03f3a5ab1149204743c1 100644 (file)
@@ -2502,6 +2502,22 @@ link_intrastage_shaders(void *mem_ctx,
    link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
                        &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
 
+   const unsigned max_uniform_blocks =
+      ctx->Const.Program[linked->Stage].MaxUniformBlocks;
+   if (num_ubo_blocks > max_uniform_blocks) {
+      linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
+                   _mesa_shader_stage_to_string(linked->Stage),
+                   num_ubo_blocks, max_uniform_blocks);
+   }
+
+   const unsigned max_shader_storage_blocks =
+      ctx->Const.Program[linked->Stage].MaxShaderStorageBlocks;
+   if (num_ssbo_blocks > max_shader_storage_blocks) {
+      linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
+                   _mesa_shader_stage_to_string(linked->Stage),
+                   num_ssbo_blocks, max_shader_storage_blocks);
+   }
+
    if (!prog->data->LinkStatus) {
       _mesa_delete_linked_shader(ctx, linked);
       return NULL;
@@ -3356,22 +3372,6 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 
       total_shader_storage_blocks += sh->Program->info.num_ssbos;
       total_uniform_blocks += sh->Program->info.num_ubos;
-
-      const unsigned max_uniform_blocks =
-         ctx->Const.Program[i].MaxUniformBlocks;
-      if (max_uniform_blocks < sh->Program->info.num_ubos) {
-         linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
-                      _mesa_shader_stage_to_string(i),
-                      sh->Program->info.num_ubos, max_uniform_blocks);
-      }
-
-      const unsigned max_shader_storage_blocks =
-         ctx->Const.Program[i].MaxShaderStorageBlocks;
-      if (max_shader_storage_blocks < sh->Program->info.num_ssbos) {
-         linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
-                      _mesa_shader_stage_to_string(i),
-                      sh->Program->info.num_ssbos, max_shader_storage_blocks);
-      }
    }
 
    if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {