return true;
}
+/**
+ * Validate shader image resources.
+ */
+static void
+check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ unsigned total_image_units = 0;
+ unsigned fragment_outputs = 0;
+ unsigned total_shader_storage_blocks = 0;
+
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ return;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ total_image_units += sh->Program->info.num_images;
+ total_shader_storage_blocks += sh->Program->info.num_ssbos;
+ }
+
+ if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
+ linker_error(prog, "Too many combined image uniforms\n");
+
+ struct gl_linked_shader *frag_sh =
+ prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+ if (frag_sh) {
+ uint64_t frag_outputs_written = frag_sh->Program->info.outputs_written;
+ fragment_outputs = util_bitcount64(frag_outputs_written);
+ }
+
+ if (total_image_units + fragment_outputs + total_shader_storage_blocks >
+ ctx->Const.MaxCombinedShaderOutputResources)
+ linker_error(prog, "Too many combined image uniforms, shader storage "
+ " buffers and fragment outputs\n");
+}
+
bool
gl_nir_link_glsl(struct gl_context *ctx, struct gl_shader_program *prog)
{