From: Eric Anholt Date: Thu, 23 May 2013 18:10:15 +0000 (-0700) Subject: glsl: Fix uniform buffer object counting. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=38e77e545d06bf5ac0e185f2a1581a97bafdab56;p=mesa.git glsl: Fix uniform buffer object counting. We were counting uniforms located in UBOs against the default uniform block limit, while not doing any counting against the specific combined limit. Note that I couldn't quite find justification for the way I did this, but I think it's the only sensible thing: The spec talks about components, so each "float" in a std140 block would count as 1 component and a "vec4" would count as 4, though they occupy the same amount of space. Since GPU limits on uniform buffer loads are surely going to be about the size of the blocks, I just counted them that way. Fixes link failures in piglit arb_uniform_buffer_object/maxuniformblocksize when ported to geometry shaders on Paul's GS branch, since in that case the max block size is bigger than the default uniform block component limit. Reviewed-by: Ian Romanick --- diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index 7a3a2ebde03..010296b6b69 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -170,6 +170,7 @@ public: void process(ir_variable *var) { + this->is_ubo_var = var->is_in_uniform_block(); if (var->is_interface_instance()) program_resource_visitor::process(var->interface_type, var->interface_type->name); @@ -197,6 +198,8 @@ public: */ unsigned num_shader_uniform_components; + bool is_ubo_var; + private: virtual void visit_field(const glsl_type *type, const char *name, bool row_major) @@ -222,7 +225,8 @@ private: * Note that samplers do not count against this limit because they * don't use any storage on current hardware. */ - this->num_shader_uniform_components += values; + if (!is_ubo_var) + this->num_shader_uniform_components += values; } /* If the uniform is already in the map, there's nothing more to do. @@ -681,6 +685,12 @@ link_assign_uniform_locations(struct gl_shader_program *prog) sh->num_samplers = uniform_size.num_shader_samplers; sh->num_uniform_components = uniform_size.num_shader_uniform_components; + + sh->num_combined_uniform_components = sh->num_uniform_components; + for (unsigned i = 0; i < sh->NumUniformBlocks; i++) { + sh->num_combined_uniform_components += + sh->UniformBlocks[i].UniformBufferSize / 4; + } } const unsigned num_user_uniforms = uniform_size.num_active_uniforms; diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 982fe46bd73..cd8d680aec4 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1523,12 +1523,18 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) 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, @@ -1546,7 +1552,22 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) 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; " diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index aae2876fb93..92a70f416d3 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2140,12 +2140,20 @@ struct gl_shader gl_texture_index SamplerTargets[MAX_SAMPLERS]; /** - * Number of uniform components used by this shader. + * Number of default uniform block components used by this shader. * * This field is only set post-linking. */ unsigned num_uniform_components; + /** + * Number of combined uniform components used by this shader. + * + * This field is only set post-linking. It is the sum of the uniform block + * sizes divided by sizeof(float), and num_uniform_compoennts. + */ + unsigned num_combined_uniform_components; + /** * This shader's uniform block information. *