From: Eric Anholt Date: Mon, 25 Jun 2012 19:47:01 +0000 (-0700) Subject: glsl: Reject linking shaders with too many uniform blocks. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=877a897adc40d98c8ee5abaaf0ae16028866c766;p=mesa.git glsl: Reject linking shaders with too many uniform blocks. Part of fixing piglit maxblocks. Reviewed-by: Kenneth Graunke Reviewed-by: Ian Romanick --- diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index bfdde4023e9..34ce13372b2 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2324,6 +2324,12 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) 0 /* FINISHME: Geometry shaders. */ }; + const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = { + ctx->Const.VertexProgram.MaxUniformBlocks, + ctx->Const.FragmentProgram.MaxUniformBlocks, + ctx->Const.GeometryProgram.MaxUniformBlocks, + }; + for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { struct gl_shader *sh = prog->_LinkedShaders[i]; @@ -2348,6 +2354,34 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) } } + unsigned blocks[MESA_SHADER_TYPES] = {0}; + unsigned total_uniform_blocks = 0; + + for (unsigned i = 0; i < prog->NumUniformBlocks; i++) { + for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) { + if (prog->UniformBlockStageIndex[j][i] != -1) { + blocks[j]++; + total_uniform_blocks++; + } + } + + if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) { + linker_error(prog, "Too many combined uniform blocks (%d/%d)", + prog->NumUniformBlocks, + ctx->Const.MaxCombinedUniformBlocks); + } else { + for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { + if (blocks[i] > max_uniform_blocks[i]) { + linker_error(prog, "Too many %s uniform blocks (%d/%d)", + shader_names[i], + blocks[i], + max_uniform_blocks[i]); + break; + } + } + } + } + return prog->LinkStatus; }