From 3e3de9ec0a2c5d6ffac65a4b66022b3e41d7b019 Mon Sep 17 00:00:00 2001 From: Iago Toral Quiroga Date: Wed, 9 Mar 2016 11:48:25 +0100 Subject: [PATCH] glsl: report correct number of allowed vertex inputs and fragment outputs Before we would always report 16 for both and we would only fail if either one exceeded 16. Now we fail if the maximum for each is exceeded, even if it is smaller than 16 and we report the correct maximum. Also, expand the size of to_assign[] to 32. There is code at the top of the function handling max_index up to 32, so this just makes the code more consistent. Reviewed-by: Timothy Arceri --- src/compiler/glsl/linker.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 4cec1077025..76b700d3451 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -2417,7 +2417,8 @@ assign_attribute_or_color_locations(gl_shader_program *prog, /* Reversed because we want a descending order sort below. */ return r->slots - l->slots; } - } to_assign[16]; + } to_assign[32]; + assert(max_index <= 32); unsigned num_attr = 0; @@ -2625,11 +2626,11 @@ assign_attribute_or_color_locations(gl_shader_program *prog, continue; } - if (num_attr >= ARRAY_SIZE(to_assign)) { + if (num_attr >= max_index) { linker_error(prog, "too many %s (max %u)", target_index == MESA_SHADER_VERTEX ? "vertex shader inputs" : "fragment shader outputs", - (unsigned)ARRAY_SIZE(to_assign)); + max_index); return false; } to_assign[num_attr].slots = slots; -- 2.30.2