glsl: number of active shader storage blocks must be within allowed limits

Notice that we should differentiate between shader storage blocks and
uniform blocks, since they have different limits.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This commit is contained in:
Samuel Iglesias Gonsalvez 2015-04-22 16:58:45 +02:00
parent a7b4ab45d0
commit 138e4ae8ae

View file

@ -2799,6 +2799,8 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
unsigned blocks[MESA_SHADER_STAGES] = {0};
unsigned total_uniform_blocks = 0;
unsigned shader_blocks[MESA_SHADER_STAGES] = {0};
unsigned total_shader_storage_blocks = 0;
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
@ -2810,8 +2812,15 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
if (prog->UniformBlockStageIndex[j][i] != -1) {
blocks[j]++;
total_uniform_blocks++;
struct gl_shader *sh = prog->_LinkedShaders[j];
int stage_index = prog->UniformBlockStageIndex[j][i];
if (sh && sh->UniformBlocks[stage_index].IsShaderStorage) {
shader_blocks[j]++;
total_shader_storage_blocks++;
} else {
blocks[j]++;
total_uniform_blocks++;
}
}
}
@ -2832,6 +2841,24 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
}
if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
total_shader_storage_blocks,
ctx->Const.MaxCombinedShaderStorageBlocks);
} else {
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
const unsigned max_shader_storage_blocks =
ctx->Const.Program[i].MaxShaderStorageBlocks;
if (shader_blocks[i] > max_shader_storage_blocks) {
linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
_mesa_shader_stage_to_string(i),
shader_blocks[i],
max_shader_storage_blocks);
break;
}
}
}
}
}
@ -2886,6 +2913,7 @@ 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;
@ -2901,6 +2929,12 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
total_image_units += sh->NumImages;
for (unsigned j = 0; j < prog->NumUniformBlocks; j++) {
int stage_index = prog->UniformBlockStageIndex[i][j];
if (stage_index != -1 && sh->UniformBlocks[stage_index].IsShaderStorage)
total_shader_storage_blocks++;
}
if (i == MESA_SHADER_FRAGMENT) {
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
@ -2914,9 +2948,10 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
linker_error(prog, "Too many combined image uniforms\n");
if (total_image_units + fragment_outputs >
if (total_image_units + fragment_outputs + total_shader_storage_blocks >
ctx->Const.MaxCombinedShaderOutputResources)
linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
linker_error(prog, "Too many combined image uniforms, shader storage "
" buffers and fragment outputs\n");
}