zink: clamp shader input/output max values

some vulkan drivers (e.g., amdvlk) advertise absolutely huge values here,
resulting in bitmask overflows everywhere since gallium assumes a max of
32 for vertex inputs and nir uses 64bit types for others

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8318>
This commit is contained in:
Mike Blumenkrantz 2021-01-04 15:28:13 -05:00 committed by Marge Bot
parent d95fe8a25e
commit 4e3e7f35f7

View file

@ -429,47 +429,53 @@ zink_get_shader_param(struct pipe_screen *pscreen,
return INT_MAX;
return 0;
case PIPE_SHADER_CAP_MAX_INPUTS:
case PIPE_SHADER_CAP_MAX_INPUTS: {
uint32_t max = 0;
switch (shader) {
case PIPE_SHADER_VERTEX:
return MIN2(screen->info.props.limits.maxVertexInputAttributes,
PIPE_MAX_SHADER_INPUTS);
max = MIN2(screen->info.props.limits.maxVertexInputAttributes, PIPE_MAX_ATTRIBS);
break;
case PIPE_SHADER_TESS_CTRL:
return MIN2(screen->info.props.limits.maxTessellationControlPerVertexInputComponents / 4,
PIPE_MAX_SHADER_INPUTS);
max = screen->info.props.limits.maxTessellationControlPerVertexInputComponents / 4;
break;
case PIPE_SHADER_TESS_EVAL:
return MIN2(screen->info.props.limits.maxTessellationEvaluationInputComponents / 4,
PIPE_MAX_SHADER_INPUTS);
max = screen->info.props.limits.maxTessellationEvaluationInputComponents / 4;
break;
case PIPE_SHADER_GEOMETRY:
return MIN2(screen->info.props.limits.maxGeometryInputComponents,
PIPE_MAX_SHADER_INPUTS);
max = screen->info.props.limits.maxGeometryInputComponents;
break;
case PIPE_SHADER_FRAGMENT:
return MIN2(screen->info.props.limits.maxFragmentInputComponents / 4,
PIPE_MAX_SHADER_INPUTS);
max = screen->info.props.limits.maxFragmentInputComponents / 4;
break;
default:
return 0; /* unsupported stage */
}
return MIN2(max, 64); // prevent overflowing struct shader_info::inputs_read
}
case PIPE_SHADER_CAP_MAX_OUTPUTS:
case PIPE_SHADER_CAP_MAX_OUTPUTS: {
uint32_t max = 0;
switch (shader) {
case PIPE_SHADER_VERTEX:
return MIN2(screen->info.props.limits.maxVertexOutputComponents / 4,
PIPE_MAX_SHADER_OUTPUTS);
max = screen->info.props.limits.maxVertexOutputComponents / 4;
break;
case PIPE_SHADER_TESS_CTRL:
return MIN2(screen->info.props.limits.maxTessellationControlPerVertexOutputComponents / 4,
PIPE_MAX_SHADER_OUTPUTS);
max = screen->info.props.limits.maxTessellationControlPerVertexOutputComponents / 4;
break;
case PIPE_SHADER_TESS_EVAL:
return MIN2(screen->info.props.limits.maxTessellationEvaluationOutputComponents / 4,
PIPE_MAX_SHADER_OUTPUTS);
max = screen->info.props.limits.maxTessellationEvaluationOutputComponents / 4;
break;
case PIPE_SHADER_GEOMETRY:
return MIN2(screen->info.props.limits.maxGeometryOutputComponents / 4,
PIPE_MAX_SHADER_OUTPUTS);
max = screen->info.props.limits.maxGeometryOutputComponents / 4;
break;
case PIPE_SHADER_FRAGMENT:
return MIN2(screen->info.props.limits.maxColorAttachments,
PIPE_MAX_SHADER_OUTPUTS);
max = screen->info.props.limits.maxColorAttachments;
break;
default:
return 0; /* unsupported stage */
}
return MIN2(max, 64); // prevent overflowing struct shader_info::outputs_read/written
}
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
switch (shader) {