glsl: Index into ctx->Const.Program[] rather than using ad-hoc code.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Paul Berry 2014-01-08 10:17:01 -08:00
parent b539385789
commit bce8bc0b25
4 changed files with 17 additions and 87 deletions

View file

@ -1983,18 +1983,7 @@ validate_binding_qualifier(struct _mesa_glsl_parse_state *state,
* with an array of size N, all elements of the array from binding
* through binding + N - 1 must be within this range."
*/
unsigned limit = 0;
switch (state->stage) {
case MESA_SHADER_VERTEX:
limit = ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits;
break;
case MESA_SHADER_GEOMETRY:
limit = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits;
break;
case MESA_SHADER_FRAGMENT:
limit = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
break;
}
unsigned limit = ctx->Const.Program[state->stage].MaxTextureImageUnits;
if (max_index >= limit) {
_mesa_glsl_error(loc, state, "layout(binding = %d) for %d samplers "

View file

@ -214,18 +214,6 @@ void
link_check_atomic_counter_resources(struct gl_context *ctx,
struct gl_shader_program *prog)
{
const unsigned max_atomic_counters[] = {
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicCounters,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters
};
STATIC_ASSERT(Elements(max_atomic_counters) == MESA_SHADER_STAGES);
const unsigned max_atomic_buffers[] = {
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicBuffers,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers
};
STATIC_ASSERT(Elements(max_atomic_buffers) == MESA_SHADER_STAGES);
unsigned num_buffers;
active_atomic_buffer *const abs =
find_active_atomic_counters(ctx, prog, &num_buffers);
@ -257,11 +245,11 @@ link_check_atomic_counter_resources(struct gl_context *ctx,
/* Check that they are within the supported limits. */
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (atomic_counters[i] > max_atomic_counters[i])
if (atomic_counters[i] > ctx->Const.Program[i].MaxAtomicCounters)
linker_error(prog, "Too many %s shader atomic counters",
_mesa_shader_stage_to_string(i));
if (atomic_buffers[i] > max_atomic_buffers[i])
if (atomic_buffers[i] > ctx->Const.Program[i].MaxAtomicBuffers)
linker_error(prog, "Too many %s shader atomic counter buffers",
_mesa_shader_stage_to_string(i));
}

View file

@ -1249,19 +1249,9 @@ check_against_output_limit(struct gl_context *ctx,
}
}
unsigned max_output_components;
switch (producer->Stage) {
case MESA_SHADER_VERTEX:
max_output_components = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
break;
case MESA_SHADER_GEOMETRY:
max_output_components = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
break;
case MESA_SHADER_FRAGMENT:
default:
assert(!"Should not get here.");
return false;
}
assert(producer->Stage != MESA_SHADER_FRAGMENT);
unsigned max_output_components =
ctx->Const.Program[producer->Stage].MaxOutputComponents;
const unsigned output_components = output_vectors * 4;
if (output_components > max_output_components) {
@ -1298,19 +1288,9 @@ check_against_input_limit(struct gl_context *ctx,
}
}
unsigned max_input_components;
switch (consumer->Stage) {
case MESA_SHADER_GEOMETRY:
max_input_components = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents;
break;
case MESA_SHADER_FRAGMENT:
max_input_components = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents;
break;
case MESA_SHADER_VERTEX:
default:
assert(!"Should not get here.");
return false;
}
assert(consumer->Stage != MESA_SHADER_VERTEX);
unsigned max_input_components =
ctx->Const.Program[consumer->Stage].MaxInputComponents;
const unsigned input_components = input_vectors * 4;
if (input_components > max_input_components) {

View file

@ -1894,48 +1894,19 @@ store_fragdepth_layout(struct gl_shader_program *prog)
static void
check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
{
const unsigned max_samplers[] = {
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits
};
STATIC_ASSERT(Elements(max_samplers) == MESA_SHADER_STAGES);
const unsigned max_default_uniform_components[] = {
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents
};
STATIC_ASSERT(Elements(max_default_uniform_components) ==
MESA_SHADER_STAGES);
const unsigned max_combined_uniform_components[] = {
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents
};
STATIC_ASSERT(Elements(max_combined_uniform_components) ==
MESA_SHADER_STAGES);
const unsigned max_uniform_blocks[] = {
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformBlocks,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks
};
STATIC_ASSERT(Elements(max_uniform_blocks) == MESA_SHADER_STAGES);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
continue;
if (sh->num_samplers > max_samplers[i]) {
if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
linker_error(prog, "Too many %s shader texture samplers",
_mesa_shader_stage_to_string(i));
}
if (sh->num_uniform_components > max_default_uniform_components[i]) {
if (sh->num_uniform_components >
ctx->Const.Program[i].MaxUniformComponents) {
if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
linker_warning(prog, "Too many %s shader default uniform block "
"components, but the driver will try to optimize "
@ -1950,7 +1921,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
if (sh->num_combined_uniform_components >
max_combined_uniform_components[i]) {
ctx->Const.Program[i].MaxCombinedUniformComponents) {
if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
linker_warning(prog, "Too many %s shader uniform components, "
"but the driver will try to optimize them out; "
@ -1980,11 +1951,13 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
ctx->Const.MaxCombinedUniformBlocks);
} else {
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (blocks[i] > max_uniform_blocks[i]) {
const unsigned max_uniform_blocks =
ctx->Const.Program[i].MaxUniformBlocks;
if (blocks[i] > max_uniform_blocks) {
linker_error(prog, "Too many %s uniform blocks (%d/%d)",
_mesa_shader_stage_to_string(i),
blocks[i],
max_uniform_blocks[i]);
max_uniform_blocks);
break;
}
}