glsl/linker: Count and check image resources.

v2: Add comment about the reason why image variables take up space
    from the default uniform block.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
Francisco Jerez 2013-11-22 15:53:26 -08:00
parent e8dbe430aa
commit e51158f2e7
2 changed files with 59 additions and 1 deletions

View file

@ -240,7 +240,8 @@ class count_uniform_size : public program_resource_visitor {
public:
count_uniform_size(struct string_to_uint_map *map)
: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
num_shader_uniform_components(0), is_ubo_var(false), map(map)
num_shader_images(0), num_shader_uniform_components(0),
is_ubo_var(false), map(map)
{
/* empty */
}
@ -248,6 +249,7 @@ public:
void start_shader()
{
this->num_shader_samplers = 0;
this->num_shader_images = 0;
this->num_shader_uniform_components = 0;
}
@ -276,6 +278,11 @@ public:
*/
unsigned num_shader_samplers;
/**
* Number of images used
*/
unsigned num_shader_images;
/**
* Number of uniforms used in the current shader
*/
@ -303,6 +310,15 @@ private:
if (type->contains_sampler()) {
this->num_shader_samplers +=
type->is_array() ? type->array_size() : 1;
} else if (type->contains_image()) {
this->num_shader_images += values;
/* As drivers are likely to represent image uniforms as
* scalar indices, count them against the limit of uniform
* components in the default block. The spec allows image
* uniforms to use up no more than one scalar slot.
*/
this->num_shader_uniform_components += values;
} else {
/* Accumulate the total number of uniform slots used by this shader.
* Note that samplers do not count against this limit because they
@ -782,6 +798,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
}
sh->num_samplers = uniform_size.num_shader_samplers;
sh->NumImages = uniform_size.num_shader_images;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
sh->num_combined_uniform_components = sh->num_uniform_components;

View file

@ -2031,6 +2031,46 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
/**
* Validate shader image resources.
*/
static void
check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
{
unsigned total_image_units = 0;
unsigned fragment_outputs = 0;
if (!ctx->Extensions.ARB_shader_image_load_store)
return;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
if (sh) {
if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
linker_error(prog, "Too many %s shader image uniforms",
_mesa_shader_stage_to_string(i));
total_image_units += sh->NumImages;
if (i == MESA_SHADER_FRAGMENT) {
foreach_list(node, sh->ir) {
ir_variable *var = ((ir_instruction *)node)->as_variable();
if (var && var->data.mode == ir_var_shader_out)
fragment_outputs += var->type->count_attribute_slots();
}
}
}
}
if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
linker_error(prog, "Too many combined image uniforms");
if (total_image_units + fragment_outputs >
ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
linker_error(prog, "Too many combined image uniforms and fragment outputs");
}
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
@ -2394,6 +2434,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
store_fragdepth_layout(prog);
check_resources(ctx, prog);
check_image_resources(ctx, prog);
link_check_atomic_counter_resources(ctx, prog);
if (!prog->LinkStatus)