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glsl: add check_image_resources() for the nir linker
This is adapted from the GLSL IR code but doesn't need to iterate over the IR. I believe this also fixes a potential bug in the GLSL IR code which potentially counts the same output twice. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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1 changed files with 38 additions and 0 deletions
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@ -582,6 +582,44 @@ gl_nir_link_spirv(struct gl_context *ctx, struct gl_shader_program *prog,
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return true;
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}
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/**
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* Validate shader image resources.
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*/
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static void
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check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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unsigned total_image_units = 0;
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unsigned fragment_outputs = 0;
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unsigned total_shader_storage_blocks = 0;
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if (!ctx->Extensions.ARB_shader_image_load_store)
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return;
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[i];
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if (!sh)
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continue;
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total_image_units += sh->Program->info.num_images;
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total_shader_storage_blocks += sh->Program->info.num_ssbos;
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}
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if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
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linker_error(prog, "Too many combined image uniforms\n");
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struct gl_linked_shader *frag_sh =
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prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
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if (frag_sh) {
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uint64_t frag_outputs_written = frag_sh->Program->info.outputs_written;
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fragment_outputs = util_bitcount64(frag_outputs_written);
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}
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if (total_image_units + fragment_outputs + total_shader_storage_blocks >
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ctx->Const.MaxCombinedShaderOutputResources)
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linker_error(prog, "Too many combined image uniforms, shader storage "
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" buffers and fragment outputs\n");
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}
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bool
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gl_nir_link_glsl(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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