glsl: shader storage blocks use different max block size values than uniforms

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This commit is contained in:
Samuel Iglesias Gonsalvez 2015-06-23 08:53:36 +02:00
parent eb9a9b62b1
commit 203cd1bf28
1 changed files with 11 additions and 1 deletions

View File

@ -2803,13 +2803,23 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
unsigned total_shader_storage_blocks = 0;
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
/* Don't check SSBOs for Uniform Block Size */
if (!prog->UniformBlocks[i].IsShaderStorage &&
prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
linker_error(prog, "Uniform block %s too big (%d/%d)\n",
prog->UniformBlocks[i].Name,
prog->UniformBlocks[i].UniformBufferSize,
ctx->Const.MaxUniformBlockSize);
}
if (prog->UniformBlocks[i].IsShaderStorage &&
prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxShaderStorageBlockSize) {
linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
prog->UniformBlocks[i].Name,
prog->UniformBlocks[i].UniformBufferSize,
ctx->Const.MaxShaderStorageBlockSize);
}
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
if (prog->UniformBlockStageIndex[j][i] != -1) {
struct gl_shader *sh = prog->_LinkedShaders[j];