glsl: Reject linking shaders with too many uniform blocks.
Part of fixing piglit maxblocks. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@ -2324,6 +2324,12 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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0 /* FINISHME: Geometry shaders. */
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};
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const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
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ctx->Const.VertexProgram.MaxUniformBlocks,
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ctx->Const.FragmentProgram.MaxUniformBlocks,
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ctx->Const.GeometryProgram.MaxUniformBlocks,
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};
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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struct gl_shader *sh = prog->_LinkedShaders[i];
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@ -2348,6 +2354,34 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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}
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unsigned blocks[MESA_SHADER_TYPES] = {0};
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unsigned total_uniform_blocks = 0;
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for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
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for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
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if (prog->UniformBlockStageIndex[j][i] != -1) {
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blocks[j]++;
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total_uniform_blocks++;
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}
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}
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if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
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linker_error(prog, "Too many combined uniform blocks (%d/%d)",
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prog->NumUniformBlocks,
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ctx->Const.MaxCombinedUniformBlocks);
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} else {
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (blocks[i] > max_uniform_blocks[i]) {
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linker_error(prog, "Too many %s uniform blocks (%d/%d)",
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shader_names[i],
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blocks[i],
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max_uniform_blocks[i]);
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break;
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}
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}
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}
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}
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return prog->LinkStatus;
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}
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