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>
This commit is contained in:
Eric Anholt 2012-06-25 12:47:01 -07:00
parent fa08b8ad54
commit 877a897adc
1 changed files with 34 additions and 0 deletions

View File

@ -2324,6 +2324,12 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
0 /* FINISHME: Geometry shaders. */
};
const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformBlocks,
ctx->Const.FragmentProgram.MaxUniformBlocks,
ctx->Const.GeometryProgram.MaxUniformBlocks,
};
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
@ -2348,6 +2354,34 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
unsigned blocks[MESA_SHADER_TYPES] = {0};
unsigned total_uniform_blocks = 0;
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
if (prog->UniformBlockStageIndex[j][i] != -1) {
blocks[j]++;
total_uniform_blocks++;
}
}
if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
linker_error(prog, "Too many combined uniform blocks (%d/%d)",
prog->NumUniformBlocks,
ctx->Const.MaxCombinedUniformBlocks);
} else {
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (blocks[i] > max_uniform_blocks[i]) {
linker_error(prog, "Too many %s uniform blocks (%d/%d)",
shader_names[i],
blocks[i],
max_uniform_blocks[i]);
break;
}
}
}
}
return prog->LinkStatus;
}