linker: Reject shaders that use too many varyings

Previously it was up to the driver or later code generator to reject
these shaders.  It turns out that nobody did this.

This will need changes to support geometry shaders.

NOTE: This is a candidate for the stable branches.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37743
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick 2011-06-09 13:31:32 -07:00
parent 4e5c51a05e
commit de77324d8f
1 changed files with 36 additions and 5 deletions

View File

@ -1405,8 +1405,9 @@ demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
}
void
assign_varying_locations(struct gl_shader_program *prog,
bool
assign_varying_locations(struct gl_context *ctx,
struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer)
{
/* FINISHME: Set dynamically when geometry shader support is added. */
@ -1462,6 +1463,8 @@ assign_varying_locations(struct gl_shader_program *prog,
}
}
unsigned varying_vectors = 0;
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
@ -1492,8 +1495,32 @@ assign_varying_locations(struct gl_shader_program *prog,
* value is written by the previous stage.
*/
var->mode = ir_var_auto;
} else {
/* The packing rules are used for vertex shader inputs are also used
* for fragment shader inputs.
*/
varying_vectors += count_attribute_slots(var->type);
}
}
if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
if (varying_vectors > ctx->Const.MaxVarying) {
linker_error_printf(prog, "shader uses too many varying vectors "
"(%u > %u)\n",
varying_vectors, ctx->Const.MaxVarying);
return false;
}
} else {
const unsigned float_components = varying_vectors * 4;
if (float_components > ctx->Const.MaxVarying * 4) {
linker_error_printf(prog, "shader uses too many varying components "
"(%u > %u)\n",
float_components, ctx->Const.MaxVarying * 4);
return false;
}
}
return true;
}
@ -1666,9 +1693,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (prog->_LinkedShaders[i] == NULL)
continue;
assign_varying_locations(prog,
prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
if (!assign_varying_locations(ctx, prog,
prog->_LinkedShaders[prev],
prog->_LinkedShaders[i])) {
prog->LinkStatus = false;
goto done;
}
prev = i;
}