mesa: add const flags to skip MaxVarying and MaxUniform linker checks (v2)
This is only temporary until a better solution is available. v2: print warnings and add gallium CAPs Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -100,6 +100,8 @@ static int r300_get_param(struct pipe_screen* pscreen, enum pipe_cap param)
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case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
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case PIPE_CAP_CONDITIONAL_RENDER:
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case PIPE_CAP_TEXTURE_BARRIER:
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case PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS:
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case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
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return 1;
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/* r300 cannot do swizzling of compressed textures. Supported otherwise. */
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@ -465,7 +465,9 @@ enum pipe_cap {
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PIPE_CAP_MIN_TEXEL_OFFSET = 50,
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PIPE_CAP_MAX_TEXEL_OFFSET = 51,
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PIPE_CAP_CONDITIONAL_RENDER = 52,
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PIPE_CAP_TEXTURE_BARRIER = 53
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PIPE_CAP_TEXTURE_BARRIER = 53,
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PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS = 54, /* temporary */
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PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS = 55 /* temporary */
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};
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/**
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@ -1815,18 +1815,34 @@ assign_varying_locations(struct gl_context *ctx,
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if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
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if (varying_vectors > ctx->Const.MaxVarying) {
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linker_error(prog, "shader uses too many varying vectors "
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"(%u > %u)\n",
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varying_vectors, ctx->Const.MaxVarying);
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return false;
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if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
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linker_warning(prog, "shader uses too many varying vectors "
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"(%u > %u), but the driver will try to optimize "
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"them out; this is non-portable out-of-spec "
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"behavior\n",
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varying_vectors, ctx->Const.MaxVarying);
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} else {
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linker_error(prog, "shader uses too many varying vectors "
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"(%u > %u)\n",
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varying_vectors, ctx->Const.MaxVarying);
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return false;
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}
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}
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} else {
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const unsigned float_components = varying_vectors * 4;
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if (float_components > ctx->Const.MaxVarying * 4) {
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linker_error(prog, "shader uses too many varying components "
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"(%u > %u)\n",
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float_components, ctx->Const.MaxVarying * 4);
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return false;
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if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
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linker_warning(prog, "shader uses too many varying components "
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"(%u > %u), but the driver will try to optimize "
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"them out; this is non-portable out-of-spec "
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"behavior\n",
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float_components, ctx->Const.MaxVarying * 4);
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} else {
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linker_error(prog, "shader uses too many varying components "
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"(%u > %u)\n",
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float_components, ctx->Const.MaxVarying * 4);
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return false;
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}
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}
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}
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@ -1960,8 +1976,15 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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if (sh->num_uniform_components > max_uniform_components[i]) {
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linker_error(prog, "Too many %s shader uniform components",
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shader_names[i]);
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if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
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linker_warning(prog, "Too many %s shader uniform components, "
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"but the driver will try to optimize them out; "
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"this is non-portable out-of-spec behavior\n",
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shader_names[i]);
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} else {
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linker_error(prog, "Too many %s shader uniform components",
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shader_names[i]);
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}
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}
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}
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@ -2830,6 +2830,15 @@ struct gl_constants
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* Texture borders are deprecated in GL 3.0.
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**/
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GLboolean StripTextureBorder;
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/**
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* For drivers which can do a better job at eliminating unused varyings
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* and uniforms than the GLSL compiler.
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*
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* XXX Remove these as soon as a better solution is available.
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*/
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GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
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GLboolean GLSLSkipStrictMaxUniformLimitCheck;
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};
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@ -222,6 +222,12 @@ void st_init_limits(struct st_context *st)
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c->UniformBooleanTrue = ~0;
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c->StripTextureBorder = GL_TRUE;
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c->GLSLSkipStrictMaxUniformLimitCheck =
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screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS);
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c->GLSLSkipStrictMaxVaryingLimitCheck =
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screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS);
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}
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