From f734d2556013e9239e91f43b563b5b1d8f03ada4 Mon Sep 17 00:00:00 2001 From: Jose Fonseca Date: Mon, 15 Jun 2015 18:29:02 +0100 Subject: [PATCH] glsl: Fail linkage when UBO exceeds GL_MAX_UNIFORM_BLOCK_SIZE. It's not totally clear whether other Mesa drivers can safely cope with over-sized UBOs, but at least for llvmpipe receiving a UBO larger than its limit causes problems, as it won't fit into its internal display lists. This fixes piglit "arb_uniform_buffer_object-maxuniformblocksize fsexceed" without regressions for llvmpipe. NVIDIA driver also fails to link the shader from "arb_uniform_buffer_object-maxuniformblocksize fsexceed". Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=65525 PS: I don't recommend cherry-picking this for Mesa stable, as some app might inadvertently been relying on UBOs larger than GL_MAX_UNIFORM_BLOCK_SIZE to work on other drivers, so even if this commit is universally accepted it's probably best to let it mature in master for a while. Reviewed-by: Roland Scheidegger --- src/glsl/linker.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 99783800b7f..4a726d4e2e7 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2355,6 +2355,13 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) unsigned total_uniform_blocks = 0; for (unsigned i = 0; i < prog->NumUniformBlocks; i++) { + if (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); + } + for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) { if (prog->UniformBlockStageIndex[j][i] != -1) { blocks[j]++;