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author | marha <marha@users.sourceforge.net> | 2012-08-01 08:02:35 +0200 |
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committer | marha <marha@users.sourceforge.net> | 2012-08-01 08:02:35 +0200 |
commit | 49838240b7d4cff1ffed1bd91e495f6919061f90 (patch) | |
tree | 70bd36783cafbf991721b06134bafdd360ccbe06 /mesalib/src/glsl/linker.cpp | |
parent | bd27b3d008b0abf9ae2edcb127302728808533e4 (diff) | |
download | vcxsrv-49838240b7d4cff1ffed1bd91e495f6919061f90.tar.gz vcxsrv-49838240b7d4cff1ffed1bd91e495f6919061f90.tar.bz2 vcxsrv-49838240b7d4cff1ffed1bd91e495f6919061f90.zip |
git mesa update 1 Aug 2012
Diffstat (limited to 'mesalib/src/glsl/linker.cpp')
-rw-r--r-- | mesalib/src/glsl/linker.cpp | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/mesalib/src/glsl/linker.cpp b/mesalib/src/glsl/linker.cpp index bfdde4023..34ce13372 100644 --- a/mesalib/src/glsl/linker.cpp +++ b/mesalib/src/glsl/linker.cpp @@ -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; } |