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path: root/mesalib/src/glsl/linker.cpp
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Diffstat (limited to 'mesalib/src/glsl/linker.cpp')
-rw-r--r--mesalib/src/glsl/linker.cpp41
1 files changed, 36 insertions, 5 deletions
diff --git a/mesalib/src/glsl/linker.cpp b/mesalib/src/glsl/linker.cpp
index 255edc6a7..b6479e7a3 100644
--- a/mesalib/src/glsl/linker.cpp
+++ b/mesalib/src/glsl/linker.cpp
@@ -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;
}