diff options
Diffstat (limited to 'mesalib/src/mesa/program')
-rw-r--r-- | mesalib/src/mesa/program/ir_to_mesa.cpp | 59 |
1 files changed, 3 insertions, 56 deletions
diff --git a/mesalib/src/mesa/program/ir_to_mesa.cpp b/mesalib/src/mesa/program/ir_to_mesa.cpp index 1b8b48e53..5cee83778 100644 --- a/mesalib/src/mesa/program/ir_to_mesa.cpp +++ b/mesalib/src/mesa/program/ir_to_mesa.cpp @@ -2541,58 +2541,6 @@ count_resources(struct gl_program *prog) _mesa_update_shader_textures_used(prog); } - -/** - * Check if the given vertex/fragment/shader program is within the - * resource limits of the context (number of texture units, etc). - * If any of those checks fail, record a linker error. - * - * XXX more checks are needed... - */ -static bool -check_resources(const struct gl_context *ctx, - struct gl_shader_program *shader_program, - struct gl_program *prog) -{ - switch (prog->Target) { - case GL_VERTEX_PROGRAM_ARB: - if (_mesa_bitcount(prog->SamplersUsed) > - ctx->Const.MaxVertexTextureImageUnits) { - linker_error(shader_program, - "Too many vertex shader texture samplers"); - } - if (prog->Parameters->NumParameters > MAX_UNIFORMS) { - linker_error(shader_program, "Too many vertex shader constants"); - } - break; - case MESA_GEOMETRY_PROGRAM: - if (_mesa_bitcount(prog->SamplersUsed) > - ctx->Const.MaxGeometryTextureImageUnits) { - linker_error(shader_program, - "Too many geometry shader texture samplers"); - } - if (prog->Parameters->NumParameters > - MAX_GEOMETRY_UNIFORM_COMPONENTS / 4) { - linker_error(shader_program, "Too many geometry shader constants"); - } - break; - case GL_FRAGMENT_PROGRAM_ARB: - if (_mesa_bitcount(prog->SamplersUsed) > - ctx->Const.MaxTextureImageUnits) { - linker_error(shader_program, - "Too many fragment shader texture samplers"); - } - if (prog->Parameters->NumParameters > MAX_UNIFORMS) { - linker_error(shader_program, "Too many fragment shader constants"); - } - break; - default: - _mesa_problem(ctx, "unexpected program type in check_resources()"); - } - - return shader_program->LinkStatus; -} - class add_uniform_to_shader : public uniform_field_visitor { public: add_uniform_to_shader(struct gl_shader_program *shader_program, @@ -3274,9 +3222,6 @@ get_mesa_program(struct gl_context *ctx, do_set_program_inouts(shader->ir, prog, shader->Type == GL_FRAGMENT_SHADER); count_resources(prog); - if (!check_resources(ctx, shader_program, prog)) - goto fail_exit; - _mesa_reference_program(ctx, &shader->Program, prog); if ((ctx->Shader.Flags & GLSL_NO_OPT) == 0) { @@ -3513,7 +3458,9 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) } } - set_uniform_initializers(ctx, prog); + if (prog->LinkStatus) { + set_uniform_initializers(ctx, prog); + } if (ctx->Shader.Flags & GLSL_DUMP) { if (!prog->LinkStatus) { |