glsl: add check_image_resources() for the nir linker

This is adapted from the GLSL IR code but doesn't need to
iterate over the IR. I believe this also fixes a potential bug in
the GLSL IR code which potentially counts the same output twice.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
This commit is contained in:
Timothy Arceri
2020-01-03 15:09:20 +11:00
parent a853de0c95
commit feffd1fa65

View File

@@ -582,6 +582,44 @@ gl_nir_link_spirv(struct gl_context *ctx, struct gl_shader_program *prog,
return true; return true;
} }
/**
* Validate shader image resources.
*/
static void
check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
{
unsigned total_image_units = 0;
unsigned fragment_outputs = 0;
unsigned total_shader_storage_blocks = 0;
if (!ctx->Extensions.ARB_shader_image_load_store)
return;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (!sh)
continue;
total_image_units += sh->Program->info.num_images;
total_shader_storage_blocks += sh->Program->info.num_ssbos;
}
if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
linker_error(prog, "Too many combined image uniforms\n");
struct gl_linked_shader *frag_sh =
prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (frag_sh) {
uint64_t frag_outputs_written = frag_sh->Program->info.outputs_written;
fragment_outputs = util_bitcount64(frag_outputs_written);
}
if (total_image_units + fragment_outputs + total_shader_storage_blocks >
ctx->Const.MaxCombinedShaderOutputResources)
linker_error(prog, "Too many combined image uniforms, shader storage "
" buffers and fragment outputs\n");
}
bool bool
gl_nir_link_glsl(struct gl_context *ctx, struct gl_shader_program *prog) gl_nir_link_glsl(struct gl_context *ctx, struct gl_shader_program *prog)
{ {