Commit Graph

50 Commits

Author SHA1 Message Date
Samuel Pitoiset
862361c4f5 glsl: get rid of values_for_type()
This function is actually a wrapper for component_slots()
and it always returns 1 (or N) for samplers. Since
component_slots() now return 1 for samplers, it can go.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-04-21 10:08:32 +02:00
Timothy Arceri
794f7326bc glsl: don't lose uniform values when falling back to full compile
Here we skip the recreation of uniform storage if we are relinking
after a cache miss. This is improtant because uniform values may
have already been set by the application and we don't want to reset
them.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-02-17 11:18:43 +11:00
Timothy Arceri
49f3439089 glsl: make uniform values helper available for use elsewhere
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-02-17 11:18:43 +11:00
Bartosz Tomczyk
fc27181f9e glsl: fix heap-buffer-overflow
The `end+1` skips the ']', whereas the `strlen+1` includes the final
'\0' in the move to terminate the string.

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-01-31 15:58:52 +01:00
Carl Worth
b8cb1a05cd glsl: add new uniform fields to be used to restore state from cache
Signed-off-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-31 09:51:30 +11:00
Timothy Arceri
62f718bfcb glsl: store number of explicit uniform loactions in gl_shader_program
This allows us to cleanup the functions that pass this count around,
but more importantly we will be able to call the uniform linking
functions from that backends linker without having to pass this
information to the backend directly via Driver.LinkShader().

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-19 15:55:02 +11:00
Timothy Arceri
ae632afe4f st/mesa/glsl: set num_images directly in shader_info
This change also removes the now duplicate NumImages field.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-01-09 15:27:35 +11:00
Timothy Arceri
076ab157ff st/mesa/glsl: move SamplerTargets to gl_program
This will help allow us to simplify the handling of samplers by
storing them in a single location rather than duplicating them in
both gl_linked_shader and gl_program.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
Timothy Arceri
937523971f st/mesa/glsl: set SamplersUsed directly in gl_program
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
Timothy Arceri
4807a83da0 mesa/glsl: set num_textures per stage directly in shader_info
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
Timothy Arceri
5ceedefd6c mesa/glsl: remove hack to reset sampler units to zero
Now that we have the is_arb_asm flag we can just skip the
initialisation.

V2: remove hack from standalone compiler where it was never
needed since it only compiles glsl shaders.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
Timothy Arceri
f5bc127b2f st/mesa/glsl/i965: move ShaderStorageBlocks to gl_program
Having it here rather than in gl_linked_shader allows us to simplify
the code.

Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-06 11:21:41 +11:00
Timothy Arceri
f62eb6c7eb st/mesa/glsl/i965: set num_ssbos directly in shader_info
Here we also remove the duplicate field in gl_linked_shader and always
get the value from shader_info instead.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-06 11:21:41 +11:00
Timothy Arceri
0e7eec1ab5 st/mesa/glsl/i965: move per stage UniformBlocks to gl_program
This will help allow us to store pointers to gl_program structs in the
CurrentProgram array resulting in a bunch of code simplifications.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-06 11:21:41 +11:00
Timothy Arceri
b792c38979 st/mesa/glsl/i965: set num_ubos directly in shader_info
This also removes the duplicate field in gl_linked_shader, and
gets num_ubos from shader_info instead.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-06 11:21:41 +11:00
Timothy Arceri
a1da57c19c st/mesa/glsl/i965: move ImageUnits and ImageAccess fields to gl_program
Having it here rather than in gl_linked_shader allows us to simplify
the code.

Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.

We drop the memset on ImageUnits because gl_program is already
created using rzalloc().

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-06 11:21:40 +11:00
Timothy Arceri
41dd6c3539 mesa/glsl: move subroutine metadata to gl_program
This will allow us to store gl_program rather than gl_shader_program
as the current program perstage which allows us to simplify code
that makes use of the CurrentProgram list.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
Ian Romanick
d7aee96cc6 glsl: Trivial whitespace fixes in link_uniforms.cpp
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:44 -08:00
Ian Romanick
ceea514d91 linker: Accurately mark a uniform block instance array element as used in a stage
Now that information about which array-of-arrays elements are accessed
is tracked, use that information to only mark an instance array element
as used-by-stage if, in fact, it is.

Fixes GL45-CTS.program_interface_query.uniform-block-types.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
5085b64031 glsl: Use simpler visitor to determine which UBO and SSBO blocks are used
Very soon this visitor will get more complicated.  The users of the
existing ir_variable_refcount visitor won't need the coming
functionality, and this use doesn't need much of the functionality of
ir_variable_refcount.

v2: ir_array_refcount_visitor::get_variable_entry cannot return NULL, so
don't check it.  Suggested by Timothy.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Timothy Arceri
2ea021a1eb glsl: use linked_shaders bitmask to iterate stages for subroutine fields
This should be faster than looping over every stage and null checking, but
will also make the code a bit cleaner when we switch to getting more fields
from gl_program rather than from gl_linked_shader as we can just copy the
pointer and not need to worry about null checking then copying.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-11-30 14:13:52 +11:00
Timothy Arceri
0303201dfb mesa: fix active subroutine uniforms properly
07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
<shader>_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.

The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.

Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
2016-11-29 15:29:51 +11:00
Timothy Arceri
203c8794a1 st/mesa/glsl/nir/i965: make use of new gl_shader_program_data in gl_shader_program
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2016-11-19 15:45:46 +11:00
Timothy Arceri
adb3a83c09 glsl: tidy up entries temporary
Here we just move initialisation of entries to where it is needed i.e.
outside the loop and after the continue checks.

Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2016-11-19 09:35:58 +11:00
Ian Romanick
cbba5e13ac linker: Remove unnecessary overload of program_resource_visitor::visit_field
It looks like I added this version as a short-hand for users that didn't
need the fuller version.  I don't think there's any real utility in
that.  I'm not sure what my thinking was there.  Maybe if those users
overloaded the recursion function could just call the compact version to
avoid passing some parameters?  None of the users do that.

Either way, having this extra overload is not useful.  Delete it.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-11-10 10:57:46 -08:00
Ian Romanick
084105c213 linker: Accurately track gl_uniform_block::stageref
As the linked per-stage shaders are processed, mark any block that has a
field that is accessed as referenced.  When combining all the linked
shaders, combine the per-stage stageref masks.

This fixes a number of GLES CTS tests:

    ES31-CTS.core.geometry_shader.program_resource.program_resource
    ES32-CTS.core.geometry_shader.program_resource.program_resource
    ESEXT-CTS.geometry_shader.program_resource.program_resource
    piglit.gl45-cts.geometry_shader.program_resource.program_resource

However, it makes quite a few more fail:

    ES31-CTS.functional.program_interface_query.buffer_variable.random.6
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.compute.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.separable_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment_only_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment_only_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment_only_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment_only_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.random.6
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.compute.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.separable_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment_only_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment_only_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment_only_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment_only_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment.unnamed_block.float

I have diagnosed the failures, but I'm not sure whether we or the
tests are wrong.  After optimizations are applied, all of the tests
are of the form:

    buffer X {
        float f;
    } x;

    void main()
    {
        x.f = x.f;
    }

The test then queries that x is referenced by that shader stage.  We
eliminate the assignment of x.f to itself, and that removes the last
reference to x.  We report that x is not referenced, and the test fails.
I do not know whether or not we are allowed to eliminate that assignment
of x.f to itself.

After discussions with the OpenGL ES group in Khronos, we believe that
Mesa's behavior is correct.  I will provide patches to the CTS tests
to Khronos.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-11-09 12:47:51 -08:00
Ian Romanick
392fabcfee linker: Slight code rearrange to prevent duplication in the next commit
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-11-09 12:47:51 -08:00
Ian Romanick
a529acfb2b linker: Trivial coding standards fixes
v2: Revert the unreachable to assert in
parcel_out_uniform_storage::visit_field.  Suggested by Ilia.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-11-09 12:47:51 -08:00
Timothy Arceri
63e8221574 glsl: move some uniform linking code to new link_assign_uniform_storage()
This makes link_assign_uniform_locations() easier to follow.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-09-27 11:29:05 +10:00
Timothy Arceri
ab67b6afdf glsl: move some uniform linking code to new link_setup_uniform_remap_tables()
This makes link_assign_uniform_locations() easier to follow.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-09-27 11:29:05 +10:00
Thomas Helland
08c5b10ae9 mesa/glsl: Move string_to_uint_map into the util folder
This clears the last bits of the usecases of the hash table
located in mesa/program, allowing us to remove it.

V2: Rebase on top of changes to Makefile.sources

Signed-off-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-09-12 10:48:35 +10:00
Thomas Helland
42ba435fd1 mesa: Remove unused hash table includes
This should prevent us from rebuilding the world.

Signed-off-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-09-12 10:48:35 +10:00
Timothy Arceri
51f912786f glsl: stop allocating memory for UBOs during linking
This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the uniform storage.

These uniform types don't use this storage.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-07-05 20:18:05 +10:00
Timothy Arceri
1fb8c6df88 glsl/mesa: split gl_shader in two
There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.

The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.

We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.

Acked-by: Iago Toral Quiroga <itoral@igalia.com>
2016-06-30 16:51:25 +10:00
Timothy Arceri
8c3ecde0e1 glsl: stop allocating memory for SSBOs and builtins
This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the uniform storage.

These uniform types don't use this storage.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-06-08 13:19:32 +10:00
Dave Airlie
78659ade40 glsl: use enum glsl_interface_packing in more places. (v2)
Although the glsl_types.h stores this in a bitfield,
we should hide that from everyone else. Hide the cast
in an accessor method and use the enum everywhere.

This makes things a bit nicer in gdb, and improves type
safety.

v2: fix a few pieces of interface I missed that caused some
piglit regressions.

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-06-06 15:58:37 +10:00
Ian Romanick
78399cf170 glsl/linker: Silence unused parameter warning
The parameter is required for the interface.

glsl/link_uniforms.cpp:689:61: warning: unused parameter ‘record_type’ [-Wunused-parameter]
                             bool row_major, const glsl_type *record_type,
                                                             ^

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2016-05-24 11:04:05 -07:00
Timothy Arceri
6d1a59d15b glsl: move uniform block validation to link_uniform_blocks.cpp
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2016-04-27 16:17:47 +10:00
Timothy Arceri
f1293b2f9b glsl: fully split apart buffer block arrays
With this change we create the UBO and SSBO arrays separately from the
beginning rather than putting them into a combined array and splitting
it apart later.

A bug is with UBO and SSBO stage reference querying is also fixed as
we now use the block index to lookup the references in the separate arrays
not the combined buffer block array.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-04-06 09:56:24 +10:00
Timothy Arceri
070e5a7405 glsl: rename var and simplify if
is_ubo_var is true for both UBOs and SSBOs

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
0fbd073dc2 glsl: store ubo or ssbo index in block index
Previously we store the buffer block index i.e the index of a combined
ubo/ssbo list.

Fixes several dEQP-GLES31.functional tests:
- program_interface_query.uniform.block_index.block_array
- program_interface_query.uniform.block_index.named_block
- program_interface_query.uniform.block_index.unnamed_block
- program_interface_query.uniform.random.10
- program_interface_query.uniform.random.15
- program_interface_query.uniform.random.22
- program_interface_query.uniform.random.24
- program_interface_query.uniform.random.26
- program_interface_query.uniform.random.28
- program_interface_query.uniform.random.3
- program_interface_query.uniform.random.31
- program_interface_query.uniform.random.38
- program_interface_query.uniform.random.5

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94116
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
8765a9e0fe glsl: generate named interface block names correctly
Firstly this updates the named interface lowering pass to store the
interface without the arrays removed.

Note we need to remove the arrays in the interface/varying matching
code to not regress things but in future this should be fixed
futher as it would seem we currently successfully match interface
blocks with differnt array sizes.

Since we now know if the interface was an array we can reduce the
IR flags from_named_ifc_block_array and from_named_ifc_block_nonarray
to just from_named_ifc_block.

Next rather than having a different code path for named interface
blocks in program_resource_visitor we just make use of the one used
by UBOs this allows us to now handle arrays of arrays correctly.

Finally we add a new param to the recursion function
named_ifc_member this is because we only want to process a single
member at a time. Note that this is also the glsl_struct_field
from the original ifc type before lowering rather than the type
from the lowered variable. This fixes a bug in Mesa where we would
generate the names like WithInstArray[0].g[0][0] when it should be
WithInstArray[0].g[0] for the following interface.

   out WithInstArray {
      float g[3];
   } instArray[2];

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-31 12:49:47 +11:00
Timothy Arceri
86d87d1047 mesa: remove initialized field from uniform storage
The only place this was used was in a gallium debug function that
had to be manually enabled.

Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2016-03-29 09:59:03 +11:00
Timothy Arceri
8683d54d2b glsl: reduce buffer block duplication
This reduces some of the craziness required for handling buffer
blocks. The problem is each shader stage holds its own information
about a block in memory, we were copying that information to a
program wide list but the per stage information remained meaning
when a binding was updated we needed to update all versions of it.

This changes the per stage blocks to instead point to a single
version of the block information in the program list.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2016-03-26 09:26:30 +11:00
Timothy Arceri
e2415e8467 glsl: replace remaining tabs in link_uniforms.cpp
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2016-03-05 20:50:05 +11:00
Timothy Arceri
96527c3cf2 glsl: copy explicit offset to uniform storage
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:44 +11:00
Plamena Manolova
65dfb3048e compiler/glsl: Fix uniform location counting.
This patch moves the calculation of current uniforms to
link_uniforms, which makes use of UniformRemapTable which
stores all the reserved uniform locations.

Location assignment for implicit uniforms now tries to use
any gaps left in the table after the location assignment
for explicit uniforms. This gives us more space to store more
uniforms.

Patch is based on earlier patch with following changes/additions:

   1: Move the counting of explicit locations to
      check_explicit_uniform_locations and then pass
      the number to link_assign_uniform_locations.
   2: Count the number of empty slots in UniformRemapTable
      and store them in a list_head.
   3: Try to find an empty slot for implicit locations from
      the list, if that fails resize UniformRemapTable.

Fixes following CTS tests:
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93696
2016-02-18 11:53:35 +02:00
Kenneth Graunke
565aa69970 glsl: Fix overflow of ImageAccess[] array.
The ImageAccess array is statically sized to MAX_IMAGE_UNIFORMS:

   GLenum ImageAccess[MAX_IMAGE_UNIFORMS];

There was no bounds checking ensuring we don't overflow.  Passing in a
shader with too many uniforms would cause writes to extend into other
fields, such as sh->NumImages.

Later linker checks already handle reporting an error when there are too
many images, so just avoid corrupting structures here.

This rearranges the logic a bit to look more like the sampler case.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Tested-by: Jordan Justen <jordan.l.justen@intel.com>
2016-02-13 21:12:18 -08:00
Timothy Arceri
23e24e27ac glsl: simplify setting of image access qualifiers
Cc: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-02-05 10:05:40 +11:00
Emil Velikov
eb63640c1d glsl: move to compiler/
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
2016-01-26 16:08:33 +00:00