glsl: Index into ctx->Const.Program[] rather than using ad-hoc code.
Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
+8
-35
@@ -1894,48 +1894,19 @@ store_fragdepth_layout(struct gl_shader_program *prog)
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static void
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check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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const unsigned max_samplers[] = {
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits
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};
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STATIC_ASSERT(Elements(max_samplers) == MESA_SHADER_STAGES);
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const unsigned max_default_uniform_components[] = {
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents,
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents,
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents
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};
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STATIC_ASSERT(Elements(max_default_uniform_components) ==
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MESA_SHADER_STAGES);
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const unsigned max_combined_uniform_components[] = {
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents,
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents,
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents
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};
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STATIC_ASSERT(Elements(max_combined_uniform_components) ==
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MESA_SHADER_STAGES);
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const unsigned max_uniform_blocks[] = {
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformBlocks,
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks,
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks
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};
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STATIC_ASSERT(Elements(max_uniform_blocks) == MESA_SHADER_STAGES);
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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struct gl_shader *sh = prog->_LinkedShaders[i];
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if (sh == NULL)
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continue;
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if (sh->num_samplers > max_samplers[i]) {
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if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
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linker_error(prog, "Too many %s shader texture samplers",
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_mesa_shader_stage_to_string(i));
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}
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if (sh->num_uniform_components > max_default_uniform_components[i]) {
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if (sh->num_uniform_components >
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ctx->Const.Program[i].MaxUniformComponents) {
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if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
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linker_warning(prog, "Too many %s shader default uniform block "
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"components, but the driver will try to optimize "
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@@ -1950,7 +1921,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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if (sh->num_combined_uniform_components >
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max_combined_uniform_components[i]) {
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ctx->Const.Program[i].MaxCombinedUniformComponents) {
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if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
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linker_warning(prog, "Too many %s shader uniform components, "
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"but the driver will try to optimize them out; "
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@@ -1980,11 +1951,13 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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ctx->Const.MaxCombinedUniformBlocks);
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} else {
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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if (blocks[i] > max_uniform_blocks[i]) {
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const unsigned max_uniform_blocks =
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ctx->Const.Program[i].MaxUniformBlocks;
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if (blocks[i] > max_uniform_blocks) {
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linker_error(prog, "Too many %s uniform blocks (%d/%d)",
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_mesa_shader_stage_to_string(i),
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blocks[i],
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max_uniform_blocks[i]);
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max_uniform_blocks);
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break;
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}
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}
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