mesa: add const flags to skip MaxVarying and MaxUniform linker checks (v2)
This is only temporary until a better solution is available. v2: print warnings and add gallium CAPs Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
+33
-10
@@ -1815,18 +1815,34 @@ assign_varying_locations(struct gl_context *ctx,
|
||||
|
||||
if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
|
||||
if (varying_vectors > ctx->Const.MaxVarying) {
|
||||
linker_error(prog, "shader uses too many varying vectors "
|
||||
"(%u > %u)\n",
|
||||
varying_vectors, ctx->Const.MaxVarying);
|
||||
return false;
|
||||
if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
|
||||
linker_warning(prog, "shader uses too many varying vectors "
|
||||
"(%u > %u), but the driver will try to optimize "
|
||||
"them out; this is non-portable out-of-spec "
|
||||
"behavior\n",
|
||||
varying_vectors, ctx->Const.MaxVarying);
|
||||
} else {
|
||||
linker_error(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(prog, "shader uses too many varying components "
|
||||
"(%u > %u)\n",
|
||||
float_components, ctx->Const.MaxVarying * 4);
|
||||
return false;
|
||||
if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
|
||||
linker_warning(prog, "shader uses too many varying components "
|
||||
"(%u > %u), but the driver will try to optimize "
|
||||
"them out; this is non-portable out-of-spec "
|
||||
"behavior\n",
|
||||
float_components, ctx->Const.MaxVarying * 4);
|
||||
} else {
|
||||
linker_error(prog, "shader uses too many varying components "
|
||||
"(%u > %u)\n",
|
||||
float_components, ctx->Const.MaxVarying * 4);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1960,8 +1976,15 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
|
||||
}
|
||||
|
||||
if (sh->num_uniform_components > max_uniform_components[i]) {
|
||||
linker_error(prog, "Too many %s shader uniform components",
|
||||
shader_names[i]);
|
||||
if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
|
||||
linker_warning(prog, "Too many %s shader uniform components, "
|
||||
"but the driver will try to optimize them out; "
|
||||
"this is non-portable out-of-spec behavior\n",
|
||||
shader_names[i]);
|
||||
} else {
|
||||
linker_error(prog, "Too many %s shader uniform components",
|
||||
shader_names[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user