Commit df809ae9 authored by Marek Olšák's avatar Marek Olšák

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: default avatarIan Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
parent 8a11d40c
......@@ -100,6 +100,8 @@ static int r300_get_param(struct pipe_screen* pscreen, enum pipe_cap param)
case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
case PIPE_CAP_CONDITIONAL_RENDER:
case PIPE_CAP_TEXTURE_BARRIER:
case PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS:
case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
return 1;
/* r300 cannot do swizzling of compressed textures. Supported otherwise. */
......
......@@ -465,7 +465,9 @@ enum pipe_cap {
PIPE_CAP_MIN_TEXEL_OFFSET = 50,
PIPE_CAP_MAX_TEXEL_OFFSET = 51,
PIPE_CAP_CONDITIONAL_RENDER = 52,
PIPE_CAP_TEXTURE_BARRIER = 53
PIPE_CAP_TEXTURE_BARRIER = 53,
PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS = 54, /* temporary */
PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS = 55 /* temporary */
};
/**
......
......@@ -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]);
}
}
}
......
......@@ -2830,6 +2830,15 @@ struct gl_constants
* Texture borders are deprecated in GL 3.0.
**/
GLboolean StripTextureBorder;
/**
* For drivers which can do a better job at eliminating unused varyings
* and uniforms than the GLSL compiler.
*
* XXX Remove these as soon as a better solution is available.
*/
GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
GLboolean GLSLSkipStrictMaxUniformLimitCheck;
};
......
......@@ -222,6 +222,12 @@ void st_init_limits(struct st_context *st)
c->UniformBooleanTrue = ~0;
c->StripTextureBorder = GL_TRUE;
c->GLSLSkipStrictMaxUniformLimitCheck =
screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS);
c->GLSLSkipStrictMaxVaryingLimitCheck =
screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS);
}
......
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