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authorBrian Paul <brianp@vmware.com>2009-01-06 09:20:55 -0700
committerBrian Paul <brianp@vmware.com>2009-01-06 09:20:55 -0700
commit8e0b601e311ec2f9f8e6205e6a2e6a7642009a96 (patch)
treef05d741736d7d001166d15b234dd0b6fffc64b45 /src/mesa/shader/slang/slang_link.c
parent7bfe6a9375b413d92982e065fb48c810d144c632 (diff)
mesa: fix another "out of samplers" problem
Now only the samplers that are actually used by texture() functions are saved in the uniform variable list. Before, we could run out of samplers if too many were declared while only some of them were actually used. (cherry picked from commit 1fad6ccb756ae33ca3115f59c99ca8abbeb0321e) Conflicts: src/mesa/shader/slang/slang_link.c
Diffstat (limited to 'src/mesa/shader/slang/slang_link.c')
-rw-r--r--src/mesa/shader/slang/slang_link.c57
1 files changed, 41 insertions, 16 deletions
diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c
index 22ae635b06..45c5f1db70 100644
--- a/src/mesa/shader/slang/slang_link.c
+++ b/src/mesa/shader/slang/slang_link.c
@@ -1,8 +1,9 @@
/*
* Mesa 3-D graphics library
- * Version: 7.2
+ * Version: 7.3
*
* Copyright (C) 2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -206,13 +207,26 @@ link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
* Build the shProg->Uniforms list.
* This is basically a list/index of all uniforms found in either/both of
* the vertex and fragment shaders.
+ *
+ * About uniforms:
+ * Each uniform has two indexes, one that points into the vertex
+ * program's parameter array and another that points into the fragment
+ * program's parameter array. When the user changes a uniform's value
+ * we have to change the value in the vertex and/or fragment program's
+ * parameter array.
+ *
+ * This function will be called twice to set up the two uniform->parameter
+ * mappings.
+ *
+ * If a uniform is only present in the vertex program OR fragment program
+ * then the fragment/vertex parameter index, respectively, will be -1.
*/
static GLboolean
link_uniform_vars(struct gl_shader_program *shProg,
struct gl_program *prog,
GLuint *numSamplers)
{
- GLuint samplerMap[MAX_SAMPLERS];
+ GLuint samplerMap[200]; /* max number of samplers declared, not used */
GLuint i;
for (i = 0; i < prog->Parameters->NumParameters; i++) {
@@ -227,33 +241,41 @@ link_uniform_vars(struct gl_shader_program *shProg,
* Furthermore, we'll need to fix the state-var's size/datatype info.
*/
- if ((p->Type == PROGRAM_UNIFORM && p->Used) ||
- p->Type == PROGRAM_SAMPLER) {
+ if ((p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER)
+ && p->Used) {
+ /* add this uniform, indexing into the target's Parameters list */
struct gl_uniform *uniform =
_mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
if (uniform)
uniform->Initialized = p->Initialized;
}
- if (p->Type == PROGRAM_SAMPLER) {
+ /* The samplerMap[] table we build here is used to remap/re-index
+ * sampler references by TEX instructions.
+ */
+ if (p->Type == PROGRAM_SAMPLER && p->Used) {
/* Allocate a new sampler index */
- GLuint sampNum = *numSamplers;
GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
- if (oldSampNum >= MAX_SAMPLERS) {
+ GLuint newSampNum = *numSamplers;
+ if (newSampNum >= ctx->Const.MaxTextureImageUnits) {
char s[100];
sprintf(s, "Too many texture samplers (%u, max is %u)",
- oldSampNum + 1, MAX_SAMPLERS);
+ newSampNum, ctx->Const.MaxTextureImageUnits);
link_error(shProg, s);
return GL_FALSE;
}
- samplerMap[oldSampNum] = sampNum;
+ /* save old->new mapping in the table */
+ if (oldSampNum < Elements(samplerMap))
+ samplerMap[oldSampNum] = newSampNum;
+ /* update parameter's sampler index */
+ prog->Parameters->ParameterValues[i][0] = (GLfloat) newSampNum;
(*numSamplers)++;
}
}
-
- /* OK, now scan the program/shader instructions looking for sampler vars,
- * replacing the old index with the new index.
+ /* OK, now scan the program/shader instructions looking for texture
+ * instructions using sampler vars. Replace old sampler indexes with
+ * new ones.
*/
prog->SamplersUsed = 0x0;
for (i = 0; i < prog->NumInstructions; i++) {
@@ -264,10 +286,13 @@ link_uniform_vars(struct gl_shader_program *shProg,
inst->Sampler, map[ inst->Sampler ]);
*/
/* here, texUnit is really samplerUnit */
- assert(inst->TexSrcUnit < MAX_SAMPLERS);
- inst->TexSrcUnit = samplerMap[inst->TexSrcUnit];
- prog->SamplerTargets[inst->TexSrcUnit] = inst->TexSrcTarget;
- prog->SamplersUsed |= (1 << inst->TexSrcUnit);
+ const GLint oldSampNum = inst->TexSrcUnit;
+ if (oldSampNum < Elements(samplerMap)) {
+ const GLuint newSampNum = samplerMap[oldSampNum];
+ inst->TexSrcUnit = newSampNum;
+ prog->SamplerTargets[newSampNum] = inst->TexSrcTarget;
+ prog->SamplersUsed |= (1 << newSampNum);
+ }
}
}