glsl: shader storage blocks use different max block size values than uniforms
authorSamuel Iglesias Gonsalvez <siglesias@igalia.com>
Tue, 23 Jun 2015 06:53:36 +0000 (08:53 +0200)
committerSamuel Iglesias Gonsalvez <siglesias@igalia.com>
Fri, 25 Sep 2015 06:39:22 +0000 (08:39 +0200)
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
src/glsl/linker.cpp

index 9be957a..aebf256 100644 (file)
@@ -2803,13 +2803,23 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
    unsigned total_shader_storage_blocks = 0;
 
    for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
-      if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
+      /* Don't check SSBOs for Uniform Block Size */
+      if (!prog->UniformBlocks[i].IsShaderStorage &&
+          prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
          linker_error(prog, "Uniform block %s too big (%d/%d)\n",
                       prog->UniformBlocks[i].Name,
                       prog->UniformBlocks[i].UniformBufferSize,
                       ctx->Const.MaxUniformBlockSize);
       }
 
+      if (prog->UniformBlocks[i].IsShaderStorage &&
+          prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxShaderStorageBlockSize) {
+         linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
+                      prog->UniformBlocks[i].Name,
+                      prog->UniformBlocks[i].UniformBufferSize,
+                      ctx->Const.MaxShaderStorageBlockSize);
+      }
+
       for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
         if (prog->UniformBlockStageIndex[j][i] != -1) {
             struct gl_shader *sh = prog->_LinkedShaders[j];