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>
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 3527088..b8a7126 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1815,18 +1815,34 @@
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 @@
}
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]);
+ }
}
}