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Fix shader call stack size mismatch
authorNicolas Capens <capn@google.com>
Mon, 11 Feb 2019 19:27:55 +0000 (14:27 -0500)
committerNicolas Capens <nicolascapens@google.com>
Mon, 11 Feb 2019 20:53:33 +0000 (20:53 +0000)
commitf969488577804ce90954f93da22b83ec9ae5d1e0
tree236f45f6cdc41539b82192e865d9b1bdf0a26ca8
parenteea21ba1c248221ea777a8bad5c9eac28b4f2e9f
Fix shader call stack size mismatch

https://swiftshader-review.googlesource.com/c/SwiftShader/+/16328
increased the maximum call depth validated by the GLSL ES compiler,
without increasing the stack size supported by our back-end.

The sw::MAX_SHADER_CALL_STACK_SIZE of the back-end is now statically
passed to an es2::MAX_SHADER_CALL_STACK_SIZE (has to remain equal or
smaller) and then passed to the GLSL compiler's resources limits.

Bug b/123587120

Change-Id: I9a56d5b4e980dc0881c238669d2b786bb3c855e3
Reviewed-on: https://swiftshader-review.googlesource.com/c/24628
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
src/Main/Config.hpp
src/OpenGL/libGLESv2/Context.h
src/OpenGL/libGLESv2/Shader.cpp