[Vulkan] Add a few size checks on vertex bindings (max across all cards is 32)
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@ -1002,6 +1002,16 @@ PipelineCache::UpdateStatus PipelineCache::UpdateVertexInputState(
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auto& vertex_attrib_descrs = update_vertex_input_state_attrib_descrs_;
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auto& vertex_attrib_descrs = update_vertex_input_state_attrib_descrs_;
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uint32_t vertex_binding_count = 0;
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uint32_t vertex_binding_count = 0;
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uint32_t vertex_attrib_count = 0;
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uint32_t vertex_attrib_count = 0;
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// Check and make sure we don't overflow.
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if (vertex_shader->vertex_bindings().size() >=
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xe::countof(vertex_binding_descrs)) {
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XELOGE("UpdateVertexInputState failed: too many bindings! (%zd >= %zd)",
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vertex_shader->vertex_bindings().size(),
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xe::countof(vertex_binding_descrs));
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return UpdateStatus::kError;
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}
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for (const auto& vertex_binding : vertex_shader->vertex_bindings()) {
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for (const auto& vertex_binding : vertex_shader->vertex_bindings()) {
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assert_true(vertex_binding_count < xe::countof(vertex_binding_descrs));
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assert_true(vertex_binding_count < xe::countof(vertex_binding_descrs));
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auto& vertex_binding_descr = vertex_binding_descrs[vertex_binding_count++];
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auto& vertex_binding_descr = vertex_binding_descrs[vertex_binding_count++];
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@ -184,9 +184,9 @@ class PipelineCache {
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void Reset() { std::memset(this, 0, sizeof(*this)); }
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void Reset() { std::memset(this, 0, sizeof(*this)); }
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} update_vertex_input_state_regs_;
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} update_vertex_input_state_regs_;
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VkPipelineVertexInputStateCreateInfo update_vertex_input_state_info_;
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VkPipelineVertexInputStateCreateInfo update_vertex_input_state_info_;
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VkVertexInputBindingDescription update_vertex_input_state_binding_descrs_[64];
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VkVertexInputBindingDescription update_vertex_input_state_binding_descrs_[32];
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VkVertexInputAttributeDescription
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VkVertexInputAttributeDescription
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update_vertex_input_state_attrib_descrs_[64];
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update_vertex_input_state_attrib_descrs_[96];
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struct UpdateInputAssemblyStateRegisters {
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struct UpdateInputAssemblyStateRegisters {
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PrimitiveType primitive_type;
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PrimitiveType primitive_type;
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@ -827,6 +827,12 @@ bool VulkanCommandProcessor::PopulateVertexBuffers(
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VkDeviceSize all_buffer_offsets[32];
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VkDeviceSize all_buffer_offsets[32];
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uint32_t buffer_index = 0;
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uint32_t buffer_index = 0;
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if (vertex_bindings.size() >= xe::countof(all_buffers)) {
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XELOGE("PopulateVertexBuffers failed: Too many bindings! (%zd >= %zd)",
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vertex_bindings.size(), xe::countof(all_buffers));
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return false;
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}
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for (const auto& vertex_binding : vertex_bindings) {
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for (const auto& vertex_binding : vertex_bindings) {
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int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
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int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
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(vertex_binding.fetch_constant / 3) * 6;
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(vertex_binding.fetch_constant / 3) * 6;
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