blob: 5f051dbec6f127b4c0d215fb6560386daa1a422d [file] [log] [blame]
/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2007 Brian Paul 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#include <stdbool.h>
#include "glheader.h"
#include "api_validate.h"
#include "arrayobj.h"
#include "bufferobj.h"
#include "context.h"
#include "imports.h"
#include "mtypes.h"
#include "pipelineobj.h"
#include "enums.h"
#include "state.h"
#include "transformfeedback.h"
#include "uniforms.h"
#include "vbo/vbo.h"
#include "program/prog_print.h"
static bool
check_blend_func_error(struct gl_context *ctx)
{
/* The ARB_blend_func_extended spec's ERRORS section says:
*
* "The error INVALID_OPERATION is generated by Begin or any procedure
* that implicitly calls Begin if any draw buffer has a blend function
* requiring the second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR,
* SRC1_ALPHA or ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that
* has more than the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active
* color attachements."
*/
for (unsigned i = ctx->Const.MaxDualSourceDrawBuffers;
i < ctx->DrawBuffer->_NumColorDrawBuffers;
i++) {
if (ctx->Color.Blend[i]._UsesDualSrc) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"dual source blend on illegal attachment");
return false;
}
}
if (ctx->Color.BlendEnabled && ctx->Color._AdvancedBlendMode) {
/* The KHR_blend_equation_advanced spec says:
*
* "If any non-NONE draw buffer uses a blend equation found in table
* X.1 or X.2, the error INVALID_OPERATION is generated by Begin or
* any operation that implicitly calls Begin (such as DrawElements)
* if:
*
* * the draw buffer for color output zero selects multiple color
* buffers (e.g., FRONT_AND_BACK in the default framebuffer); or
*
* * the draw buffer for any other color output is not NONE."
*/
if (ctx->DrawBuffer->ColorDrawBuffer[0] == GL_FRONT_AND_BACK) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"advanced blending is active and draw buffer for color "
"output zero selects multiple color buffers");
return false;
}
for (unsigned i = 1; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
if (ctx->DrawBuffer->ColorDrawBuffer[i] != GL_NONE) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"advanced blending is active with multiple color "
"draw buffers");
return false;
}
}
/* The KHR_blend_equation_advanced spec says:
*
* "Advanced blending equations require the use of a fragment shader
* with a matching "blend_support" layout qualifier. If the current
* blend equation is found in table X.1 or X.2, and the active
* fragment shader does not include the layout qualifier matching
* the blend equation or "blend_support_all_equations", the error
* INVALID_OPERATION is generated [...]"
*/
const struct gl_program *prog = ctx->_Shader->_CurrentFragmentProgram;
const GLbitfield blend_support = !prog ? 0 : prog->sh.fs.BlendSupport;
if ((blend_support & ctx->Color._AdvancedBlendMode) == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"fragment shader does not allow advanced blending mode "
"(%s)",
_mesa_enum_to_string(ctx->Color.Blend[0].EquationRGB));
}
}
return true;
}
/**
* Prior to drawing anything with glBegin, glDrawArrays, etc. this function
* is called to see if it's valid to render. This involves checking that
* the current shader is valid and the framebuffer is complete.
* It also check the current pipeline object is valid if any.
* If an error is detected it'll be recorded here.
* \return GL_TRUE if OK to render, GL_FALSE if not
*/
GLboolean
_mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
/* This depends on having up to date derived state (shaders) */
if (ctx->NewState)
_mesa_update_state(ctx);
if (ctx->API == API_OPENGL_COMPAT) {
/* Any shader stages that are not supplied by the GLSL shader and have
* assembly shaders enabled must now be validated.
*/
if (!ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]
&& ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(vertex program not valid)", where);
return GL_FALSE;
}
if (!ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {
if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(fragment program not valid)", where);
return GL_FALSE;
}
/* If drawing to integer-valued color buffers, there must be an
* active fragment shader (GL_EXT_texture_integer).
*/
if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerBuffers) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(integer format but no fragment shader)", where);
return GL_FALSE;
}
}
}
/* A pipeline object is bound */
if (ctx->_Shader->Name && !ctx->_Shader->Validated) {
if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glValidateProgramPipeline failed to validate the "
"pipeline");
return GL_FALSE;
}
}
/* If a program is active and SSO not in use, check if validation of
* samplers succeeded for the active program. */
if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) {
char errMsg[100];
if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram,
errMsg, 100)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s", errMsg);
return GL_FALSE;
}
}
if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
_mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
"%s(incomplete framebuffer)", where);
return GL_FALSE;
}
if (!check_blend_func_error(ctx)) {
return GL_FALSE;
}
#ifdef DEBUG
if (ctx->_Shader->Flags & GLSL_LOG) {
struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
gl_shader_stage i;
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (shProg[i] == NULL || shProg[i]->_LinkedShaders[i] == NULL ||
shProg[i]->_LinkedShaders[i]->Program->_Used)
continue;
/* This is the first time this shader is being used.
* Append shader's constants/uniforms to log file.
*
* Only log data for the program target that matches the shader
* target. It's possible to have a program bound to the vertex
* shader target that also supplied a fragment shader. If that
* program isn't also bound to the fragment shader target we don't
* want to log its fragment data.
*/
_mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]->Program);
}
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (shProg[i] != NULL && shProg[i]->_LinkedShaders[i] != NULL)
shProg[i]->_LinkedShaders[i]->Program->_Used = GL_TRUE;
}
}
#endif
return GL_TRUE;
}
/**
* Check if OK to draw arrays/elements.
*/
static bool
check_valid_to_render(struct gl_context *ctx, const char *function)
{
if (!_mesa_valid_to_render(ctx, function)) {
return false;
}
if (!_mesa_all_buffers_are_unmapped(ctx->Array.VAO)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(vertex buffers are mapped)", function);
return false;
}
switch (ctx->API) {
case API_OPENGLES2:
/* For ES2, we can draw if we have a vertex program/shader). */
return ctx->VertexProgram._Current != NULL;
case API_OPENGLES:
/* For OpenGL ES, only draw if we have vertex positions
*/
if (!ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POS].Enabled)
return false;
break;
case API_OPENGL_CORE:
/* Section 10.4 (Drawing Commands Using Vertex Arrays) of the OpenGL 4.5
* Core Profile spec says:
*
* "An INVALID_OPERATION error is generated if no vertex array
* object is bound (see section 10.3.1)."
*/
if (ctx->Array.VAO == ctx->Array.DefaultVAO) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(no VAO bound)", function);
return false;
}
/* The spec argues that this is allowed because a tess ctrl shader
* without a tess eval shader can be used with transform feedback.
* However, glBeginTransformFeedback doesn't allow GL_PATCHES and
* therefore doesn't allow tessellation.
*
* Further investigation showed that this is indeed a spec bug and
* a tess ctrl shader without a tess eval shader shouldn't have been
* allowed, because there is no API in GL 4.0 that can make use this
* to produce something useful.
*
* Also, all vendors except one don't support a tess ctrl shader without
* a tess eval shader anyway.
*/
if (ctx->TessCtrlProgram._Current && !ctx->TessEvalProgram._Current) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(tess eval shader is missing)", function);
return false;
}
/* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec
* says:
*
* "If there is no active program for the vertex or fragment shader
* stages, the results of vertex and/or fragment processing will be
* undefined. However, this is not an error."
*
* The fragment shader is not tested here because other state (e.g.,
* GL_RASTERIZER_DISCARD) affects whether or not we actually care.
*/
return ctx->VertexProgram._Current != NULL;
case API_OPENGL_COMPAT:
if (ctx->VertexProgram._Current != NULL) {
/* Draw regardless of whether or not we have any vertex arrays.
* (Ex: could draw a point using a constant vertex pos)
*/
return true;
} else {
/* Draw if we have vertex positions (GL_VERTEX_ARRAY or generic
* array [0]).
*/
return (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POS].Enabled ||
ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled);
}
break;
default:
unreachable("Invalid API value in check_valid_to_render()");
}
return true;
}
/**
* Is 'mode' a valid value for glBegin(), glDrawArrays(), glDrawElements(),
* etc? The set of legal values depends on whether geometry shaders/programs
* are supported.
* Note: This may be called during display list compilation.
*/
bool
_mesa_is_valid_prim_mode(struct gl_context *ctx, GLenum mode)
{
/* The overwhelmingly common case is (mode <= GL_TRIANGLE_FAN). Test that
* first and exit. You would think that a switch-statement would be the
* right approach, but at least GCC 4.7.2 generates some pretty dire code
* for the common case.
*/
if (likely(mode <= GL_TRIANGLE_FAN))
return true;
if (mode <= GL_POLYGON)
return (ctx->API == API_OPENGL_COMPAT);
if (mode <= GL_TRIANGLE_STRIP_ADJACENCY)
return _mesa_has_geometry_shaders(ctx);
if (mode == GL_PATCHES)
return _mesa_has_tessellation(ctx);
return false;
}
/**
* Is 'mode' a valid value for glBegin(), glDrawArrays(), glDrawElements(),
* etc? Also, do additional checking related to transformation feedback.
* Note: this function cannot be called during glNewList(GL_COMPILE) because
* this code depends on current transform feedback state.
* Also, do additional checking related to tessellation shaders.
*/
GLboolean
_mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
{
bool valid_enum = _mesa_is_valid_prim_mode(ctx, mode);
if (!valid_enum) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(mode=%x)", name, mode);
return GL_FALSE;
}
/* From the OpenGL 4.5 specification, section 11.3.1:
*
* The error INVALID_OPERATION is generated if Begin, or any command that
* implicitly calls Begin, is called when a geometry shader is active and:
*
* * the input primitive type of the current geometry shader is
* POINTS and <mode> is not POINTS,
*
* * the input primitive type of the current geometry shader is
* LINES and <mode> is not LINES, LINE_STRIP, or LINE_LOOP,
*
* * the input primitive type of the current geometry shader is
* TRIANGLES and <mode> is not TRIANGLES, TRIANGLE_STRIP or
* TRIANGLE_FAN,
*
* * the input primitive type of the current geometry shader is
* LINES_ADJACENCY_ARB and <mode> is not LINES_ADJACENCY_ARB or
* LINE_STRIP_ADJACENCY_ARB, or
*
* * the input primitive type of the current geometry shader is
* TRIANGLES_ADJACENCY_ARB and <mode> is not
* TRIANGLES_ADJACENCY_ARB or TRIANGLE_STRIP_ADJACENCY_ARB.
*
* The GL spec doesn't mention any interaction with tessellation, which
* is clearly a spec bug. The same rule should apply, but instead of
* the draw primitive mode, the tessellation evaluation shader primitive
* mode should be used for the checking.
*/
if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
const GLenum geom_mode =
ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->
_LinkedShaders[MESA_SHADER_GEOMETRY]->info.Geom.InputType;
struct gl_shader_program *tes =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
GLenum mode_before_gs = mode;
if (tes) {
struct gl_linked_shader *tes_sh =
tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
if (tes_sh->info.TessEval.PointMode)
mode_before_gs = GL_POINTS;
else if (tes_sh->info.TessEval.PrimitiveMode == GL_ISOLINES)
mode_before_gs = GL_LINES;
else
/* the GL_QUADS mode generates triangles too */
mode_before_gs = GL_TRIANGLES;
}
switch (mode_before_gs) {
case GL_POINTS:
valid_enum = (geom_mode == GL_POINTS);
break;
case GL_LINES:
case GL_LINE_LOOP:
case GL_LINE_STRIP:
valid_enum = (geom_mode == GL_LINES);
break;
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
valid_enum = (geom_mode == GL_TRIANGLES);
break;
case GL_QUADS:
case GL_QUAD_STRIP:
case GL_POLYGON:
valid_enum = false;
break;
case GL_LINES_ADJACENCY:
case GL_LINE_STRIP_ADJACENCY:
valid_enum = (geom_mode == GL_LINES_ADJACENCY);
break;
case GL_TRIANGLES_ADJACENCY:
case GL_TRIANGLE_STRIP_ADJACENCY:
valid_enum = (geom_mode == GL_TRIANGLES_ADJACENCY);
break;
default:
valid_enum = false;
break;
}
if (!valid_enum) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(mode=%s vs geometry shader input %s)",
name,
_mesa_lookup_prim_by_nr(mode_before_gs),
_mesa_lookup_prim_by_nr(geom_mode));
return GL_FALSE;
}
}
/* From the OpenGL 4.0 (Core Profile) spec (section 2.12):
*
* "Tessellation operates only on patch primitives. If tessellation is
* active, any command that transfers vertices to the GL will
* generate an INVALID_OPERATION error if the primitive mode is not
* PATCHES.
* Patch primitives are not supported by pipeline stages below the
* tessellation evaluation shader. If there is no active program
* object or the active program object does not contain a tessellation
* evaluation shader, the error INVALID_OPERATION is generated by any
* command that transfers vertices to the GL if the primitive mode is
* PATCHES."
*
*/
if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL] ||
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]) {
if (mode != GL_PATCHES) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"only GL_PATCHES valid with tessellation");
return GL_FALSE;
}
}
else {
if (mode == GL_PATCHES) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"GL_PATCHES only valid with tessellation");
return GL_FALSE;
}
}
/* From the GL_EXT_transform_feedback spec:
*
* "The error INVALID_OPERATION is generated if Begin, or any command
* that performs an explicit Begin, is called when:
*
* * a geometry shader is not active and <mode> does not match the
* allowed begin modes for the current transform feedback state as
* given by table X.1.
*
* * a geometry shader is active and the output primitive type of the
* geometry shader does not match the allowed begin modes for the
* current transform feedback state as given by table X.1.
*
*/
if (_mesa_is_xfb_active_and_unpaused(ctx)) {
GLboolean pass = GL_TRUE;
if(ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
switch (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->
_LinkedShaders[MESA_SHADER_GEOMETRY]->
info.Geom.OutputType) {
case GL_POINTS:
pass = ctx->TransformFeedback.Mode == GL_POINTS;
break;
case GL_LINE_STRIP:
pass = ctx->TransformFeedback.Mode == GL_LINES;
break;
case GL_TRIANGLE_STRIP:
pass = ctx->TransformFeedback.Mode == GL_TRIANGLES;
break;
default:
pass = GL_FALSE;
}
}
else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]) {
struct gl_shader_program *tes =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
struct gl_linked_shader *tes_sh =
tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
if (tes_sh->info.TessEval.PointMode)
pass = ctx->TransformFeedback.Mode == GL_POINTS;
else if (tes_sh->info.TessEval.PrimitiveMode == GL_ISOLINES)
pass = ctx->TransformFeedback.Mode == GL_LINES;
else
pass = ctx->TransformFeedback.Mode == GL_TRIANGLES;
}
else {
switch (mode) {
case GL_POINTS:
pass = ctx->TransformFeedback.Mode == GL_POINTS;
break;
case GL_LINES:
case GL_LINE_STRIP:
case GL_LINE_LOOP:
pass = ctx->TransformFeedback.Mode == GL_LINES;
break;
default:
pass = ctx->TransformFeedback.Mode == GL_TRIANGLES;
break;
}
}
if (!pass) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(mode=%s vs transform feedback %s)",
name,
_mesa_lookup_prim_by_nr(mode),
_mesa_lookup_prim_by_nr(ctx->TransformFeedback.Mode));
return GL_FALSE;
}
}
/* From GL_INTEL_conservative_rasterization spec:
*
* The conservative rasterization option applies only to polygons with
* PolygonMode state set to FILL. Draw requests for polygons with different
* PolygonMode setting or for other primitive types (points/lines) generate
* INVALID_OPERATION error.
*/
if (ctx->IntelConservativeRasterization) {
GLboolean pass = GL_TRUE;
switch (mode) {
case GL_POINTS:
case GL_LINES:
case GL_LINE_LOOP:
case GL_LINE_STRIP:
case GL_LINES_ADJACENCY:
case GL_LINE_STRIP_ADJACENCY:
pass = GL_FALSE;
break;
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
case GL_QUADS:
case GL_QUAD_STRIP:
case GL_POLYGON:
case GL_TRIANGLES_ADJACENCY:
case GL_TRIANGLE_STRIP_ADJACENCY:
if (ctx->Polygon.FrontMode != GL_FILL ||
ctx->Polygon.BackMode != GL_FILL)
pass = GL_FALSE;
break;
default:
pass = GL_FALSE;
}
if (!pass) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"mode=%s invalid with GL_INTEL_conservative_rasterization",
_mesa_lookup_prim_by_nr(mode));
return GL_FALSE;
}
}
return GL_TRUE;
}
/**
* Verify that the element type is valid.
*
* Generates \c GL_INVALID_ENUM and returns \c false if it is not.
*/
static bool
valid_elements_type(struct gl_context *ctx, GLenum type, const char *name)
{
switch (type) {
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT:
case GL_UNSIGNED_INT:
return true;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "%s(type = %s)", name,
_mesa_enum_to_string(type));
return false;
}
}
static bool
validate_DrawElements_common(struct gl_context *ctx,
GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices,
const char *caller)
{
/* Section 2.14.2 (Transform Feedback Primitive Capture) of the OpenGL ES
* 3.1 spec says:
*
* The error INVALID_OPERATION is also generated by DrawElements,
* DrawElementsInstanced, and DrawRangeElements while transform feedback
* is active and not paused, regardless of mode.
*
* The OES_geometry_shader_spec says:
*
* Issues:
*
* ...
*
* (13) Does this extension change how transform feedback operates
* compared to unextended OpenGL ES 3.0 or 3.1?
*
* RESOLVED: Yes... Since we no longer require being able to predict how
* much geometry will be generated, we also lift the restriction that
* only DrawArray* commands are supported and also support the
* DrawElements* commands for transform feedback.
*
* This should also be reflected in the body of the spec, but that appears
* to have been overlooked. The body of the spec only explicitly allows
* the indirect versions.
*/
if (_mesa_is_gles3(ctx) && !ctx->Extensions.OES_geometry_shader &&
_mesa_is_xfb_active_and_unpaused(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(transform feedback active)", caller);
return false;
}
if (count < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(count)", caller);
return false;
}
if (!_mesa_valid_prim_mode(ctx, mode, caller)) {
return false;
}
if (!valid_elements_type(ctx, type, caller))
return false;
if (!check_valid_to_render(ctx, caller))
return false;
/* Not using a VBO for indices, so avoid NULL pointer derefs later.
*/
if (!_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj) && indices == NULL)
return false;
if (count == 0)
return false;
return true;
}
/**
* Error checking for glDrawElements(). Includes parameter checking
* and VBO bounds checking.
* \return GL_TRUE if OK to render, GL_FALSE if error found
*/
GLboolean
_mesa_validate_DrawElements(struct gl_context *ctx,
GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices)
{
FLUSH_CURRENT(ctx, 0);
return validate_DrawElements_common(ctx, mode, count, type, indices,
"glDrawElements");
}
/**
* Error checking for glMultiDrawElements(). Includes parameter checking
* and VBO bounds checking.
* \return GL_TRUE if OK to render, GL_FALSE if error found
*/
GLboolean
_mesa_validate_MultiDrawElements(struct gl_context *ctx,
GLenum mode, const GLsizei *count,
GLenum type, const GLvoid * const *indices,
GLuint primcount)
{
unsigned i;
FLUSH_CURRENT(ctx, 0);
for (i = 0; i < primcount; i++) {
if (count[i] < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glMultiDrawElements(count)" );
return GL_FALSE;
}
}
if (!_mesa_valid_prim_mode(ctx, mode, "glMultiDrawElements")) {
return GL_FALSE;
}
if (!valid_elements_type(ctx, type, "glMultiDrawElements"))
return GL_FALSE;
if (!check_valid_to_render(ctx, "glMultiDrawElements"))
return GL_FALSE;
/* Not using a VBO for indices, so avoid NULL pointer derefs later.
*/
if (!_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) {
for (i = 0; i < primcount; i++) {
if (!indices[i])
return GL_FALSE;
}
}
return GL_TRUE;
}
/**
* Error checking for glDrawRangeElements(). Includes parameter checking
* and VBO bounds checking.
* \return GL_TRUE if OK to render, GL_FALSE if error found
*/
GLboolean
_mesa_validate_DrawRangeElements(struct gl_context *ctx, GLenum mode,
GLuint start, GLuint end,
GLsizei count, GLenum type,
const GLvoid *indices)
{
FLUSH_CURRENT(ctx, 0);
if (end < start) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements(end<start)");
return GL_FALSE;
}
return validate_DrawElements_common(ctx, mode, count, type, indices,
"glDrawRangeElements");
}
static bool
validate_draw_arrays(struct gl_context *ctx, const char *func,
GLenum mode, GLsizei count, GLsizei numInstances)
{
struct gl_transform_feedback_object *xfb_obj
= ctx->TransformFeedback.CurrentObject;
FLUSH_CURRENT(ctx, 0);
if (count < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(count)", func);
return false;
}
if (!_mesa_valid_prim_mode(ctx, mode, func))
return false;
if (!check_valid_to_render(ctx, func))
return false;
/* From the GLES3 specification, section 2.14.2 (Transform Feedback
* Primitive Capture):
*
* The error INVALID_OPERATION is generated by DrawArrays and
* DrawArraysInstanced if recording the vertices of a primitive to the
* buffer objects being used for transform feedback purposes would result
* in either exceeding the limits of any buffer object’s size, or in
* exceeding the end position offset + size − 1, as set by
* BindBufferRange.
*
* This is in contrast to the behaviour of desktop GL, where the extra
* primitives are silently dropped from the transform feedback buffer.
*
* This text is removed in ES 3.2, presumably because it's not really
* implementable with geometry and tessellation shaders. In fact,
* the OES_geometry_shader spec says:
*
* "(13) Does this extension change how transform feedback operates
* compared to unextended OpenGL ES 3.0 or 3.1?
*
* RESOLVED: Yes. Because dynamic geometry amplification in a geometry
* shader can make it difficult if not impossible to predict the amount
* of geometry that may be generated in advance of executing the shader,
* the draw-time error for transform feedback buffer overflow conditions
* is removed and replaced with the GL behavior (primitives are not
* written and the corresponding counter is not updated)..."
*/
if (_mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx) &&
!_mesa_has_OES_geometry_shader(ctx) &&
!_mesa_has_OES_tessellation_shader(ctx)) {
size_t prim_count = vbo_count_tessellated_primitives(mode, count, 1);
if (xfb_obj->GlesRemainingPrims < prim_count) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(exceeds transform feedback size)", func);
return false;
}
xfb_obj->GlesRemainingPrims -= prim_count;
}
if (count == 0)
return false;
return true;
}
/**
* Called from the tnl module to error check the function parameters and
* verify that we really can draw something.
* \return GL_TRUE if OK to render, GL_FALSE if error found
*/
GLboolean
_mesa_validate_DrawArrays(struct gl_context *ctx, GLenum mode, GLsizei count)
{
return validate_draw_arrays(ctx, "glDrawArrays", mode, count, 1);
}
GLboolean
_mesa_validate_DrawArraysInstanced(struct gl_context *ctx, GLenum mode, GLint first,
GLsizei count, GLsizei numInstances)
{
if (first < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glDrawArraysInstanced(start=%d)", first);
return GL_FALSE;
}
if (numInstances <= 0) {
if (numInstances < 0)
_mesa_error(ctx, GL_INVALID_VALUE,
"glDrawArraysInstanced(numInstances=%d)", numInstances);
return GL_FALSE;
}
return validate_draw_arrays(ctx, "glDrawArraysInstanced", mode, count, 1);
}
GLboolean
_mesa_validate_DrawElementsInstanced(struct gl_context *ctx,
GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLsizei numInstances)
{
FLUSH_CURRENT(ctx, 0);
if (numInstances < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glDrawElementsInstanced(numInstances=%d)", numInstances);
return GL_FALSE;
}
return validate_DrawElements_common(ctx, mode, count, type, indices,
"glDrawElementsInstanced")
&& (numInstances > 0);
}
GLboolean
_mesa_validate_DrawTransformFeedback(struct gl_context *ctx,
GLenum mode,
struct gl_transform_feedback_object *obj,
GLuint stream,
GLsizei numInstances)
{
FLUSH_CURRENT(ctx, 0);
if (!_mesa_valid_prim_mode(ctx, mode, "glDrawTransformFeedback*(mode)")) {
return GL_FALSE;
}
if (!obj) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDrawTransformFeedback*(name)");
return GL_FALSE;
}
/* From the GL 4.5 specification, page 429:
* "An INVALID_VALUE error is generated if id is not the name of a
* transform feedback object."
*/
if (!obj->EverBound) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDrawTransformFeedback*(name)");
return GL_FALSE;
}
if (stream >= ctx->Const.MaxVertexStreams) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glDrawTransformFeedbackStream*(index>=MaxVertexStream)");
return GL_FALSE;
}
if (!obj->EndedAnytime) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glDrawTransformFeedback*");
return GL_FALSE;
}
if (numInstances <= 0) {
if (numInstances < 0)
_mesa_error(ctx, GL_INVALID_VALUE,
"glDrawTransformFeedback*Instanced(numInstances=%d)",
numInstances);
return GL_FALSE;
}
if (!check_valid_to_render(ctx, "glDrawTransformFeedback*")) {
return GL_FALSE;
}
return GL_TRUE;
}
static GLboolean
valid_draw_indirect(struct gl_context *ctx,
GLenum mode, const GLvoid *indirect,
GLsizei size, const char *name)
{
const uint64_t end = (uint64_t) (uintptr_t) indirect + size;
/* OpenGL ES 3.1 spec. section 10.5:
*
* "DrawArraysIndirect requires that all data sourced for the
* command, including the DrawArraysIndirectCommand
* structure, be in buffer objects, and may not be called when
* the default vertex array object is bound."
*/
if (ctx->Array.VAO == ctx->Array.DefaultVAO) {
_mesa_error(ctx, GL_INVALID_OPERATION, "(no VAO bound)");
return GL_FALSE;
}
/* From OpenGL ES 3.1 spec. section 10.5:
* "An INVALID_OPERATION error is generated if zero is bound to
* VERTEX_ARRAY_BINDING, DRAW_INDIRECT_BUFFER or to any enabled
* vertex array."
*
* Here we check that for each enabled vertex array we have a vertex
* buffer bound.
*/
if (_mesa_is_gles31(ctx) &&
ctx->Array.VAO->_Enabled & ~ctx->Array.VAO->VertexAttribBufferMask) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(No VBO bound)", name);
return GL_FALSE;
}
if (!_mesa_valid_prim_mode(ctx, mode, name))
return GL_FALSE;
/* OpenGL ES 3.1 specification, section 10.5:
*
* "An INVALID_OPERATION error is generated if
* transform feedback is active and not paused."
*
* The OES_geometry_shader spec says:
*
* On p. 250 in the errors section for the DrawArraysIndirect command,
* and on p. 254 in the errors section for the DrawElementsIndirect
* command, delete the errors which state:
*
* "An INVALID_OPERATION error is generated if transform feedback is
* active and not paused."
*
* (thus allowing transform feedback to work with indirect draw commands).
*/
if (_mesa_is_gles31(ctx) && !ctx->Extensions.OES_geometry_shader &&
_mesa_is_xfb_active_and_unpaused(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(TransformFeedback is active and not paused)", name);
}
/* From OpenGL version 4.4. section 10.5
* and OpenGL ES 3.1, section 10.6:
*
* "An INVALID_VALUE error is generated if indirect is not a
* multiple of the size, in basic machine units, of uint."
*/
if ((GLsizeiptr)indirect & (sizeof(GLuint) - 1)) {
_mesa_error(ctx, GL_INVALID_VALUE,
"%s(indirect is not aligned)", name);
return GL_FALSE;
}
if (!_mesa_is_bufferobj(ctx->DrawIndirectBuffer)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s: no buffer bound to DRAW_INDIRECT_BUFFER", name);
return GL_FALSE;
}
if (_mesa_check_disallowed_mapping(ctx->DrawIndirectBuffer)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(DRAW_INDIRECT_BUFFER is mapped)", name);
return GL_FALSE;
}
/* From the ARB_draw_indirect specification:
* "An INVALID_OPERATION error is generated if the commands source data
* beyond the end of the buffer object [...]"
*/
if (ctx->DrawIndirectBuffer->Size < end) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(DRAW_INDIRECT_BUFFER too small)", name);
return GL_FALSE;
}
if (!check_valid_to_render(ctx, name))
return GL_FALSE;
return GL_TRUE;
}
static inline GLboolean
valid_draw_indirect_elements(struct gl_context *ctx,
GLenum mode, GLenum type, const GLvoid *indirect,
GLsizeiptr size, const char *name)
{
if (!valid_elements_type(ctx, type, name))
return GL_FALSE;
/*
* Unlike regular DrawElementsInstancedBaseVertex commands, the indices
* may not come from a client array and must come from an index buffer.
* If no element array buffer is bound, an INVALID_OPERATION error is
* generated.
*/
if (!_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(no buffer bound to GL_ELEMENT_ARRAY_BUFFER)", name);
return GL_FALSE;
}
return valid_draw_indirect(ctx, mode, indirect, size, name);
}
static inline GLboolean
valid_draw_indirect_multi(struct gl_context *ctx,
GLsizei primcount, GLsizei stride,
const char *name)
{
/* From the ARB_multi_draw_indirect specification:
* "INVALID_VALUE is generated by MultiDrawArraysIndirect or
* MultiDrawElementsIndirect if <primcount> is negative."
*
* "<primcount> must be positive, otherwise an INVALID_VALUE error will
* be generated."
*/
if (primcount < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(primcount < 0)", name);
return GL_FALSE;
}
/* From the ARB_multi_draw_indirect specification:
* "<stride> must be a multiple of four, otherwise an INVALID_VALUE
* error is generated."
*/
if (stride % 4) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(stride %% 4)", name);
return GL_FALSE;
}
return GL_TRUE;
}
GLboolean
_mesa_validate_DrawArraysIndirect(struct gl_context *ctx,
GLenum mode,
const GLvoid *indirect)
{
const unsigned drawArraysNumParams = 4;
FLUSH_CURRENT(ctx, 0);
return valid_draw_indirect(ctx, mode,
indirect, drawArraysNumParams * sizeof(GLuint),
"glDrawArraysIndirect");
}
GLboolean
_mesa_validate_DrawElementsIndirect(struct gl_context *ctx,
GLenum mode, GLenum type,
const GLvoid *indirect)
{
const unsigned drawElementsNumParams = 5;
FLUSH_CURRENT(ctx, 0);
return valid_draw_indirect_elements(ctx, mode, type,
indirect, drawElementsNumParams * sizeof(GLuint),
"glDrawElementsIndirect");
}
GLboolean
_mesa_validate_MultiDrawArraysIndirect(struct gl_context *ctx,
GLenum mode,
const GLvoid *indirect,
GLsizei primcount, GLsizei stride)
{
GLsizeiptr size = 0;
const unsigned drawArraysNumParams = 4;
FLUSH_CURRENT(ctx, 0);
/* caller has converted stride==0 to drawArraysNumParams * sizeof(GLuint) */
assert(stride != 0);
if (!valid_draw_indirect_multi(ctx, primcount, stride,
"glMultiDrawArraysIndirect"))
return GL_FALSE;
/* number of bytes of the indirect buffer which will be read */
size = primcount
? (primcount - 1) * stride + drawArraysNumParams * sizeof(GLuint)
: 0;
if (!valid_draw_indirect(ctx, mode, indirect, size,
"glMultiDrawArraysIndirect"))
return GL_FALSE;
return GL_TRUE;
}
GLboolean
_mesa_validate_MultiDrawElementsIndirect(struct gl_context *ctx,
GLenum mode, GLenum type,
const GLvoid *indirect,
GLsizei primcount, GLsizei stride)
{
GLsizeiptr size = 0;
const unsigned drawElementsNumParams = 5;
FLUSH_CURRENT(ctx, 0);
/* caller has converted stride==0 to drawElementsNumParams * sizeof(GLuint) */
assert(stride != 0);
if (!valid_draw_indirect_multi(ctx, primcount, stride,
"glMultiDrawElementsIndirect"))
return GL_FALSE;
/* number of bytes of the indirect buffer which will be read */
size = primcount
? (primcount - 1) * stride + drawElementsNumParams * sizeof(GLuint)
: 0;
if (!valid_draw_indirect_elements(ctx, mode, type,
indirect, size,
"glMultiDrawElementsIndirect"))
return GL_FALSE;
return GL_TRUE;
}
static GLboolean
valid_draw_indirect_parameters(struct gl_context *ctx,
const char *name,
GLintptr drawcount)
{
/* From the ARB_indirect_parameters specification:
* "INVALID_VALUE is generated by MultiDrawArraysIndirectCountARB or
* MultiDrawElementsIndirectCountARB if <drawcount> is not a multiple of
* four."
*/
if (drawcount & 3) {
_mesa_error(ctx, GL_INVALID_VALUE,
"%s(drawcount is not a multiple of 4)", name);
return GL_FALSE;
}
/* From the ARB_indirect_parameters specification:
* "INVALID_OPERATION is generated by MultiDrawArraysIndirectCountARB or
* MultiDrawElementsIndirectCountARB if no buffer is bound to the
* PARAMETER_BUFFER_ARB binding point."
*/
if (!_mesa_is_bufferobj(ctx->ParameterBuffer)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s: no buffer bound to PARAMETER_BUFFER", name);
return GL_FALSE;
}
if (_mesa_check_disallowed_mapping(ctx->ParameterBuffer)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(PARAMETER_BUFFER is mapped)", name);
return GL_FALSE;
}
/* From the ARB_indirect_parameters specification:
* "INVALID_OPERATION is generated by MultiDrawArraysIndirectCountARB or
* MultiDrawElementsIndirectCountARB if reading a <sizei> typed value
* from the buffer bound to the PARAMETER_BUFFER_ARB target at the offset
* specified by <drawcount> would result in an out-of-bounds access."
*/
if (ctx->ParameterBuffer->Size < drawcount + sizeof(GLsizei)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(PARAMETER_BUFFER too small)", name);
return GL_FALSE;
}
return GL_TRUE;
}
GLboolean
_mesa_validate_MultiDrawArraysIndirectCount(struct gl_context *ctx,
GLenum mode,
GLintptr indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
GLsizeiptr size = 0;
const unsigned drawArraysNumParams = 4;
FLUSH_CURRENT(ctx, 0);
/* caller has converted stride==0 to drawArraysNumParams * sizeof(GLuint) */
assert(stride != 0);
if (!valid_draw_indirect_multi(ctx, maxdrawcount, stride,
"glMultiDrawArraysIndirectCountARB"))
return GL_FALSE;
/* number of bytes of the indirect buffer which will be read */
size = maxdrawcount
? (maxdrawcount - 1) * stride + drawArraysNumParams * sizeof(GLuint)
: 0;
if (!valid_draw_indirect(ctx, mode, (void *)indirect, size,
"glMultiDrawArraysIndirectCountARB"))
return GL_FALSE;
return valid_draw_indirect_parameters(
ctx, "glMultiDrawArraysIndirectCountARB", drawcount);
}
GLboolean
_mesa_validate_MultiDrawElementsIndirectCount(struct gl_context *ctx,
GLenum mode, GLenum type,
GLintptr indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
GLsizeiptr size = 0;
const unsigned drawElementsNumParams = 5;
FLUSH_CURRENT(ctx, 0);
/* caller has converted stride==0 to drawElementsNumParams * sizeof(GLuint) */
assert(stride != 0);
if (!valid_draw_indirect_multi(ctx, maxdrawcount, stride,
"glMultiDrawElementsIndirectCountARB"))
return GL_FALSE;
/* number of bytes of the indirect buffer which will be read */
size = maxdrawcount
? (maxdrawcount - 1) * stride + drawElementsNumParams * sizeof(GLuint)
: 0;
if (!valid_draw_indirect_elements(ctx, mode, type,
(void *)indirect, size,
"glMultiDrawElementsIndirectCountARB"))
return GL_FALSE;
return valid_draw_indirect_parameters(
ctx, "glMultiDrawElementsIndirectCountARB", drawcount);
}
static bool
check_valid_to_compute(struct gl_context *ctx, const char *function)
{
struct gl_shader_program *prog;
if (!_mesa_has_compute_shaders(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"unsupported function (%s) called",
function);
return false;
}
/* From the OpenGL 4.3 Core Specification, Chapter 19, Compute Shaders:
*
* "An INVALID_OPERATION error is generated if there is no active program
* for the compute shader stage."
*/
prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
if (prog == NULL || prog->_LinkedShaders[MESA_SHADER_COMPUTE] == NULL) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(no active compute shader)",
function);
return false;
}
return true;
}
GLboolean
_mesa_validate_DispatchCompute(struct gl_context *ctx,
const GLuint *num_groups)
{
struct gl_shader_program *prog;
int i;
FLUSH_CURRENT(ctx, 0);
if (!check_valid_to_compute(ctx, "glDispatchCompute"))
return GL_FALSE;
for (i = 0; i < 3; i++) {
/* From the OpenGL 4.3 Core Specification, Chapter 19, Compute Shaders:
*
* "An INVALID_VALUE error is generated if any of num_groups_x,
* num_groups_y and num_groups_z are greater than or equal to the
* maximum work group count for the corresponding dimension."
*
* However, the "or equal to" portions appears to be a specification
* bug. In all other areas, the specification appears to indicate that
* the number of workgroups can match the MAX_COMPUTE_WORK_GROUP_COUNT
* value. For example, under DispatchComputeIndirect:
*
* "If any of num_groups_x, num_groups_y or num_groups_z is greater than
* the value of MAX_COMPUTE_WORK_GROUP_COUNT for the corresponding
* dimension then the results are undefined."
*
* Additionally, the OpenGLES 3.1 specification does not contain "or
* equal to" as an error condition.
*/
if (num_groups[i] > ctx->Const.MaxComputeWorkGroupCount[i]) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glDispatchCompute(num_groups_%c)", 'x' + i);
return GL_FALSE;
}
}
/* The ARB_compute_variable_group_size spec says:
*
* "An INVALID_OPERATION error is generated by DispatchCompute if the active
* program for the compute shader stage has a variable work group size."
*/
prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
if (prog->Comp.LocalSizeVariable) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glDispatchCompute(variable work group size forbidden)");
return GL_FALSE;
}
return GL_TRUE;
}
GLboolean
_mesa_validate_DispatchComputeGroupSizeARB(struct gl_context *ctx,
const GLuint *num_groups,
const GLuint *group_size)
{
struct gl_shader_program *prog;
GLuint total_invocations = 1;
int i;
FLUSH_CURRENT(ctx, 0);
if (!check_valid_to_compute(ctx, "glDispatchComputeGroupSizeARB"))
return GL_FALSE;
/* The ARB_compute_variable_group_size spec says:
*
* "An INVALID_OPERATION error is generated by
* DispatchComputeGroupSizeARB if the active program for the compute
* shader stage has a fixed work group size."
*/
prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
if (!prog->Comp.LocalSizeVariable) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glDispatchComputeGroupSizeARB(fixed work group size "
"forbidden)");
return GL_FALSE;
}
for (i = 0; i < 3; i++) {
/* The ARB_compute_variable_group_size spec says:
*
* "An INVALID_VALUE error is generated if any of num_groups_x,
* num_groups_y and num_groups_z are greater than or equal to the
* maximum work group count for the corresponding dimension."
*/
if (num_groups[i] > ctx->Const.MaxComputeWorkGroupCount[i]) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glDispatchComputeGroupSizeARB(num_groups_%c)", 'x' + i);
return GL_FALSE;
}
/* The ARB_compute_variable_group_size spec says:
*
* "An INVALID_VALUE error is generated by DispatchComputeGroupSizeARB if
* any of <group_size_x>, <group_size_y>, or <group_size_z> is less than
* or equal to zero or greater than the maximum local work group size
* for compute shaders with variable group size
* (MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB) in the corresponding
* dimension."
*
* However, the "less than" is a spec bug because they are declared as
* unsigned integers.
*/
if (group_size[i] == 0 ||
group_size[i] > ctx->Const.MaxComputeVariableGroupSize[i]) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glDispatchComputeGroupSizeARB(group_size_%c)", 'x' + i);
return GL_FALSE;
}
total_invocations *= group_size[i];
}
/* The ARB_compute_variable_group_size spec says:
*
* "An INVALID_VALUE error is generated by DispatchComputeGroupSizeARB if
* the product of <group_size_x>, <group_size_y>, and <group_size_z> exceeds
* the implementation-dependent maximum local work group invocation count
* for compute shaders with variable group size
* (MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB)."
*/
if (total_invocations > ctx->Const.MaxComputeVariableGroupInvocations) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glDispatchComputeGroupSizeARB(product of local_sizes "
"exceeds MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB "
"(%d > %d))", total_invocations,
ctx->Const.MaxComputeVariableGroupInvocations);
return GL_FALSE;
}
return GL_TRUE;
}
static GLboolean
valid_dispatch_indirect(struct gl_context *ctx,
GLintptr indirect,
GLsizei size, const char *name)
{
const uint64_t end = (uint64_t) indirect + size;
struct gl_shader_program *prog;
if (!check_valid_to_compute(ctx, name))
return GL_FALSE;
/* From the OpenGL 4.3 Core Specification, Chapter 19, Compute Shaders:
*
* "An INVALID_VALUE error is generated if indirect is negative or is not a
* multiple of four."
*/
if (indirect & (sizeof(GLuint) - 1)) {
_mesa_error(ctx, GL_INVALID_VALUE,
"%s(indirect is not aligned)", name);
return GL_FALSE;
}
if (indirect < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"%s(indirect is less than zero)", name);
return GL_FALSE;
}
/* From the OpenGL 4.3 Core Specification, Chapter 19, Compute Shaders:
*
* "An INVALID_OPERATION error is generated if no buffer is bound to the
* DRAW_INDIRECT_BUFFER binding, or if the command would source data
* beyond the end of the buffer object."
*/
if (!_mesa_is_bufferobj(ctx->DispatchIndirectBuffer)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s: no buffer bound to DISPATCH_INDIRECT_BUFFER", name);
return GL_FALSE;
}
if (_mesa_check_disallowed_mapping(ctx->DispatchIndirectBuffer)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(DISPATCH_INDIRECT_BUFFER is mapped)", name);
return GL_FALSE;
}
if (ctx->DispatchIndirectBuffer->Size < end) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(DISPATCH_INDIRECT_BUFFER too small)", name);
return GL_FALSE;
}
/* The ARB_compute_variable_group_size spec says:
*
* "An INVALID_OPERATION error is generated if the active program for the
* compute shader stage has a variable work group size."
*/
prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
if (prog->Comp.LocalSizeVariable) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(variable work group size forbidden)", name);
return GL_FALSE;
}
return GL_TRUE;
}
GLboolean
_mesa_validate_DispatchComputeIndirect(struct gl_context *ctx,
GLintptr indirect)
{
FLUSH_CURRENT(ctx, 0);
return valid_dispatch_indirect(ctx, indirect, 3 * sizeof(GLuint),
"glDispatchComputeIndirect");
}