+
/*
* Mesa 3-D graphics library
* Version: 5.1
}
if (mode > GL_POLYGON) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)" );
+ _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)" );
return GL_FALSE;
}
}
if (ctx->NewState)
- _mesa_update_state( ctx );
+ _mesa_update_state(ctx);
- if (ctx->Array.Vertex.Enabled
- || (ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[0].Enabled))
- return GL_TRUE;
- else
+ /* Always need vertex positions */
+ if (!ctx->Array.Vertex.Enabled
+ && !(ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[0].Enabled))
return GL_FALSE;
+ /* Vertex buffer object tests */
+ if (ctx->Array.ElementArrayBufferObj->Name) {
+ GLuint indexBytes;
+
+ /* use indices in the buffer object */
+ if (!ctx->Array.ElementArrayBufferObj->Data) {
+ _mesa_warning(ctx, "DrawElements with empty vertex elements buffer!");
+ return GL_FALSE;
+ }
+
+ /* make sure count doesn't go outside buffer bounds */
+ if (type == GL_UNSIGNED_INT) {
+ indexBytes = count * sizeof(GLuint);
+ }
+ else if (type == GL_UNSIGNED_BYTE) {
+ indexBytes = count * sizeof(GLubyte);
+ }
+ else {
+ ASSERT(type == GL_UNSIGNED_SHORT);
+ indexBytes = count * sizeof(GLushort);
+ }
+
+ if ((GLubyte *) indices + indexBytes >
+ ctx->Array.ElementArrayBufferObj->Data +
+ ctx->Array.ElementArrayBufferObj->Size) {
+ _mesa_warning(ctx, "glDrawElements index out of buffer bounds");
+ return GL_FALSE;
+ }
+
+ /* Actual address is the sum of pointers. Indices may be used below. */
+ if (ctx->Const.CheckArrayBounds) {
+ indices = (const GLvoid *)
+ ADD_POINTERS(ctx->Array.ElementArrayBufferObj->Data,
+ (const GLubyte *) indices);
+ }
+ }
+
+ if (ctx->Const.CheckArrayBounds) {
+ /* find max array index */
+ GLuint max = 0;
+ GLint i;
+ if (type == GL_UNSIGNED_INT) {
+ for (i = 0; i < count; i++)
+ if (((GLuint *) indices)[i] > max)
+ max = ((GLuint *) indices)[i];
+ }
+ else if (type == GL_UNSIGNED_SHORT) {
+ for (i = 0; i < count; i++)
+ if (((GLushort *) indices)[i] > max)
+ max = ((GLushort *) indices)[i];
+ }
+ else {
+ ASSERT(type == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++)
+ if (((GLubyte *) indices)[i] > max)
+ max = ((GLubyte *) indices)[i];
+ }
+ if (max >= ctx->Array._MaxElement) {
+ /* the max element is out of bounds of one or more enabled arrays */
+ return GL_FALSE;
+ }
+ }
+
return GL_TRUE;
}
if (count <= 0) {
if (count < 0)
- _mesa_error(ctx, GL_INVALID_VALUE, "glDrawElements(count)" );
+ _mesa_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements(count)" );
return GL_FALSE;
}
if (mode > GL_POLYGON) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)" );
+ _mesa_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)" );
return GL_FALSE;
}
if (type != GL_UNSIGNED_INT &&
type != GL_UNSIGNED_BYTE &&
type != GL_UNSIGNED_SHORT) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)" );
+ _mesa_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)" );
return GL_FALSE;
}
if (ctx->NewState)
- _mesa_update_state( ctx );
+ _mesa_update_state(ctx);
- if (ctx->Array.Vertex.Enabled
- || (ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[0].Enabled))
- return GL_TRUE;
- else
+ /* Always need vertex positions */
+ if (!ctx->Array.Vertex.Enabled
+ && !(ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[0].Enabled))
return GL_FALSE;
-}
+ if (ctx->Const.CheckArrayBounds) {
+ /* Find max array index.
+ * We don't trust the user's start and end values.
+ */
+ GLuint max = 0;
+ GLint i;
+ if (type == GL_UNSIGNED_INT) {
+ for (i = 0; i < count; i++)
+ if (((GLuint *) indices)[i] > max)
+ max = ((GLuint *) indices)[i];
+ }
+ else if (type == GL_UNSIGNED_SHORT) {
+ for (i = 0; i < count; i++)
+ if (((GLushort *) indices)[i] > max)
+ max = ((GLushort *) indices)[i];
+ }
+ else {
+ ASSERT(type == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++)
+ if (((GLubyte *) indices)[i] > max)
+ max = ((GLubyte *) indices)[i];
+ }
+ if (max >= ctx->Array._MaxElement) {
+ /* the max element is out of bounds of one or more enabled arrays */
+ return GL_FALSE;
+ }
+ }
+ return GL_TRUE;
+}
+
+/**
+ * Called from the tnl module to error check the function parameters and
+ * verify that we really can draw something.
+ */
GLboolean
_mesa_validate_DrawArrays(GLcontext *ctx,
GLenum mode, GLint start, GLsizei count)
{
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
- if (count<0) {
+ if (count < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count)" );
return GL_FALSE;
}
}
if (ctx->NewState)
- _mesa_update_state( ctx );
+ _mesa_update_state(ctx);
- if (ctx->Array.Vertex.Enabled
- || (ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[0].Enabled))
- return GL_TRUE;
- else
+ /* Always need vertex positions */
+ if (!ctx->Array.Vertex.Enabled
+ && !(ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[0].Enabled))
return GL_FALSE;
+
+ if (ctx->Const.CheckArrayBounds) {
+ if (start + count > (GLint) ctx->Array._MaxElement)
+ return GL_FALSE;
+ }
+
+ return GL_TRUE;
}