#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 "vbo/vbo.h"
+#include "state.h"
#include "transformfeedback.h"
-#include <stdbool.h>
+#include "uniforms.h"
+#include "vbo/vbo.h"
+#include "program/prog_print.h"
-/**
- * \return number of bytes in array [count] of type.
- */
-static GLsizei
-index_bytes(GLenum type, GLsizei count)
+static bool
+check_blend_func_error(struct gl_context *ctx)
{
- if (type == GL_UNSIGNED_INT) {
- return count * sizeof(GLuint);
- }
- else if (type == GL_UNSIGNED_BYTE) {
- return count * sizeof(GLubyte);
+ /* 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;
+ }
}
- else {
- ASSERT(type == GL_UNSIGNED_SHORT);
- return count * sizeof(GLushort);
+
+ 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_shader_program *sh_prog =
+ ctx->_Shader->_CurrentFragmentProgram;
+ const GLbitfield blend_support = !sh_prog ? 0 :
+ sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->info.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;
}
/**
- * Find the max index in the given element/index buffer
+ * 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
*/
-GLuint
-_mesa_max_buffer_index(struct gl_context *ctx, GLuint count, GLenum type,
- const void *indices,
- struct gl_buffer_object *elementBuf)
+GLboolean
+_mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
- const GLubyte *map = NULL;
- GLuint max = 0;
- GLuint i;
+ /* 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 (_mesa_is_bufferobj(elementBuf)) {
- /* elements are in a user-defined buffer object. need to map it */
- map = ctx->Driver.MapBufferRange(ctx, 0, elementBuf->Size,
- GL_MAP_READ_BIT, elementBuf,
- MAP_INTERNAL);
- /* Actual address is the sum of pointers */
- indices = (const GLvoid *) ADD_POINTERS(map, (const GLubyte *) indices);
+ 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;
+ }
+ }
}
- if (type == GL_UNSIGNED_INT) {
- for (i = 0; i < count; i++)
- if (((GLuint *) indices)[i] > max)
- max = ((GLuint *) indices)[i];
+ /* 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;
+ }
}
- else if (type == GL_UNSIGNED_SHORT) {
- for (i = 0; i < count; i++)
- if (((GLushort *) indices)[i] > max)
- max = ((GLushort *) indices)[i];
+
+ /* 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;
+ }
}
- else {
- ASSERT(type == GL_UNSIGNED_BYTE);
- for (i = 0; i < count; i++)
- if (((GLubyte *) indices)[i] > max)
- max = ((GLubyte *) indices)[i];
+
+ if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
+ "%s(incomplete framebuffer)", where);
+ return GL_FALSE;
}
- if (map) {
- ctx->Driver.UnmapBuffer(ctx, elementBuf, MAP_INTERNAL);
+ if (!check_blend_func_error(ctx)) {
+ return GL_FALSE;
}
- return max;
+#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]->_Used
+ || shProg[i]->_LinkedShaders[i] == NULL)
+ 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]);
+ }
+
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (shProg[i] != NULL)
+ shProg[i]->_Used = GL_TRUE;
+ }
+ }
+#endif
+
+ return GL_TRUE;
}
/**
* Check if OK to draw arrays/elements.
*/
-static GLboolean
+static bool
check_valid_to_render(struct gl_context *ctx, const char *function)
{
if (!_mesa_valid_to_render(ctx, function)) {
- return GL_FALSE;
+ 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). */
- if (!ctx->VertexProgram._Current)
- return GL_FALSE;
- break;
+ 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 GL_FALSE;
+ return false;
break;
case API_OPENGL_CORE:
- if (ctx->Array.VAO == ctx->Array.DefaultVAO)
- return GL_FALSE;
- /* fallthrough */
+ /* 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:
- {
- const struct gl_shader_program *vsProg =
- ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
- GLboolean haveVertexShader = (vsProg && vsProg->LinkStatus);
- GLboolean haveVertexProgram = ctx->VertexProgram._Enabled;
- if (haveVertexShader || haveVertexProgram) {
- /* Draw regardless of whether or not we have any vertex arrays.
- * (Ex: could draw a point using a constant vertex pos)
- */
- return GL_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);
- }
+ 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:
- assert(!"Invalid API value in check_valid_to_render()");
+ unreachable("Invalid API value in check_valid_to_render()");
}
- return GL_TRUE;
+ return true;
}
bool
_mesa_is_valid_prim_mode(struct gl_context *ctx, GLenum mode)
{
- switch (mode) {
- case GL_POINTS:
- case GL_LINES:
- case GL_LINE_LOOP:
- case GL_LINE_STRIP:
- case GL_TRIANGLES:
- case GL_TRIANGLE_STRIP:
- case GL_TRIANGLE_FAN:
+ /* 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;
- case GL_QUADS:
- case GL_QUAD_STRIP:
- case GL_POLYGON:
+
+ if (mode <= GL_POLYGON)
return (ctx->API == API_OPENGL_COMPAT);
- case GL_LINES_ADJACENCY:
- case GL_LINE_STRIP_ADJACENCY:
- case GL_TRIANGLES_ADJACENCY:
- case GL_TRIANGLE_STRIP_ADJACENCY:
+
+ if (mode <= GL_TRIANGLE_STRIP_ADJACENCY)
return _mesa_has_geometry_shaders(ctx);
- default:
- return false;
- }
+
+ if (mode == GL_PATCHES)
+ return _mesa_has_tessellation(ctx);
+
+ return false;
}
* 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)
return GL_FALSE;
}
- /* From the ARB_geometry_shader4 spec:
+ /* 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:
* 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]->Geom.InputType;
- switch (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;
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(mode=%s vs geometry shader input %s)",
name,
- _mesa_lookup_prim_by_nr(mode),
+ _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
GLboolean pass = GL_TRUE;
if(ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
- switch (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->Geom.OutputType) {
+ switch (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->
+ _LinkedShaders[MESA_SHADER_GEOMETRY]->
+ info.Geom.OutputType) {
case GL_POINTS:
pass = ctx->TransformFeedback.Mode == GL_POINTS;
break;
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:
}
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));
+ "%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;
}
}
default:
_mesa_error(ctx, GL_INVALID_ENUM, "%s(type = %s)", name,
- _mesa_lookup_enum_by_nr(type));
+ _mesa_enum_to_string(type));
return false;
}
}
-/**
- * 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, GLint basevertex)
+static bool
+validate_DrawElements_common(struct gl_context *ctx,
+ GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices,
+ const char *caller)
{
- FLUSH_CURRENT(ctx, 0);
-
- /* From the GLES3 specification, section 2.14.2 (Transform Feedback
- * Primitive Capture):
+ /* 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) && _mesa_is_xfb_active_and_unpaused(ctx)) {
+ if (_mesa_is_gles3(ctx) && !ctx->Extensions.OES_geometry_shader &&
+ _mesa_is_xfb_active_and_unpaused(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
- "glDrawElements(transform feedback active)");
- return GL_FALSE;
+ "%s(transform feedback active)", caller);
+ return false;
}
if (count < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glDrawElements(count)" );
- return GL_FALSE;
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(count)", caller);
+ return false;
}
- if (!_mesa_valid_prim_mode(ctx, mode, "glDrawElements")) {
- return GL_FALSE;
+ if (!_mesa_valid_prim_mode(ctx, mode, caller)) {
+ return false;
}
- if (!valid_elements_type(ctx, type, "glDrawElements"))
- return GL_FALSE;
+ if (!valid_elements_type(ctx, type, caller))
+ return false;
- if (!check_valid_to_render(ctx, "glDrawElements"))
- return GL_FALSE;
+ if (!check_valid_to_render(ctx, caller))
+ return false;
- /* Vertex buffer object tests */
- if (_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) {
- /* use indices in the buffer object */
- /* make sure count doesn't go outside buffer bounds */
- if (index_bytes(type, count) > ctx->Array.VAO->IndexBufferObj->Size) {
- _mesa_warning(ctx, "glDrawElements index out of buffer bounds");
- return GL_FALSE;
- }
- }
- else {
- /* not using a VBO */
- if (!indices)
- return GL_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 GL_FALSE;
+ return false;
- return GL_TRUE;
+ 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");
}
_mesa_validate_MultiDrawElements(struct gl_context *ctx,
GLenum mode, const GLsizei *count,
GLenum type, const GLvoid * const *indices,
- GLuint primcount, const GLint *basevertex)
+ GLuint primcount)
{
unsigned i;
if (!check_valid_to_render(ctx, "glMultiDrawElements"))
return GL_FALSE;
- /* Vertex buffer object tests */
- if (_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) {
- /* use indices in the buffer object */
- /* make sure count doesn't go outside buffer bounds */
- for (i = 0; i < primcount; i++) {
- if (index_bytes(type, count[i]) >
- ctx->Array.VAO->IndexBufferObj->Size) {
- _mesa_warning(ctx,
- "glMultiDrawElements index out of buffer bounds");
- return GL_FALSE;
- }
- }
- }
- else {
- /* not using a VBO */
+ /* 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;
*/
GLboolean
_mesa_validate_DrawRangeElements(struct gl_context *ctx, GLenum mode,
- GLuint start, GLuint end,
- GLsizei count, GLenum type,
- const GLvoid *indices, GLint basevertex)
+ GLuint start, GLuint end,
+ GLsizei count, GLenum type,
+ const GLvoid *indices)
{
FLUSH_CURRENT(ctx, 0);
- /* From the GLES3 specification, section 2.14.2 (Transform Feedback
- * Primitive Capture):
- *
- * The error INVALID_OPERATION is also generated by DrawElements,
- * DrawElementsInstanced, and DrawRangeElements while transform feedback
- * is active and not paused, regardless of mode.
- */
- if (_mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glDrawElements(transform feedback active)");
- return GL_FALSE;
- }
-
- if (count < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements(count)" );
- return GL_FALSE;
- }
-
- if (!_mesa_valid_prim_mode(ctx, mode, "glDrawRangeElements")) {
- return GL_FALSE;
- }
-
if (end < start) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements(end<start)");
return GL_FALSE;
}
- if (!valid_elements_type(ctx, type, "glDrawRangeElements"))
- return GL_FALSE;
-
- if (!check_valid_to_render(ctx, "glDrawRangeElements"))
- return GL_FALSE;
-
- /* Vertex buffer object tests */
- if (_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) {
- /* use indices in the buffer object */
- /* make sure count doesn't go outside buffer bounds */
- if (index_bytes(type, count) > ctx->Array.VAO->IndexBufferObj->Size) {
- _mesa_warning(ctx, "glDrawRangeElements index out of buffer bounds");
- return GL_FALSE;
- }
- }
- else {
- /* not using a VBO */
- if (!indices)
- return GL_FALSE;
- }
-
- if (count == 0)
- return GL_FALSE;
-
- return GL_TRUE;
+ return validate_DrawElements_common(ctx, mode, count, type, indices,
+ "glDrawRangeElements");
}
-
-/**
- * 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, GLint start, GLsizei count)
+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, "glDrawArrays(count)" );
- return GL_FALSE;
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(count)", func);
+ return false;
}
- if (!_mesa_valid_prim_mode(ctx, mode, "glDrawArrays")) {
- return GL_FALSE;
- }
+ if (!_mesa_valid_prim_mode(ctx, mode, func))
+ return false;
- if (!check_valid_to_render(ctx, "glDrawArrays"))
- return GL_FALSE;
+ if (!check_valid_to_render(ctx, func))
+ return false;
/* From the GLES3 specification, section 2.14.2 (Transform Feedback
* Primitive Capture):
*
* 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)) {
+ 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,
- "glDrawArrays(exceeds transform feedback size)");
- return GL_FALSE;
+ "%s(exceeds transform feedback size)", func);
+ return false;
}
xfb_obj->GlesRemainingPrims -= prim_count;
}
if (count == 0)
- return GL_FALSE;
+ return false;
- return GL_TRUE;
+ 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);
}
_mesa_validate_DrawArraysInstanced(struct gl_context *ctx, GLenum mode, GLint first,
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,
- "glDrawArraysInstanced(count=%d)", count);
- return GL_FALSE;
- }
-
if (first < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
- "glDrawArraysInstanced(start=%d)", first);
- return GL_FALSE;
- }
-
- if (!_mesa_valid_prim_mode(ctx, mode, "glDrawArraysInstanced")) {
+ "glDrawArraysInstanced(start=%d)", first);
return GL_FALSE;
}
return GL_FALSE;
}
- if (!check_valid_to_render(ctx, "glDrawArraysInstanced(invalid to render)"))
- return GL_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.
- */
- if (_mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx)) {
- size_t prim_count
- = vbo_count_tessellated_primitives(mode, count, numInstances);
- if (xfb_obj->GlesRemainingPrims < prim_count) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glDrawArraysInstanced(exceeds transform feedback size)");
- return GL_FALSE;
- }
- xfb_obj->GlesRemainingPrims -= prim_count;
- }
-
- if (count == 0)
- return GL_FALSE;
-
- return GL_TRUE;
+ 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,
- GLint basevertex)
+ const GLvoid *indices, GLsizei numInstances)
{
FLUSH_CURRENT(ctx, 0);
- /* From the GLES3 specification, section 2.14.2 (Transform Feedback
- * Primitive Capture):
- *
- * The error INVALID_OPERATION is also generated by DrawElements,
- * DrawElementsInstanced, and DrawRangeElements while transform feedback
- * is active and not paused, regardless of mode.
- */
- if (_mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx)) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glDrawElements(transform feedback active)");
- return GL_FALSE;
- }
-
- if (count < 0) {
+ if (numInstances < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
- "glDrawElementsInstanced(count=%d)", count);
- return GL_FALSE;
- }
-
- if (!_mesa_valid_prim_mode(ctx, mode, "glDrawElementsInstanced")) {
+ "glDrawElementsInstanced(numInstances=%d)", numInstances);
return GL_FALSE;
}
- if (!valid_elements_type(ctx, type, "glDrawElementsInstanced"))
- return GL_FALSE;
-
- if (numInstances <= 0) {
- if (numInstances < 0)
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glDrawElementsInstanced(numInstances=%d)", numInstances);
- return GL_FALSE;
- }
-
- if (!check_valid_to_render(ctx, "glDrawElementsInstanced"))
- return GL_FALSE;
-
- /* Vertex buffer object tests */
- if (_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) {
- /* use indices in the buffer object */
- /* make sure count doesn't go outside buffer bounds */
- if (index_bytes(type, count) > ctx->Array.VAO->IndexBufferObj->Size) {
- _mesa_warning(ctx,
- "glDrawElementsInstanced index out of buffer bounds");
- return GL_FALSE;
- }
- }
- else {
- /* not using a VBO */
- if (!indices)
- return GL_FALSE;
- }
-
- if (count == 0)
- return GL_FALSE;
-
- return GL_TRUE;
+ return validate_DrawElements_common(ctx, mode, count, type, indices,
+ "glDrawElementsInstanced")
+ && (numInstances > 0);
}
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)");
GLenum mode, const GLvoid *indirect,
GLsizei size, const char *name)
{
- const GLsizeiptr end = (GLsizeiptr)indirect + size;
+ 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 the ARB_draw_indirect specification:
- * "An INVALID_OPERATION error is generated [...] if <indirect> is no
- * word aligned."
+ /* 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_OPERATION,
+ _mesa_error(ctx, GL_INVALID_VALUE,
"%s(indirect is not aligned)", name);
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");
+}