#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 "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->FragmentProgram._Current;
+ 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 &&
+ !_mesa_arb_vertex_program_enabled(ctx)) {
+ _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 &&
+ !_mesa_arb_fragment_program_enabled(ctx)) {
+ _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;
+ }
+
+ /* From the GL_NV_fill_rectangle spec:
+ *
+ * "An INVALID_OPERATION error is generated by Begin or any Draw command if
+ * only one of the front and back polygon mode is FILL_RECTANGLE_NV."
+ */
+ if ((ctx->Polygon.FrontMode == GL_FILL_RECTANGLE_NV) !=
+ (ctx->Polygon.BackMode == GL_FILL_RECTANGLE_NV)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "GL_FILL_RECTANGLE_NV must be used as both front/back "
+ "polygon mode or neither");
+ return GL_FALSE;
+ }
+
+#ifdef DEBUG
+ if (ctx->_Shader->Flags & GLSL_LOG) {
+ struct gl_program **prog = ctx->_Shader->CurrentProgram;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog[i] == NULL || prog[i]->_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(prog[i]);
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog[i] != NULL)
+ prog[i]->_Used = GL_TRUE;
+ }
+ }
+#endif
+
+ return GL_TRUE;
+}
/**
return false;
}
+ /* Section 6.3.2 from the GL 4.5:
+ * "Any GL command which attempts to read from, write to, or change
+ * the state of a buffer object may generate an INVALID_OPERATION error if
+ * all or part of the buffer object is mapped ... However, only commands
+ * which explicitly describe this error are required to do so. If an error
+ * is not generated, such commands will have undefined results and may
+ * result in GL interruption or termination."
+ *
+ * Only some buffer API functions require INVALID_OPERATION with mapped
+ * buffers. No other functions list such an error, thus it's not required
+ * to report INVALID_OPERATION for draw calls with mapped buffers.
+ */
+ if (!ctx->Const.AllowMappedBuffersDuringExecution &&
+ !_mesa_all_buffers_are_unmapped(ctx->Array.VAO)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(vertex buffers are mapped)", function);
+ return false;
+ }
+
+ /* Section 11.2 (Tessellation) of the ES 3.2 spec says:
+ *
+ * "An INVALID_OPERATION error is generated by any command that
+ * transfers vertices to the GL if the current program state has
+ * one but not both of a tessellation control shader and tessellation
+ * evaluation shader."
+ *
+ * The OpenGL 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;
+ }
+
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
+ /* Section 11.2 (Tessellation) of the ES 3.2 spec says:
+ *
+ * "An INVALID_OPERATION error is generated by any command that
+ * transfers vertices to the GL if the current program state has
+ * one but not both of a tessellation control shader and tessellation
+ * evaluation shader."
*/
- if (!ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POS].Enabled)
- return false;
+ if (_mesa_is_gles3(ctx) &&
+ ctx->TessEvalProgram._Current && !ctx->TessCtrlProgram._Current) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(tess ctrl shader is missing)", function);
+ return false;
+ }
break;
case API_OPENGL_CORE:
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(no VAO bound)", function);
return false;
}
+ break;
- /* 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_OPENGLES:
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:
* Note: This may be called during display list compilation.
*/
bool
-_mesa_is_valid_prim_mode(struct gl_context *ctx, GLenum mode)
+_mesa_is_valid_prim_mode(const 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
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:
*/
if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
const GLenum geom_mode =
- ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->Geom.InputType;
- struct gl_shader_program *tes =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->
+ info.gs.input_primitive;
+ struct gl_program *tes =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
GLenum mode_before_gs = mode;
if (tes) {
- if (tes->TessEval.PointMode)
+ if (tes->info.tess.point_mode)
mode_before_gs = GL_POINTS;
- else if (tes->TessEval.PrimitiveMode == GL_ISOLINES)
+ else if (tes->info.tess.primitive_mode == GL_ISOLINES)
mode_before_gs = GL_LINES;
else
/* the GL_QUADS mode generates triangles too */
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]->
+ info.gs.output_primitive) {
case GL_POINTS:
pass = ctx->TransformFeedback.Mode == GL_POINTS;
break;
}
}
else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]) {
- struct gl_shader_program *tes =
+ struct gl_program *tes =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
-
- if (tes->TessEval.PointMode)
+ if (tes->info.tess.point_mode)
pass = ctx->TransformFeedback.Mode == GL_POINTS;
- else if (tes->TessEval.PrimitiveMode == GL_ISOLINES)
+ else if (tes->info.tess.primitive_mode == GL_ISOLINES)
pass = ctx->TransformFeedback.Mode == GL_LINES;
else
pass = ctx->TransformFeedback.Mode == GL_TRIANGLES;
}
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;
+ }
+ }
+
+ /* 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;
}
}
const GLvoid *indices,
const char *caller)
{
- /* 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) &&
+ !_mesa_has_OES_geometry_shader(ctx) &&
+ _mesa_is_xfb_active_and_unpaused(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(transform feedback active)", 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;
}
*/
GLboolean
_mesa_validate_DrawElements(struct gl_context *ctx,
- GLenum mode, GLsizei count, GLenum type,
- const GLvoid *indices)
+ GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices)
{
FLUSH_CURRENT(ctx, 0);
_mesa_validate_MultiDrawElements(struct gl_context *ctx,
GLenum mode, const GLsizei *count,
GLenum type, const GLvoid * const *indices,
- GLuint primcount)
+ GLsizei primcount)
{
- unsigned i;
+ GLsizei i;
FLUSH_CURRENT(ctx, 0);
+ /*
+ * Section 2.3.1 (Errors) of the OpenGL 4.5 (Core Profile) spec says:
+ *
+ * "If a negative number is provided where an argument of type sizei or
+ * sizeiptr is specified, an INVALID_VALUE error is generated."
+ *
+ * and in the same section:
+ *
+ * "In other cases, there are no side effects unless otherwise noted;
+ * the command which generates the error is ignored so that it has no
+ * effect on GL state or framebuffer contents."
+ *
+ * Hence, check both primcount and all the count[i].
+ */
+ if (primcount < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glMultiDrawElements(primcount=%d)", primcount);
+ return GL_FALSE;
+ }
+
for (i = 0; i < primcount; i++) {
if (count[i] < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
*/
GLboolean
_mesa_validate_DrawRangeElements(struct gl_context *ctx, GLenum mode,
- GLuint start, GLuint end,
- GLsizei count, GLenum type,
- const GLvoid *indices)
+ GLuint start, GLuint end,
+ GLsizei count, GLenum type,
+ const GLvoid *indices)
{
FLUSH_CURRENT(ctx, 0);
}
-/**
- * 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)
+static bool
+need_xfb_remaining_prims_check(const struct gl_context *ctx)
{
- 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;
- }
-
- if (!_mesa_valid_prim_mode(ctx, mode, "glDrawArrays")) {
- return GL_FALSE;
- }
-
- if (!check_valid_to_render(ctx, "glDrawArrays"))
- return GL_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)) {
- size_t prim_count = vbo_count_tessellated_primitives(mode, count, 1);
+ return _mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx) &&
+ !_mesa_has_OES_geometry_shader(ctx) &&
+ !_mesa_has_OES_tessellation_shader(ctx);
+}
+
+
+/**
+ * Figure out the number of transform feedback primitives that will be output
+ * considering the drawing mode, number of vertices, and instance count,
+ * assuming that no geometry shading is done and primitive restart is not
+ * used.
+ *
+ * This is used by driver back-ends in implementing the PRIMITIVES_GENERATED
+ * and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries. It is also used to
+ * pre-validate draw calls in GLES3 (where draw calls only succeed if there is
+ * enough room in the transform feedback buffer for the result).
+ */
+static size_t
+count_tessellated_primitives(GLenum mode, GLuint count, GLuint num_instances)
+{
+ size_t num_primitives;
+ switch (mode) {
+ case GL_POINTS:
+ num_primitives = count;
+ break;
+ case GL_LINE_STRIP:
+ num_primitives = count >= 2 ? count - 1 : 0;
+ break;
+ case GL_LINE_LOOP:
+ num_primitives = count >= 2 ? count : 0;
+ break;
+ case GL_LINES:
+ num_primitives = count / 2;
+ break;
+ case GL_TRIANGLE_STRIP:
+ case GL_TRIANGLE_FAN:
+ case GL_POLYGON:
+ num_primitives = count >= 3 ? count - 2 : 0;
+ break;
+ case GL_TRIANGLES:
+ num_primitives = count / 3;
+ break;
+ case GL_QUAD_STRIP:
+ num_primitives = count >= 4 ? ((count / 2) - 1) * 2 : 0;
+ break;
+ case GL_QUADS:
+ num_primitives = (count / 4) * 2;
+ break;
+ case GL_LINES_ADJACENCY:
+ num_primitives = count / 4;
+ break;
+ case GL_LINE_STRIP_ADJACENCY:
+ num_primitives = count >= 4 ? count - 3 : 0;
+ break;
+ case GL_TRIANGLES_ADJACENCY:
+ num_primitives = count / 6;
+ break;
+ case GL_TRIANGLE_STRIP_ADJACENCY:
+ num_primitives = count >= 6 ? (count - 4) / 2 : 0;
+ break;
+ default:
+ assert(!"Unexpected primitive type in count_tessellated_primitives");
+ num_primitives = 0;
+ break;
+ }
+ return num_primitives * num_instances;
+}
+
+
+static bool
+validate_draw_arrays(struct gl_context *ctx, const char *func,
+ GLenum mode, GLsizei count, GLsizei numInstances)
+{
+ 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;
+
+ if (need_xfb_remaining_prims_check(ctx)) {
+ struct gl_transform_feedback_object *xfb_obj
+ = ctx->TransformFeedback.CurrentObject;
+ size_t prim_count = count_tessellated_primitives(mode, count, numInstances);
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;
+ return validate_draw_arrays(ctx, "glDrawArraysInstanced", mode, count, 1);
+}
- /* 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;
+
+/**
+ * Called to error check the function parameters.
+ *
+ * Note that glMultiDrawArrays is not part of GLES, so there's limited scope
+ * for sharing code with the validation of glDrawArrays.
+ */
+bool
+_mesa_validate_MultiDrawArrays(struct gl_context *ctx, GLenum mode,
+ const GLsizei *count, GLsizei primcount)
+{
+ int i;
+
+ FLUSH_CURRENT(ctx, 0);
+
+ if (!_mesa_valid_prim_mode(ctx, mode, "glMultiDrawArrays"))
+ return false;
+
+ if (!check_valid_to_render(ctx, "glMultiDrawArrays"))
+ return false;
+
+ if (primcount < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glMultiDrawArrays(primcount=%d)",
+ primcount);
+ return false;
+ }
+
+ for (i = 0; i < primcount; ++i) {
+ if (count[i] < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glMultiDrawArrays(count[%d]=%d)",
+ i, count[i]);
+ return false;
}
- xfb_obj->GlesRemainingPrims -= prim_count;
}
- if (count == 0)
- return GL_FALSE;
+ if (need_xfb_remaining_prims_check(ctx)) {
+ struct gl_transform_feedback_object *xfb_obj
+ = ctx->TransformFeedback.CurrentObject;
+ size_t xfb_prim_count = 0;
- return GL_TRUE;
+ for (i = 0; i < primcount; ++i)
+ xfb_prim_count += count_tessellated_primitives(mode, count[i], 1);
+
+ if (xfb_obj->GlesRemainingPrims < xfb_prim_count) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glMultiDrawArrays(exceeds transform feedback size)");
+ return false;
+ }
+ xfb_obj->GlesRemainingPrims -= xfb_prim_count;
+ }
+
+ return true;
}
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:
*
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;
*
* "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) && _mesa_is_xfb_active_and_unpaused(ctx)) {
+ 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);
}
return GL_TRUE;
}
-static bool
-check_valid_to_compute(struct gl_context *ctx, const char *function)
+static GLboolean
+valid_draw_indirect_parameters(struct gl_context *ctx,
+ const char *name,
+ GLintptr drawcount)
{
- struct gl_shader_program *prog;
+ /* 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;
+ }
- if (!_mesa_has_compute_shaders(ctx)) {
+ /* 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,
- "unsupported function (%s) called",
- function);
- return false;
+ "%s: no buffer bound to PARAMETER_BUFFER", name);
+ return GL_FALSE;
}
- prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
- if (prog == NULL || prog->_LinkedShaders[MESA_SHADER_COMPUTE] == NULL) {
+ if (_mesa_check_disallowed_mapping(ctx->ParameterBuffer)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(no active compute shader)",
- function);
- return false;
+ "%s(PARAMETER_BUFFER is mapped)", name);
+ return GL_FALSE;
}
- return true;
-}
-
-GLboolean
-_mesa_validate_DispatchCompute(struct gl_context *ctx,
- const GLuint *num_groups)
-{
- int i;
- FLUSH_CURRENT(ctx, 0);
-
- if (!check_valid_to_compute(ctx, "glDispatchCompute"))
+ /* 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;
-
- for (i = 0; i < 3; i++) {
- if (num_groups[i] > ctx->Const.MaxComputeWorkGroupCount[i]) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glDispatchCompute(num_groups_%c)", 'x' + i);
- return GL_FALSE;
- }
}
return GL_TRUE;
}
-static GLboolean
-valid_dispatch_indirect(struct gl_context *ctx,
- GLintptr indirect,
- GLsizei size, const char *name)
+GLboolean
+_mesa_validate_MultiDrawArraysIndirectCount(struct gl_context *ctx,
+ GLenum mode,
+ GLintptr indirect,
+ GLintptr drawcount,
+ GLsizei maxdrawcount,
+ GLsizei stride)
{
- GLintptr end = (GLintptr)indirect + size;
-
- if (!check_valid_to_compute(ctx, name))
- return GL_FALSE;
+ GLsizeiptr size = 0;
+ const unsigned drawArraysNumParams = 4;
- /* From the ARB_compute_shader specification:
- *
- * "An INVALID_OPERATION error is generated [...] if <indirect> is less
- * than zero or not a multiple of the size, in basic machine units, of
- * uint."
- */
- if ((GLintptr)indirect & (sizeof(GLuint) - 1)) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(indirect is not aligned)", name);
- return GL_FALSE;
- }
+ FLUSH_CURRENT(ctx, 0);
- if ((GLintptr)indirect < 0) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(indirect is less than zero)", name);
- return GL_FALSE;
- }
+ /* caller has converted stride==0 to drawArraysNumParams * sizeof(GLuint) */
+ assert(stride != 0);
- if (!_mesa_is_bufferobj(ctx->DispatchIndirectBuffer)) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s: no buffer bound to DISPATCH_INDIRECT_BUFFER", name);
+ if (!valid_draw_indirect_multi(ctx, maxdrawcount, stride,
+ "glMultiDrawArraysIndirectCountARB"))
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;
- }
+ /* number of bytes of the indirect buffer which will be read */
+ size = maxdrawcount
+ ? (maxdrawcount - 1) * stride + drawArraysNumParams * sizeof(GLuint)
+ : 0;
- /* From the ARB_compute_shader specification:
- *
- * "An INVALID_OPERATION error is generated if this command sources data
- * beyond the end of the buffer object [...]"
- */
- if (ctx->DispatchIndirectBuffer->Size < end) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(DISPATCH_INDIRECT_BUFFER too small)", name);
+ if (!valid_draw_indirect(ctx, mode, (void *)indirect, size,
+ "glMultiDrawArraysIndirectCountARB"))
return GL_FALSE;
- }
- return GL_TRUE;
+ return valid_draw_indirect_parameters(
+ ctx, "glMultiDrawArraysIndirectCountARB", drawcount);
}
GLboolean
-_mesa_validate_DispatchComputeIndirect(struct gl_context *ctx,
- GLintptr indirect)
+_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);
- return valid_dispatch_indirect(ctx, indirect, 3 * sizeof(GLuint),
- "glDispatchComputeIndirect");
+ /* 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);
}