From: Ian Romanick Date: Mon, 11 Oct 2010 22:21:17 +0000 (-0700) Subject: mesa: Refactor validation of shader targets X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=5cb24c4a75cd0b45bb332721c3d0e5a1f928b6f4;p=mesa.git mesa: Refactor validation of shader targets Actually validate that the implementation supports the particular shader target as well. Previously if a driver only supported vertex shaders, for example, glCreateShaderObjectARB would gladly create a fragment shader. NOTE: this is a candidate for the 7.9 branch. --- diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index 9a2a42e50e4..c90e5b74cb6 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -47,7 +47,7 @@ #include "program/prog_parameter.h" #include "program/prog_uniform.h" #include "talloc.h" - +#include /** Define this to enable shader substitution (see below) */ #define SHADER_SUBST 0 @@ -201,6 +201,35 @@ _mesa_copy_string(GLchar *dst, GLsizei maxLength, +/** + * Confirm that the a shader type is valid and supported by the implementation + * + * \param ctx Current GL context + * \param type Shader target + * + */ +static bool +validate_shader_target(const struct gl_context *ctx, GLenum type) +{ + switch (type) { +#if FEATURE_ARB_fragment_shader + case GL_FRAGMENT_SHADER: + return ctx->Extensions.ARB_fragment_shader; +#endif +#if FEATURE_ARB_vertex_shader + case GL_VERTEX_SHADER: + return ctx->Extensions.ARB_vertex_shader; +#endif +#if FEATURE_ARB_geometry_shader4 + case GL_GEOMETRY_SHADER_ARB: + return ctx->Extensions.ARB_geometry_shader4; +#endif + default: + return false; + } +} + + /** * Find the length of the longest transform feedback varying name * which was specified with glTransformFeedbackVaryings(). @@ -376,19 +405,13 @@ create_shader(struct gl_context *ctx, GLenum type) struct gl_shader *sh; GLuint name; - name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1); - - switch (type) { - case GL_FRAGMENT_SHADER: - case GL_VERTEX_SHADER: - case GL_GEOMETRY_SHADER_ARB: - sh = ctx->Driver.NewShader(ctx, name, type); - break; - default: + if (!validate_shader_target(ctx, type)) { _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)"); return 0; } + name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1); + sh = ctx->Driver.NewShader(ctx, name, type); _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh); return name;