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-rw-r--r--src/mesa/main/api_validate.c43
-rw-r--r--src/mesa/vbo/vbo_exec_array.c106
2 files changed, 108 insertions, 41 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index e23be60b2b4..bddde29878a 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -290,15 +290,6 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
"%s(tess ctrl shader is missing)", function);
return false;
}
-
- /* 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:
@@ -312,32 +303,10 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(no VAO bound)", function);
return false;
}
+ break;
- /* 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:
@@ -700,14 +669,6 @@ validate_DrawElements_common(struct gl_context *ctx,
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;
}
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index e5eeae44ece..ac27b49fcb5 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -180,6 +180,60 @@ check_draw_arrays_data(struct gl_context *ctx, GLint start, GLsizei count)
/**
+ * Check if we should skip the draw call even after validation was successful.
+ */
+static bool
+skip_validated_draw(struct gl_context *ctx)
+{
+ 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 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 false;
+ } 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 false;
+}
+
+
+/**
* Print info/data for glDrawArrays(), for debugging.
*/
static void
@@ -410,6 +464,9 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
struct vbo_context *vbo = vbo_context(ctx);
struct _mesa_prim prim[2];
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_bind_arrays(ctx);
/* OpenGL 4.5 says that primitive restart is ignored with non-indexed
@@ -739,6 +796,25 @@ dump_element_buffer(struct gl_context *ctx, GLenum type)
#endif
+static bool
+skip_draw_elements(struct gl_context *ctx, GLsizei count,
+ const GLvoid *indices)
+{
+ if (count == 0)
+ return true;
+
+ /* Not using a VBO for indices, so avoid NULL pointer derefs later.
+ */
+ if (!_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj) && indices == NULL)
+ return true;
+
+ if (skip_validated_draw(ctx))
+ return true;
+
+ return false;
+}
+
+
/**
* Inner support for both _mesa_DrawElements and _mesa_DrawRangeElements.
* Do the rendering for a glDrawElements or glDrawRangeElements call after
@@ -757,6 +833,9 @@ vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
struct _mesa_index_buffer ib;
struct _mesa_prim prim[1];
+ if (skip_draw_elements(ctx, count, indices))
+ return;
+
vbo_bind_arrays(ctx);
ib.count = count;
@@ -1230,6 +1309,9 @@ vbo_exec_MultiDrawElements(GLenum mode,
primcount))
return;
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_validated_multidrawelements(ctx, mode, count, type, indices, primcount,
NULL);
}
@@ -1248,6 +1330,9 @@ vbo_exec_MultiDrawElementsBaseVertex(GLenum mode,
primcount))
return;
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_validated_multidrawelements(ctx, mode, count, type, indices, primcount,
basevertex);
}
@@ -1275,6 +1360,9 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
return;
}
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_bind_arrays(ctx);
/* init most fields to zero */
@@ -1482,6 +1570,9 @@ vbo_exec_DrawArraysIndirect(GLenum mode, const GLvoid *indirect)
if (!_mesa_validate_DrawArraysIndirect(ctx, mode, indirect))
return;
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_validated_drawarraysindirect(ctx, mode, indirect);
}
@@ -1499,6 +1590,9 @@ vbo_exec_DrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
if (!_mesa_validate_DrawElementsIndirect(ctx, mode, type, indirect))
return;
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_validated_drawelementsindirect(ctx, mode, type, indirect);
}
@@ -1521,6 +1615,9 @@ vbo_exec_MultiDrawArraysIndirect(GLenum mode, const GLvoid *indirect,
primcount, stride))
return;
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_validated_multidrawarraysindirect(ctx, mode, indirect,
primcount, stride);
}
@@ -1546,6 +1643,9 @@ vbo_exec_MultiDrawElementsIndirect(GLenum mode, GLenum type,
primcount, stride))
return;
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_validated_multidrawelementsindirect(ctx, mode, type, indirect,
primcount, stride);
}
@@ -1634,6 +1734,9 @@ vbo_exec_MultiDrawArraysIndirectCount(GLenum mode, GLintptr indirect,
maxdrawcount, stride))
return;
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_validated_multidrawarraysindirectcount(ctx, mode, indirect, drawcount,
maxdrawcount, stride);
}
@@ -1662,6 +1765,9 @@ vbo_exec_MultiDrawElementsIndirectCount(GLenum mode, GLenum type,
maxdrawcount, stride))
return;
+ if (skip_validated_draw(ctx))
+ return;
+
vbo_validated_multidrawelementsindirectcount(ctx, mode, type, indirect,
drawcount, maxdrawcount,
stride);