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-rw-r--r--src/mesa/main/api_validate.c191
1 files changed, 190 insertions, 1 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index 6cb626a5805..05691d25da0 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -30,9 +30,198 @@
#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 "uniforms.h"
+#include "vbo/vbo.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_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;
+}
+
+
+/**
+ * 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 && !ctx->VertexProgram._Enabled) {
+ _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 && !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->_IntegerColor) {
+ _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;
+ }
+
+#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;
+}
/**