/* * Mesa 3-D graphics library * Version: 7.1 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "glheader.h" #include "api_validate.h" #include "bufferobj.h" #include "context.h" #include "imports.h" #include "mtypes.h" #include "state.h" #include "vbo/vbo.h" /** * \return number of bytes in array [count] of type. */ static GLsizei index_bytes(GLenum type, GLsizei count) { if (type == GL_UNSIGNED_INT) { return count * sizeof(GLuint); } else if (type == GL_UNSIGNED_BYTE) { return count * sizeof(GLubyte); } else { ASSERT(type == GL_UNSIGNED_SHORT); return count * sizeof(GLushort); } } /** * Check if OK to draw arrays/elements. */ static GLboolean check_valid_to_render(GLcontext *ctx, const char *function) { if (!_mesa_valid_to_render(ctx, function)) { return GL_FALSE; } #if FEATURE_es2_glsl /* For ES2, we can draw if any vertex array is enabled (and we should * always have a vertex program/shader). */ if (ctx->Array.ArrayObj->_Enabled == 0x0 || !ctx->VertexProgram._Current) return GL_FALSE; #else /* For regular OpenGL, only draw if we have vertex positions (regardless * of whether or not we have a vertex program/shader). */ if (!ctx->Array.ArrayObj->Vertex.Enabled && !ctx->Array.ArrayObj->VertexAttrib[0].Enabled) return GL_FALSE; #endif return GL_TRUE; } static GLboolean check_index_bounds(GLcontext *ctx, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) { struct _mesa_prim prim; struct _mesa_index_buffer ib; GLuint min, max; /* Only the X Server needs to do this -- otherwise, accessing outside * array/BO bounds allows application termination. */ if (!ctx->Const.CheckArrayBounds) return GL_TRUE; memset(&prim, 0, sizeof(prim)); prim.count = count; memset(&ib, 0, sizeof(ib)); ib.type = type; ib.ptr = indices; ib.obj = ctx->Array.ElementArrayBufferObj; vbo_get_minmax_index(ctx, &prim, &ib, &min, &max); if (min + basevertex < 0 || max + basevertex > ctx->Array.ArrayObj->_MaxElement) { /* the max element is out of bounds of one or more enabled arrays */ _mesa_warning(ctx, "glDrawElements() index=%u is " "out of bounds (max=%u)", max, ctx->Array.ArrayObj->_MaxElement); return GL_FALSE; } return GL_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(GLcontext *ctx, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) { ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); if (count <= 0) { if (count < 0) _mesa_error(ctx, GL_INVALID_VALUE, "glDrawElements(count)" ); return GL_FALSE; } if (mode > GL_POLYGON) { _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)" ); return GL_FALSE; } if (type != GL_UNSIGNED_INT && type != GL_UNSIGNED_BYTE && type != GL_UNSIGNED_SHORT) { _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)" ); return GL_FALSE; } if (ctx->NewState) _mesa_update_state(ctx); if (!check_valid_to_render(ctx, "glDrawElements")) return GL_FALSE; /* Vertex buffer object tests */ if (_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj)) { /* use indices in the buffer object */ /* make sure count doesn't go outside buffer bounds */ if (index_bytes(type, count) > ctx->Array.ElementArrayBufferObj->Size) { _mesa_warning(ctx, "glDrawElements index out of buffer bounds"); return GL_FALSE; } } else { /* not using a VBO */ if (!indices) return GL_FALSE; } if (!check_index_bounds(ctx, count, type, indices, basevertex)) return GL_FALSE; return GL_TRUE; } /** * Error checking for glDrawRangeElements(). Includes parameter checking * and VBO bounds checking. * \return GL_TRUE if OK to render, GL_FALSE if error found */ GLboolean _mesa_validate_DrawRangeElements(GLcontext *ctx, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) { ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); if (count <= 0) { if (count < 0) _mesa_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements(count)" ); return GL_FALSE; } if (mode > GL_POLYGON) { _mesa_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)" ); return GL_FALSE; } if (end < start) { _mesa_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements(end<start)"); return GL_FALSE; } if (type != GL_UNSIGNED_INT && type != GL_UNSIGNED_BYTE && type != GL_UNSIGNED_SHORT) { _mesa_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)" ); return GL_FALSE; } if (ctx->NewState) _mesa_update_state(ctx); if (!check_valid_to_render(ctx, "glDrawRangeElements")) return GL_FALSE; /* Vertex buffer object tests */ if (_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj)) { /* use indices in the buffer object */ /* make sure count doesn't go outside buffer bounds */ if (index_bytes(type, count) > ctx->Array.ElementArrayBufferObj->Size) { _mesa_warning(ctx, "glDrawRangeElements index out of buffer bounds"); return GL_FALSE; } } else { /* not using a VBO */ if (!indices) return GL_FALSE; } if (!check_index_bounds(ctx, count, type, indices, basevertex)) return GL_FALSE; return GL_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(GLcontext *ctx, GLenum mode, GLint start, GLsizei count) { ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); if (count <= 0) { if (count < 0) _mesa_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count)" ); return GL_FALSE; } if (mode > GL_POLYGON) { _mesa_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)" ); return GL_FALSE; } if (ctx->NewState) _mesa_update_state(ctx); if (!check_valid_to_render(ctx, "glDrawArrays")) return GL_FALSE; if (ctx->Const.CheckArrayBounds) { if (start + count > (GLint) ctx->Array.ArrayObj->_MaxElement) return GL_FALSE; } return GL_TRUE; }