/* * 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 "context.h" #include "imports.h" #include "mtypes.h" #include "state.h" /** * Find the max index in the given element/index buffer */ static GLuint max_buffer_index(GLcontext *ctx, GLuint count, GLenum type, const void *indices, struct gl_buffer_object *elementBuf) { const GLubyte *map = NULL; GLuint max = 0; GLint i; if (elementBuf->Name) { /* elements are in a user-defined buffer object. need to map it */ map = ctx->Driver.MapBuffer(ctx, GL_ELEMENT_ARRAY_BUFFER_ARB, GL_READ_ONLY, elementBuf); /* Actual address is the sum of pointers */ indices = (const GLvoid *) ADD_POINTERS(map, (const GLubyte *) indices); } if (type == GL_UNSIGNED_INT) { for (i = 0; i < count; i++) if (((GLuint *) indices)[i] > max) max = ((GLuint *) indices)[i]; } else if (type == GL_UNSIGNED_SHORT) { for (i = 0; i < count; i++) if (((GLushort *) indices)[i] > max) max = ((GLushort *) indices)[i]; } else { ASSERT(type == GL_UNSIGNED_BYTE); for (i = 0; i < count; i++) if (((GLubyte *) indices)[i] > max) max = ((GLubyte *) indices)[i]; } if (map) { ctx->Driver.UnmapBuffer(ctx, GL_ELEMENT_ARRAY_BUFFER_ARB, ctx->Array.ElementArrayBufferObj); } return max; } static GLboolean check_valid_to_render(GLcontext *ctx, char *function) { if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "glDraw%s(incomplete framebuffer)", 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; } GLboolean _mesa_validate_DrawElements(GLcontext *ctx, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { 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, "Elements")) return GL_FALSE; /* Vertex buffer object tests */ if (ctx->Array.ElementArrayBufferObj->Name) { /* use indices in the buffer object */ GLuint indexBytes; if (type == GL_UNSIGNED_INT) { indexBytes = count * sizeof(GLuint); } else if (type == GL_UNSIGNED_BYTE) { indexBytes = count * sizeof(GLubyte); } else { ASSERT(type == GL_UNSIGNED_SHORT); indexBytes = count * sizeof(GLushort); } /* make sure count doesn't go outside buffer bounds */ if (indexBytes > (GLuint) 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 (ctx->Const.CheckArrayBounds) { /* find max array index */ GLuint max = max_buffer_index(ctx, count, type, indices, ctx->Array.ElementArrayBufferObj); if (max >= ctx->Array._MaxElement) { /* the max element is out of bounds of one or more enabled arrays */ return GL_FALSE; } } return GL_TRUE; } GLboolean _mesa_validate_DrawRangeElements(GLcontext *ctx, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) { 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(endNewState) _mesa_update_state(ctx); if (!check_valid_to_render(ctx, "RangeElements")) return GL_FALSE; /* Vertex buffer object tests */ if (ctx->Array.ElementArrayBufferObj->Name) { /* use indices in the buffer object */ GLuint indexBytes; if (type == GL_UNSIGNED_INT) { indexBytes = count * sizeof(GLuint); } else if (type == GL_UNSIGNED_BYTE) { indexBytes = count * sizeof(GLubyte); } else { ASSERT(type == GL_UNSIGNED_SHORT); indexBytes = count * sizeof(GLushort); } /* make sure count doesn't go outside buffer bounds */ if (indexBytes > 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 (ctx->Const.CheckArrayBounds) { GLuint max = max_buffer_index(ctx, count, type, indices, ctx->Array.ElementArrayBufferObj); if (max >= ctx->Array._MaxElement) { /* the max element is out of bounds of one or more enabled arrays */ 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. */ 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, "Arrays")) return GL_FALSE; if (ctx->Const.CheckArrayBounds) { if (start + count > (GLint) ctx->Array._MaxElement) return GL_FALSE; } return GL_TRUE; }