/* * Mesa 3-D graphics library * * 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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 #include "glheader.h" #include "api_validate.h" #include "arrayobj.h" #include "bufferobj.h" #include "context.h" #include "imports.h" #include "mtypes.h" #include "pipelineobj.h" #include "enums.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_program *prog = ctx->_Shader->_CurrentFragmentProgram; const GLbitfield blend_support = !prog ? 0 : prog->sh.fs.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->_IntegerBuffers) { _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_program **prog = ctx->_Shader->CurrentProgram; for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog[i] == NULL || prog[i]->_Used) 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(prog[i]); } for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog[i] != NULL) prog[i]->_Used = GL_TRUE; } } #endif return GL_TRUE; } /** * Check if OK to draw arrays/elements. */ static bool check_valid_to_render(struct gl_context *ctx, const char *function) { if (!_mesa_valid_to_render(ctx, function)) { return false; } if (!_mesa_all_buffers_are_unmapped(ctx->Array.VAO)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(vertex buffers are mapped)", function); return false; } /* Section 11.2 (Tessellation) of the ES 3.2 spec says: * * "An INVALID_OPERATION error is generated by any command that * transfers vertices to the GL if the current program state has * one but not both of a tessellation control shader and tessellation * evaluation shader." * * The OpenGL spec argues that this is allowed because a tess ctrl shader * without a tess eval shader can be used with transform feedback. * However, glBeginTransformFeedback doesn't allow GL_PATCHES and * therefore doesn't allow tessellation. * * Further investigation showed that this is indeed a spec bug and * a tess ctrl shader without a tess eval shader shouldn't have been * allowed, because there is no API in GL 4.0 that can make use this * to produce something useful. * * Also, all vendors except one don't support a tess ctrl shader without * a tess eval shader anyway. */ if (ctx->TessCtrlProgram._Current && !ctx->TessEvalProgram._Current) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(tess eval shader is missing)", function); return false; } switch (ctx->API) { case API_OPENGLES2: /* Section 11.2 (Tessellation) of the ES 3.2 spec says: * * "An INVALID_OPERATION error is generated by any command that * transfers vertices to the GL if the current program state has * one but not both of a tessellation control shader and tessellation * evaluation shader." */ if (_mesa_is_gles3(ctx) && ctx->TessEvalProgram._Current && !ctx->TessCtrlProgram._Current) { _mesa_error(ctx, GL_INVALID_OPERATION, "%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: /* Section 10.4 (Drawing Commands Using Vertex Arrays) of the OpenGL 4.5 * Core Profile spec says: * * "An INVALID_OPERATION error is generated if no vertex array * object is bound (see section 10.3.1)." */ if (ctx->Array.VAO == ctx->Array.DefaultVAO) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(no VAO bound)", function); return false; } /* 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 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: unreachable("Invalid API value in check_valid_to_render()"); } return true; } /** * Is 'mode' a valid value for glBegin(), glDrawArrays(), glDrawElements(), * etc? The set of legal values depends on whether geometry shaders/programs * are supported. * Note: This may be called during display list compilation. */ bool _mesa_is_valid_prim_mode(struct gl_context *ctx, GLenum mode) { /* The overwhelmingly common case is (mode <= GL_TRIANGLE_FAN). Test that * first and exit. You would think that a switch-statement would be the * right approach, but at least GCC 4.7.2 generates some pretty dire code * for the common case. */ if (likely(mode <= GL_TRIANGLE_FAN)) return true; if (mode <= GL_POLYGON) return (ctx->API == API_OPENGL_COMPAT); if (mode <= GL_TRIANGLE_STRIP_ADJACENCY) return _mesa_has_geometry_shaders(ctx); if (mode == GL_PATCHES) return _mesa_has_tessellation(ctx); return false; } /** * Is 'mode' a valid value for glBegin(), glDrawArrays(), glDrawElements(), * etc? Also, do additional checking related to transformation feedback. * Note: this function cannot be called during glNewList(GL_COMPILE) because * this code depends on current transform feedback state. * Also, do additional checking related to tessellation shaders. */ GLboolean _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name) { bool valid_enum = _mesa_is_valid_prim_mode(ctx, mode); if (!valid_enum) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(mode=%x)", name, mode); return GL_FALSE; } /* From the OpenGL 4.5 specification, section 11.3.1: * * The error INVALID_OPERATION is generated if Begin, or any command that * implicitly calls Begin, is called when a geometry shader is active and: * * * the input primitive type of the current geometry shader is * POINTS and is not POINTS, * * * the input primitive type of the current geometry shader is * LINES and is not LINES, LINE_STRIP, or LINE_LOOP, * * * the input primitive type of the current geometry shader is * TRIANGLES and is not TRIANGLES, TRIANGLE_STRIP or * TRIANGLE_FAN, * * * the input primitive type of the current geometry shader is * LINES_ADJACENCY_ARB and is not LINES_ADJACENCY_ARB or * LINE_STRIP_ADJACENCY_ARB, or * * * the input primitive type of the current geometry shader is * TRIANGLES_ADJACENCY_ARB and is not * TRIANGLES_ADJACENCY_ARB or TRIANGLE_STRIP_ADJACENCY_ARB. * * The GL spec doesn't mention any interaction with tessellation, which * is clearly a spec bug. The same rule should apply, but instead of * the draw primitive mode, the tessellation evaluation shader primitive * mode should be used for the checking. */ if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) { const GLenum geom_mode = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]-> info.gs.input_primitive; struct gl_program *tes = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; GLenum mode_before_gs = mode; if (tes) { if (tes->info.tess.point_mode) mode_before_gs = GL_POINTS; else if (tes->info.tess.primitive_mode == GL_ISOLINES) mode_before_gs = GL_LINES; else /* the GL_QUADS mode generates triangles too */ mode_before_gs = GL_TRIANGLES; } switch (mode_before_gs) { case GL_POINTS: valid_enum = (geom_mode == GL_POINTS); break; case GL_LINES: case GL_LINE_LOOP: case GL_LINE_STRIP: valid_enum = (geom_mode == GL_LINES); break; case GL_TRIANGLES: case GL_TRIANGLE_STRIP: case GL_TRIANGLE_FAN: valid_enum = (geom_mode == GL_TRIANGLES); break; case GL_QUADS: case GL_QUAD_STRIP: case GL_POLYGON: valid_enum = false; break; case GL_LINES_ADJACENCY: case GL_LINE_STRIP_ADJACENCY: valid_enum = (geom_mode == GL_LINES_ADJACENCY); break; case GL_TRIANGLES_ADJACENCY: case GL_TRIANGLE_STRIP_ADJACENCY: valid_enum = (geom_mode == GL_TRIANGLES_ADJACENCY); break; default: valid_enum = false; break; } if (!valid_enum) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(mode=%s vs geometry shader input %s)", name, _mesa_lookup_prim_by_nr(mode_before_gs), _mesa_lookup_prim_by_nr(geom_mode)); return GL_FALSE; } } /* From the OpenGL 4.0 (Core Profile) spec (section 2.12): * * "Tessellation operates only on patch primitives. If tessellation is * active, any command that transfers vertices to the GL will * generate an INVALID_OPERATION error if the primitive mode is not * PATCHES. * Patch primitives are not supported by pipeline stages below the * tessellation evaluation shader. If there is no active program * object or the active program object does not contain a tessellation * evaluation shader, the error INVALID_OPERATION is generated by any * command that transfers vertices to the GL if the primitive mode is * PATCHES." * */ if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL] || ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]) { if (mode != GL_PATCHES) { _mesa_error(ctx, GL_INVALID_OPERATION, "only GL_PATCHES valid with tessellation"); return GL_FALSE; } } else { if (mode == GL_PATCHES) { _mesa_error(ctx, GL_INVALID_OPERATION, "GL_PATCHES only valid with tessellation"); return GL_FALSE; } } /* From the GL_EXT_transform_feedback spec: * * "The error INVALID_OPERATION is generated if Begin, or any command * that performs an explicit Begin, is called when: * * * a geometry shader is not active and does not match the * allowed begin modes for the current transform feedback state as * given by table X.1. * * * a geometry shader is active and the output primitive type of the * geometry shader does not match the allowed begin modes for the * current transform feedback state as given by table X.1. * */ if (_mesa_is_xfb_active_and_unpaused(ctx)) { GLboolean pass = GL_TRUE; if(ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) { switch (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]-> info.gs.output_primitive) { case GL_POINTS: pass = ctx->TransformFeedback.Mode == GL_POINTS; break; case GL_LINE_STRIP: pass = ctx->TransformFeedback.Mode == GL_LINES; break; case GL_TRIANGLE_STRIP: pass = ctx->TransformFeedback.Mode == GL_TRIANGLES; break; default: pass = GL_FALSE; } } else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]) { struct gl_program *tes = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; if (tes->info.tess.point_mode) pass = ctx->TransformFeedback.Mode == GL_POINTS; else if (tes->info.tess.primitive_mode == GL_ISOLINES) pass = ctx->TransformFeedback.Mode == GL_LINES; else pass = ctx->TransformFeedback.Mode == GL_TRIANGLES; } else { switch (mode) { case GL_POINTS: pass = ctx->TransformFeedback.Mode == GL_POINTS; break; case GL_LINES: case GL_LINE_STRIP: case GL_LINE_LOOP: pass = ctx->TransformFeedback.Mode == GL_LINES; break; default: pass = ctx->TransformFeedback.Mode == GL_TRIANGLES; break; } } if (!pass) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(mode=%s vs transform feedback %s)", name, _mesa_lookup_prim_by_nr(mode), _mesa_lookup_prim_by_nr(ctx->TransformFeedback.Mode)); return GL_FALSE; } } /* From GL_INTEL_conservative_rasterization spec: * * The conservative rasterization option applies only to polygons with * PolygonMode state set to FILL. Draw requests for polygons with different * PolygonMode setting or for other primitive types (points/lines) generate * INVALID_OPERATION error. */ if (ctx->IntelConservativeRasterization) { GLboolean pass = GL_TRUE; switch (mode) { case GL_POINTS: case GL_LINES: case GL_LINE_LOOP: case GL_LINE_STRIP: case GL_LINES_ADJACENCY: case GL_LINE_STRIP_ADJACENCY: pass = GL_FALSE; break; case GL_TRIANGLES: case GL_TRIANGLE_STRIP: case GL_TRIANGLE_FAN: case GL_QUADS: case GL_QUAD_STRIP: case GL_POLYGON: case GL_TRIANGLES_ADJACENCY: case GL_TRIANGLE_STRIP_ADJACENCY: if (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL) pass = GL_FALSE; break; default: pass = GL_FALSE; } if (!pass) { _mesa_error(ctx, GL_INVALID_OPERATION, "mode=%s invalid with GL_INTEL_conservative_rasterization", _mesa_lookup_prim_by_nr(mode)); return GL_FALSE; } } return GL_TRUE; } /** * Verify that the element type is valid. * * Generates \c GL_INVALID_ENUM and returns \c false if it is not. */ static bool valid_elements_type(struct gl_context *ctx, GLenum type, const char *name) { switch (type) { case GL_UNSIGNED_BYTE: case GL_UNSIGNED_SHORT: case GL_UNSIGNED_INT: return true; default: _mesa_error(ctx, GL_INVALID_ENUM, "%s(type = %s)", name, _mesa_enum_to_string(type)); return false; } } static bool validate_DrawElements_common(struct gl_context *ctx, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, const char *caller) { /* Section 2.14.2 (Transform Feedback Primitive Capture) of the OpenGL ES * 3.1 spec says: * * The error INVALID_OPERATION is also generated by DrawElements, * DrawElementsInstanced, and DrawRangeElements while transform feedback * is active and not paused, regardless of mode. * * The OES_geometry_shader_spec says: * * Issues: * * ... * * (13) Does this extension change how transform feedback operates * compared to unextended OpenGL ES 3.0 or 3.1? * * RESOLVED: Yes... Since we no longer require being able to predict how * much geometry will be generated, we also lift the restriction that * only DrawArray* commands are supported and also support the * DrawElements* commands for transform feedback. * * This should also be reflected in the body of the spec, but that appears * to have been overlooked. The body of the spec only explicitly allows * the indirect versions. */ if (_mesa_is_gles3(ctx) && !_mesa_has_OES_geometry_shader(ctx) && _mesa_is_xfb_active_and_unpaused(ctx)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(transform feedback active)", caller); return false; } if (count < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(count)", caller); return false; } if (!_mesa_valid_prim_mode(ctx, mode, caller)) { return false; } if (!valid_elements_type(ctx, type, caller)) return false; 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; } /** * 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(struct gl_context *ctx, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { FLUSH_CURRENT(ctx, 0); return validate_DrawElements_common(ctx, mode, count, type, indices, "glDrawElements"); } /** * Error checking for glMultiDrawElements(). Includes parameter checking * and VBO bounds checking. * \return GL_TRUE if OK to render, GL_FALSE if error found */ GLboolean _mesa_validate_MultiDrawElements(struct gl_context *ctx, GLenum mode, const GLsizei *count, GLenum type, const GLvoid * const *indices, GLuint primcount) { unsigned i; FLUSH_CURRENT(ctx, 0); for (i = 0; i < primcount; i++) { if (count[i] < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glMultiDrawElements(count)" ); return GL_FALSE; } } if (!_mesa_valid_prim_mode(ctx, mode, "glMultiDrawElements")) { return GL_FALSE; } if (!valid_elements_type(ctx, type, "glMultiDrawElements")) return GL_FALSE; if (!check_valid_to_render(ctx, "glMultiDrawElements")) return GL_FALSE; /* Not using a VBO for indices, so avoid NULL pointer derefs later. */ if (!_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) { for (i = 0; i < primcount; i++) { if (!indices[i]) 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(struct gl_context *ctx, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) { FLUSH_CURRENT(ctx, 0); if (end < start) { _mesa_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements(endTransformFeedback.CurrentObject; FLUSH_CURRENT(ctx, 0); if (count < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(count)", func); return false; } if (!_mesa_valid_prim_mode(ctx, mode, func)) return false; if (!check_valid_to_render(ctx, func)) return false; /* From the GLES3 specification, section 2.14.2 (Transform Feedback * Primitive Capture): * * The error INVALID_OPERATION is generated by DrawArrays and * DrawArraysInstanced if recording the vertices of a primitive to the * buffer objects being used for transform feedback purposes would result * in either exceeding the limits of any buffer object’s size, or in * exceeding the end position offset + size − 1, as set by * BindBufferRange. * * This is in contrast to the behaviour of desktop GL, where the extra * primitives are silently dropped from the transform feedback buffer. * * This text is removed in ES 3.2, presumably because it's not really * implementable with geometry and tessellation shaders. In fact, * the OES_geometry_shader spec says: * * "(13) Does this extension change how transform feedback operates * compared to unextended OpenGL ES 3.0 or 3.1? * * RESOLVED: Yes. Because dynamic geometry amplification in a geometry * shader can make it difficult if not impossible to predict the amount * of geometry that may be generated in advance of executing the shader, * the draw-time error for transform feedback buffer overflow conditions * is removed and replaced with the GL behavior (primitives are not * written and the corresponding counter is not updated)..." */ if (_mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx) && !_mesa_has_OES_geometry_shader(ctx) && !_mesa_has_OES_tessellation_shader(ctx)) { size_t prim_count = vbo_count_tessellated_primitives(mode, count, 1); if (xfb_obj->GlesRemainingPrims < prim_count) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(exceeds transform feedback size)", func); return false; } xfb_obj->GlesRemainingPrims -= prim_count; } if (count == 0) return false; return 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(struct gl_context *ctx, GLenum mode, GLsizei count) { return validate_draw_arrays(ctx, "glDrawArrays", mode, count, 1); } GLboolean _mesa_validate_DrawArraysInstanced(struct gl_context *ctx, GLenum mode, GLint first, GLsizei count, GLsizei numInstances) { if (first < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glDrawArraysInstanced(start=%d)", first); return GL_FALSE; } if (numInstances <= 0) { if (numInstances < 0) _mesa_error(ctx, GL_INVALID_VALUE, "glDrawArraysInstanced(numInstances=%d)", numInstances); return GL_FALSE; } return validate_draw_arrays(ctx, "glDrawArraysInstanced", mode, count, 1); } GLboolean _mesa_validate_DrawElementsInstanced(struct gl_context *ctx, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei numInstances) { FLUSH_CURRENT(ctx, 0); if (numInstances < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glDrawElementsInstanced(numInstances=%d)", numInstances); return GL_FALSE; } return validate_DrawElements_common(ctx, mode, count, type, indices, "glDrawElementsInstanced") && (numInstances > 0); } GLboolean _mesa_validate_DrawTransformFeedback(struct gl_context *ctx, GLenum mode, struct gl_transform_feedback_object *obj, GLuint stream, GLsizei numInstances) { FLUSH_CURRENT(ctx, 0); if (!_mesa_valid_prim_mode(ctx, mode, "glDrawTransformFeedback*(mode)")) { return GL_FALSE; } if (!obj) { _mesa_error(ctx, GL_INVALID_VALUE, "glDrawTransformFeedback*(name)"); return GL_FALSE; } /* From the GL 4.5 specification, page 429: * "An INVALID_VALUE error is generated if id is not the name of a * transform feedback object." */ if (!obj->EverBound) { _mesa_error(ctx, GL_INVALID_VALUE, "glDrawTransformFeedback*(name)"); return GL_FALSE; } if (stream >= ctx->Const.MaxVertexStreams) { _mesa_error(ctx, GL_INVALID_VALUE, "glDrawTransformFeedbackStream*(index>=MaxVertexStream)"); return GL_FALSE; } if (!obj->EndedAnytime) { _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawTransformFeedback*"); return GL_FALSE; } if (numInstances <= 0) { if (numInstances < 0) _mesa_error(ctx, GL_INVALID_VALUE, "glDrawTransformFeedback*Instanced(numInstances=%d)", numInstances); return GL_FALSE; } if (!check_valid_to_render(ctx, "glDrawTransformFeedback*")) { return GL_FALSE; } return GL_TRUE; } static GLboolean valid_draw_indirect(struct gl_context *ctx, GLenum mode, const GLvoid *indirect, GLsizei size, const char *name) { const uint64_t end = (uint64_t) (uintptr_t) indirect + size; /* OpenGL ES 3.1 spec. section 10.5: * * "DrawArraysIndirect requires that all data sourced for the * command, including the DrawArraysIndirectCommand * structure, be in buffer objects, and may not be called when * the default vertex array object is bound." */ if (ctx->Array.VAO == ctx->Array.DefaultVAO) { _mesa_error(ctx, GL_INVALID_OPERATION, "(no VAO bound)"); return GL_FALSE; } /* From OpenGL ES 3.1 spec. section 10.5: * "An INVALID_OPERATION error is generated if zero is bound to * VERTEX_ARRAY_BINDING, DRAW_INDIRECT_BUFFER or to any enabled * vertex array." * * Here we check that for each enabled vertex array we have a vertex * buffer bound. */ if (_mesa_is_gles31(ctx) && ctx->Array.VAO->_Enabled & ~ctx->Array.VAO->VertexAttribBufferMask) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(No VBO bound)", name); return GL_FALSE; } if (!_mesa_valid_prim_mode(ctx, mode, name)) return GL_FALSE; /* OpenGL ES 3.1 specification, section 10.5: * * "An INVALID_OPERATION error is generated if * transform feedback is active and not paused." * * The OES_geometry_shader spec says: * * On p. 250 in the errors section for the DrawArraysIndirect command, * and on p. 254 in the errors section for the DrawElementsIndirect * command, delete the errors which state: * * "An INVALID_OPERATION error is generated if transform feedback is * active and not paused." * * (thus allowing transform feedback to work with indirect draw commands). */ if (_mesa_is_gles31(ctx) && !ctx->Extensions.OES_geometry_shader && _mesa_is_xfb_active_and_unpaused(ctx)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(TransformFeedback is active and not paused)", name); } /* From OpenGL version 4.4. section 10.5 * and OpenGL ES 3.1, section 10.6: * * "An INVALID_VALUE error is generated if indirect is not a * multiple of the size, in basic machine units, of uint." */ if ((GLsizeiptr)indirect & (sizeof(GLuint) - 1)) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(indirect is not aligned)", name); return GL_FALSE; } if (!_mesa_is_bufferobj(ctx->DrawIndirectBuffer)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s: no buffer bound to DRAW_INDIRECT_BUFFER", name); return GL_FALSE; } if (_mesa_check_disallowed_mapping(ctx->DrawIndirectBuffer)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(DRAW_INDIRECT_BUFFER is mapped)", name); return GL_FALSE; } /* From the ARB_draw_indirect specification: * "An INVALID_OPERATION error is generated if the commands source data * beyond the end of the buffer object [...]" */ if (ctx->DrawIndirectBuffer->Size < end) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(DRAW_INDIRECT_BUFFER too small)", name); return GL_FALSE; } if (!check_valid_to_render(ctx, name)) return GL_FALSE; return GL_TRUE; } static inline GLboolean valid_draw_indirect_elements(struct gl_context *ctx, GLenum mode, GLenum type, const GLvoid *indirect, GLsizeiptr size, const char *name) { if (!valid_elements_type(ctx, type, name)) return GL_FALSE; /* * Unlike regular DrawElementsInstancedBaseVertex commands, the indices * may not come from a client array and must come from an index buffer. * If no element array buffer is bound, an INVALID_OPERATION error is * generated. */ if (!_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(no buffer bound to GL_ELEMENT_ARRAY_BUFFER)", name); return GL_FALSE; } return valid_draw_indirect(ctx, mode, indirect, size, name); } static inline GLboolean valid_draw_indirect_multi(struct gl_context *ctx, GLsizei primcount, GLsizei stride, const char *name) { /* From the ARB_multi_draw_indirect specification: * "INVALID_VALUE is generated by MultiDrawArraysIndirect or * MultiDrawElementsIndirect if is negative." * * " must be positive, otherwise an INVALID_VALUE error will * be generated." */ if (primcount < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(primcount < 0)", name); return GL_FALSE; } /* From the ARB_multi_draw_indirect specification: * " must be a multiple of four, otherwise an INVALID_VALUE * error is generated." */ if (stride % 4) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(stride %% 4)", name); return GL_FALSE; } return GL_TRUE; } GLboolean _mesa_validate_DrawArraysIndirect(struct gl_context *ctx, GLenum mode, const GLvoid *indirect) { const unsigned drawArraysNumParams = 4; FLUSH_CURRENT(ctx, 0); return valid_draw_indirect(ctx, mode, indirect, drawArraysNumParams * sizeof(GLuint), "glDrawArraysIndirect"); } GLboolean _mesa_validate_DrawElementsIndirect(struct gl_context *ctx, GLenum mode, GLenum type, const GLvoid *indirect) { const unsigned drawElementsNumParams = 5; FLUSH_CURRENT(ctx, 0); return valid_draw_indirect_elements(ctx, mode, type, indirect, drawElementsNumParams * sizeof(GLuint), "glDrawElementsIndirect"); } GLboolean _mesa_validate_MultiDrawArraysIndirect(struct gl_context *ctx, GLenum mode, const GLvoid *indirect, GLsizei primcount, GLsizei stride) { GLsizeiptr size = 0; const unsigned drawArraysNumParams = 4; FLUSH_CURRENT(ctx, 0); /* caller has converted stride==0 to drawArraysNumParams * sizeof(GLuint) */ assert(stride != 0); if (!valid_draw_indirect_multi(ctx, primcount, stride, "glMultiDrawArraysIndirect")) return GL_FALSE; /* number of bytes of the indirect buffer which will be read */ size = primcount ? (primcount - 1) * stride + drawArraysNumParams * sizeof(GLuint) : 0; if (!valid_draw_indirect(ctx, mode, indirect, size, "glMultiDrawArraysIndirect")) return GL_FALSE; return GL_TRUE; } GLboolean _mesa_validate_MultiDrawElementsIndirect(struct gl_context *ctx, GLenum mode, GLenum type, const GLvoid *indirect, GLsizei primcount, GLsizei stride) { GLsizeiptr size = 0; const unsigned drawElementsNumParams = 5; FLUSH_CURRENT(ctx, 0); /* caller has converted stride==0 to drawElementsNumParams * sizeof(GLuint) */ assert(stride != 0); if (!valid_draw_indirect_multi(ctx, primcount, stride, "glMultiDrawElementsIndirect")) return GL_FALSE; /* number of bytes of the indirect buffer which will be read */ size = primcount ? (primcount - 1) * stride + drawElementsNumParams * sizeof(GLuint) : 0; if (!valid_draw_indirect_elements(ctx, mode, type, indirect, size, "glMultiDrawElementsIndirect")) return GL_FALSE; return GL_TRUE; } static GLboolean valid_draw_indirect_parameters(struct gl_context *ctx, const char *name, GLintptr drawcount) { /* From the ARB_indirect_parameters specification: * "INVALID_VALUE is generated by MultiDrawArraysIndirectCountARB or * MultiDrawElementsIndirectCountARB if is not a multiple of * four." */ if (drawcount & 3) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(drawcount is not a multiple of 4)", name); return GL_FALSE; } /* From the ARB_indirect_parameters specification: * "INVALID_OPERATION is generated by MultiDrawArraysIndirectCountARB or * MultiDrawElementsIndirectCountARB if no buffer is bound to the * PARAMETER_BUFFER_ARB binding point." */ if (!_mesa_is_bufferobj(ctx->ParameterBuffer)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s: no buffer bound to PARAMETER_BUFFER", name); return GL_FALSE; } if (_mesa_check_disallowed_mapping(ctx->ParameterBuffer)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(PARAMETER_BUFFER is mapped)", name); return GL_FALSE; } /* From the ARB_indirect_parameters specification: * "INVALID_OPERATION is generated by MultiDrawArraysIndirectCountARB or * MultiDrawElementsIndirectCountARB if reading a typed value * from the buffer bound to the PARAMETER_BUFFER_ARB target at the offset * specified by would result in an out-of-bounds access." */ if (ctx->ParameterBuffer->Size < drawcount + sizeof(GLsizei)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(PARAMETER_BUFFER too small)", name); return GL_FALSE; } return GL_TRUE; } GLboolean _mesa_validate_MultiDrawArraysIndirectCount(struct gl_context *ctx, GLenum mode, GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride) { GLsizeiptr size = 0; const unsigned drawArraysNumParams = 4; FLUSH_CURRENT(ctx, 0); /* caller has converted stride==0 to drawArraysNumParams * sizeof(GLuint) */ assert(stride != 0); if (!valid_draw_indirect_multi(ctx, maxdrawcount, stride, "glMultiDrawArraysIndirectCountARB")) return GL_FALSE; /* number of bytes of the indirect buffer which will be read */ size = maxdrawcount ? (maxdrawcount - 1) * stride + drawArraysNumParams * sizeof(GLuint) : 0; if (!valid_draw_indirect(ctx, mode, (void *)indirect, size, "glMultiDrawArraysIndirectCountARB")) return GL_FALSE; return valid_draw_indirect_parameters( ctx, "glMultiDrawArraysIndirectCountARB", drawcount); } GLboolean _mesa_validate_MultiDrawElementsIndirectCount(struct gl_context *ctx, GLenum mode, GLenum type, GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride) { GLsizeiptr size = 0; const unsigned drawElementsNumParams = 5; FLUSH_CURRENT(ctx, 0); /* caller has converted stride==0 to drawElementsNumParams * sizeof(GLuint) */ assert(stride != 0); if (!valid_draw_indirect_multi(ctx, maxdrawcount, stride, "glMultiDrawElementsIndirectCountARB")) return GL_FALSE; /* number of bytes of the indirect buffer which will be read */ size = maxdrawcount ? (maxdrawcount - 1) * stride + drawElementsNumParams * sizeof(GLuint) : 0; if (!valid_draw_indirect_elements(ctx, mode, type, (void *)indirect, size, "glMultiDrawElementsIndirectCountARB")) return GL_FALSE; return valid_draw_indirect_parameters( ctx, "glMultiDrawElementsIndirectCountARB", drawcount); } static bool check_valid_to_compute(struct gl_context *ctx, const char *function) { if (!_mesa_has_compute_shaders(ctx)) { _mesa_error(ctx, GL_INVALID_OPERATION, "unsupported function (%s) called", function); return false; } /* From the OpenGL 4.3 Core Specification, Chapter 19, Compute Shaders: * * "An INVALID_OPERATION error is generated if there is no active program * for the compute shader stage." */ if (ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE] == NULL) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(no active compute shader)", function); return false; } return true; } GLboolean _mesa_validate_DispatchCompute(struct gl_context *ctx, const GLuint *num_groups) { int i; FLUSH_CURRENT(ctx, 0); if (!check_valid_to_compute(ctx, "glDispatchCompute")) return GL_FALSE; for (i = 0; i < 3; i++) { /* From the OpenGL 4.3 Core Specification, Chapter 19, Compute Shaders: * * "An INVALID_VALUE error is generated if any of num_groups_x, * num_groups_y and num_groups_z are greater than or equal to the * maximum work group count for the corresponding dimension." * * However, the "or equal to" portions appears to be a specification * bug. In all other areas, the specification appears to indicate that * the number of workgroups can match the MAX_COMPUTE_WORK_GROUP_COUNT * value. For example, under DispatchComputeIndirect: * * "If any of num_groups_x, num_groups_y or num_groups_z is greater than * the value of MAX_COMPUTE_WORK_GROUP_COUNT for the corresponding * dimension then the results are undefined." * * Additionally, the OpenGLES 3.1 specification does not contain "or * equal to" as an error condition. */ if (num_groups[i] > ctx->Const.MaxComputeWorkGroupCount[i]) { _mesa_error(ctx, GL_INVALID_VALUE, "glDispatchCompute(num_groups_%c)", 'x' + i); return GL_FALSE; } } /* The ARB_compute_variable_group_size spec says: * * "An INVALID_OPERATION error is generated by DispatchCompute if the active * program for the compute shader stage has a variable work group size." */ struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; if (prog->info.cs.local_size_variable) { _mesa_error(ctx, GL_INVALID_OPERATION, "glDispatchCompute(variable work group size forbidden)"); return GL_FALSE; } return GL_TRUE; } GLboolean _mesa_validate_DispatchComputeGroupSizeARB(struct gl_context *ctx, const GLuint *num_groups, const GLuint *group_size) { GLuint total_invocations = 1; int i; FLUSH_CURRENT(ctx, 0); if (!check_valid_to_compute(ctx, "glDispatchComputeGroupSizeARB")) return GL_FALSE; /* The ARB_compute_variable_group_size spec says: * * "An INVALID_OPERATION error is generated by * DispatchComputeGroupSizeARB if the active program for the compute * shader stage has a fixed work group size." */ struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; if (!prog->info.cs.local_size_variable) { _mesa_error(ctx, GL_INVALID_OPERATION, "glDispatchComputeGroupSizeARB(fixed work group size " "forbidden)"); return GL_FALSE; } for (i = 0; i < 3; i++) { /* The ARB_compute_variable_group_size spec says: * * "An INVALID_VALUE error is generated if any of num_groups_x, * num_groups_y and num_groups_z are greater than or equal to the * maximum work group count for the corresponding dimension." */ if (num_groups[i] > ctx->Const.MaxComputeWorkGroupCount[i]) { _mesa_error(ctx, GL_INVALID_VALUE, "glDispatchComputeGroupSizeARB(num_groups_%c)", 'x' + i); return GL_FALSE; } /* The ARB_compute_variable_group_size spec says: * * "An INVALID_VALUE error is generated by DispatchComputeGroupSizeARB if * any of , , or is less than * or equal to zero or greater than the maximum local work group size * for compute shaders with variable group size * (MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB) in the corresponding * dimension." * * However, the "less than" is a spec bug because they are declared as * unsigned integers. */ if (group_size[i] == 0 || group_size[i] > ctx->Const.MaxComputeVariableGroupSize[i]) { _mesa_error(ctx, GL_INVALID_VALUE, "glDispatchComputeGroupSizeARB(group_size_%c)", 'x' + i); return GL_FALSE; } total_invocations *= group_size[i]; } /* The ARB_compute_variable_group_size spec says: * * "An INVALID_VALUE error is generated by DispatchComputeGroupSizeARB if * the product of , , and exceeds * the implementation-dependent maximum local work group invocation count * for compute shaders with variable group size * (MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB)." */ if (total_invocations > ctx->Const.MaxComputeVariableGroupInvocations) { _mesa_error(ctx, GL_INVALID_VALUE, "glDispatchComputeGroupSizeARB(product of local_sizes " "exceeds MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB " "(%d > %d))", total_invocations, ctx->Const.MaxComputeVariableGroupInvocations); return GL_FALSE; } return GL_TRUE; } static GLboolean valid_dispatch_indirect(struct gl_context *ctx, GLintptr indirect, GLsizei size, const char *name) { const uint64_t end = (uint64_t) indirect + size; if (!check_valid_to_compute(ctx, name)) return GL_FALSE; /* From the OpenGL 4.3 Core Specification, Chapter 19, Compute Shaders: * * "An INVALID_VALUE error is generated if indirect is negative or is not a * multiple of four." */ if (indirect & (sizeof(GLuint) - 1)) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(indirect is not aligned)", name); return GL_FALSE; } if (indirect < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(indirect is less than zero)", name); return GL_FALSE; } /* From the OpenGL 4.3 Core Specification, Chapter 19, Compute Shaders: * * "An INVALID_OPERATION error is generated if no buffer is bound to the * DRAW_INDIRECT_BUFFER binding, or if the command would source data * beyond the end of the buffer object." */ if (!_mesa_is_bufferobj(ctx->DispatchIndirectBuffer)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s: no buffer bound to DISPATCH_INDIRECT_BUFFER", name); return GL_FALSE; } if (_mesa_check_disallowed_mapping(ctx->DispatchIndirectBuffer)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(DISPATCH_INDIRECT_BUFFER is mapped)", name); return GL_FALSE; } if (ctx->DispatchIndirectBuffer->Size < end) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(DISPATCH_INDIRECT_BUFFER too small)", name); return GL_FALSE; } /* The ARB_compute_variable_group_size spec says: * * "An INVALID_OPERATION error is generated if the active program for the * compute shader stage has a variable work group size." */ struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; if (prog->info.cs.local_size_variable) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(variable work group size forbidden)", name); return GL_FALSE; } return GL_TRUE; } GLboolean _mesa_validate_DispatchComputeIndirect(struct gl_context *ctx, GLintptr indirect) { FLUSH_CURRENT(ctx, 0); return valid_dispatch_indirect(ctx, indirect, 3 * sizeof(GLuint), "glDispatchComputeIndirect"); }