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/*
* 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"
/**
* \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);
}
}
/**
* 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,
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, elementBuf);
}
return max;
}
/**
* Check if OK to render by examining framebuffer status and vertex arrays.
*/
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;
}
/**
* 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)
{
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 */
if (!ctx->Array.ElementArrayBufferObj->Size) {
_mesa_warning(ctx,
"glDrawElements called with empty array elements buffer");
return GL_FALSE;
}
/* 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 (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;
}
/**
* 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)
{
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, "RangeElements"))
return GL_FALSE;
/* Vertex buffer object tests */
if (ctx->Array.ElementArrayBufferObj->Name) {
/* 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 (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.
* \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, "Arrays"))
return GL_FALSE;
if (ctx->Const.CheckArrayBounds) {
if (start + count > (GLint) ctx->Array._MaxElement)
return GL_FALSE;
}
return GL_TRUE;
}
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