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/*
* Copyright © 2014 Intel Corporation
*
* 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 (including the next
* paragraph) 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 "glheader.h"
#include "compute.h"
#include "context.h"
void GLAPIENTRY
_mesa_DispatchCompute(GLuint num_groups_x,
GLuint num_groups_y,
GLuint num_groups_z)
{
GET_CURRENT_CONTEXT(ctx);
int i;
struct gl_shader_program *prog;
const GLuint num_groups[3] = { num_groups_x, num_groups_y, num_groups_z };
if (ctx->Extensions.ARB_compute_shader) {
for (i = 0; i < 3; i++) {
if (num_groups[i] > ctx->Const.MaxComputeWorkGroupCount[i]) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glDispatchCompute(num_groups_%c)", 'x' + i);
return;
}
}
if (!_mesa_valid_to_render(ctx, "glDispatchCompute"))
return;
prog = ctx->Shader.CurrentProgram[MESA_SHADER_COMPUTE];
if (prog == NULL || prog->_LinkedShaders[MESA_SHADER_COMPUTE] == NULL) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glDispatchCompute(no active compute shader)");
return;
}
ctx->Driver.DispatchCompute(ctx, num_groups);
} else {
_mesa_error(ctx, GL_INVALID_OPERATION,
"unsupported function (glDispatchCompute) called");
}
}
extern void GLAPIENTRY
_mesa_DispatchComputeIndirect(GLintptr indirect)
{
GET_CURRENT_CONTEXT(ctx);
if (ctx->Extensions.ARB_compute_shader) {
assert(!"TODO");
} else {
_mesa_error(ctx, GL_INVALID_OPERATION,
"unsupported function (glDispatchComputeIndirect) called");
}
}
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