/* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 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 "image.h" /* for _mesa_sizeof_type() */ #include "imports.h" #include "mtypes.h" #include "state.h" 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, "glDrawArrays(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 (ctx->Array.Vertex.Enabled || (ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[0].Enabled)) return GL_TRUE; else 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, "glDrawElements(count)" ); return GL_FALSE; } if (mode > GL_POLYGON) { _mesa_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)" ); return GL_FALSE; } if (end < start) { _mesa_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements(endNewState) _mesa_update_state( ctx ); if (ctx->Array.Vertex.Enabled || (ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[0].Enabled)) return GL_TRUE; else return GL_FALSE; } /** * Helper routine for validating vertex array data to be sure the given * element lies within the legal range (i.e. vertex buffer object). */ static INLINE GLboolean validate(GLcontext *ctx, GLint attribArray, const struct gl_client_array *array, GLint element) { if (ctx->VertexProgram.Enabled && attribArray >= 0 && ctx->Array.VertexAttrib[attribArray].Enabled) { if (element >= ctx->Array.VertexAttrib[attribArray]._MaxElement) return GL_FALSE; } else if (array && array->Enabled) { if (element >= array->_MaxElement) 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) { GLint i; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); 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 ); /* Either the conventional vertex position array, or the 0th * generic vertex attribute array is required to be enabled. */ if (ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[VERT_ATTRIB_POS].Enabled) { if (start + count >= ctx->Array.VertexAttrib[VERT_ATTRIB_POS]._MaxElement) return GL_FALSE; } else if (ctx->Array.Vertex.Enabled) { if (start + count >= ctx->Array.Vertex._MaxElement) return GL_FALSE; } else { /* no vertex position array! */ return GL_FALSE; } /* * OK, now check all the other enabled arrays to be sure the elements * are in bounds. */ if (!validate(ctx, VERT_ATTRIB_WEIGHT, NULL, start + count)) return GL_FALSE; if (!validate(ctx, VERT_ATTRIB_NORMAL, &ctx->Array.Normal, start + count)) return GL_FALSE; if (!validate(ctx, VERT_ATTRIB_COLOR0, &ctx->Array.Color, start + count)) return GL_FALSE; if (!validate(ctx, VERT_ATTRIB_COLOR1, &ctx->Array.SecondaryColor, start + count)) return GL_FALSE; if (!validate(ctx, VERT_ATTRIB_FOG, &ctx->Array.FogCoord, start + count)) return GL_FALSE; if (!validate(ctx, VERT_ATTRIB_SIX, NULL, start + count)) return GL_FALSE; if (!validate(ctx, VERT_ATTRIB_SEVEN, &ctx->Array.FogCoord, start + count)) return GL_FALSE; for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) if (!validate(ctx, VERT_ATTRIB_TEX0 + i, &ctx->Array.TexCoord[i], start + count)) return GL_FALSE; if (!validate(ctx, -1, &ctx->Array.Index, start + count)) return GL_FALSE; if (!validate(ctx, -1, &ctx->Array.EdgeFlag, start + count)) return GL_FALSE; return GL_TRUE; }