xref: /aosp_15_r20/external/mesa3d/src/mesa/main/draw_validate.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker  * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker  *
4*61046927SAndroid Build Coastguard Worker  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker  *
6*61046927SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
7*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
8*61046927SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
9*61046927SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*61046927SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
11*61046927SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
12*61046927SAndroid Build Coastguard Worker  *
13*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice shall be included
14*61046927SAndroid Build Coastguard Worker  * in all copies or substantial portions of the Software.
15*61046927SAndroid Build Coastguard Worker  *
16*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17*61046927SAndroid Build Coastguard Worker  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19*61046927SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20*61046927SAndroid Build Coastguard Worker  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21*61046927SAndroid Build Coastguard Worker  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22*61046927SAndroid Build Coastguard Worker  * OTHER DEALINGS IN THE SOFTWARE.
23*61046927SAndroid Build Coastguard Worker  */
24*61046927SAndroid Build Coastguard Worker 
25*61046927SAndroid Build Coastguard Worker #include <stdbool.h>
26*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
27*61046927SAndroid Build Coastguard Worker #include "draw_validate.h"
28*61046927SAndroid Build Coastguard Worker #include "arrayobj.h"
29*61046927SAndroid Build Coastguard Worker #include "bufferobj.h"
30*61046927SAndroid Build Coastguard Worker #include "context.h"
31*61046927SAndroid Build Coastguard Worker 
32*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
33*61046927SAndroid Build Coastguard Worker #include "pipelineobj.h"
34*61046927SAndroid Build Coastguard Worker #include "enums.h"
35*61046927SAndroid Build Coastguard Worker #include "state.h"
36*61046927SAndroid Build Coastguard Worker #include "transformfeedback.h"
37*61046927SAndroid Build Coastguard Worker #include "uniforms.h"
38*61046927SAndroid Build Coastguard Worker #include "program/prog_print.h"
39*61046927SAndroid Build Coastguard Worker 
40*61046927SAndroid Build Coastguard Worker 
41*61046927SAndroid Build Coastguard Worker /**
42*61046927SAndroid Build Coastguard Worker  * Compute the bitmask of allowed primitive types (ValidPrimMask) depending
43*61046927SAndroid Build Coastguard Worker  * on shaders and current states. This is used by draw validation.
44*61046927SAndroid Build Coastguard Worker  *
45*61046927SAndroid Build Coastguard Worker  * If some combinations of shaders and states are invalid, ValidPrimMask is
46*61046927SAndroid Build Coastguard Worker  * set to 0, which will always set GL_INVALID_OPERATION in draw calls
47*61046927SAndroid Build Coastguard Worker  * except for invalid enums, which will set GL_INVALID_ENUM, minimizing
48*61046927SAndroid Build Coastguard Worker  * the number of gl_context variables that have to be read by draw calls.
49*61046927SAndroid Build Coastguard Worker  */
50*61046927SAndroid Build Coastguard Worker void
_mesa_update_valid_to_render_state(struct gl_context * ctx)51*61046927SAndroid Build Coastguard Worker _mesa_update_valid_to_render_state(struct gl_context *ctx)
52*61046927SAndroid Build Coastguard Worker {
53*61046927SAndroid Build Coastguard Worker    struct gl_pipeline_object *shader = ctx->_Shader;
54*61046927SAndroid Build Coastguard Worker    unsigned mask = ctx->SupportedPrimMask;
55*61046927SAndroid Build Coastguard Worker    bool drawpix_valid = true;
56*61046927SAndroid Build Coastguard Worker 
57*61046927SAndroid Build Coastguard Worker    if (_mesa_is_no_error_enabled(ctx)) {
58*61046927SAndroid Build Coastguard Worker       ctx->ValidPrimMask = mask;
59*61046927SAndroid Build Coastguard Worker       ctx->ValidPrimMaskIndexed = mask;
60*61046927SAndroid Build Coastguard Worker       ctx->DrawPixValid = drawpix_valid;
61*61046927SAndroid Build Coastguard Worker       return;
62*61046927SAndroid Build Coastguard Worker    }
63*61046927SAndroid Build Coastguard Worker 
64*61046927SAndroid Build Coastguard Worker    /* Start with an empty mask and set this to the trimmed mask at the end. */
65*61046927SAndroid Build Coastguard Worker    ctx->ValidPrimMask = 0;
66*61046927SAndroid Build Coastguard Worker    ctx->ValidPrimMaskIndexed = 0;
67*61046927SAndroid Build Coastguard Worker    ctx->DrawPixValid = false;
68*61046927SAndroid Build Coastguard Worker 
69*61046927SAndroid Build Coastguard Worker    /* The default error is GL_INVALID_OPERATION if mode is a valid enum.
70*61046927SAndroid Build Coastguard Worker     * It can be overriden by following code if we should return a different
71*61046927SAndroid Build Coastguard Worker     * error.
72*61046927SAndroid Build Coastguard Worker     */
73*61046927SAndroid Build Coastguard Worker    ctx->DrawGLError = GL_INVALID_OPERATION;
74*61046927SAndroid Build Coastguard Worker 
75*61046927SAndroid Build Coastguard Worker    if (!ctx->DrawBuffer ||
76*61046927SAndroid Build Coastguard Worker        ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
77*61046927SAndroid Build Coastguard Worker       ctx->DrawGLError = GL_INVALID_FRAMEBUFFER_OPERATION;
78*61046927SAndroid Build Coastguard Worker       return;
79*61046927SAndroid Build Coastguard Worker    }
80*61046927SAndroid Build Coastguard Worker 
81*61046927SAndroid Build Coastguard Worker    /* A pipeline object is bound */
82*61046927SAndroid Build Coastguard Worker    if (shader->Name && !shader->Validated &&
83*61046927SAndroid Build Coastguard Worker        !_mesa_validate_program_pipeline(ctx, shader))
84*61046927SAndroid Build Coastguard Worker       return;
85*61046927SAndroid Build Coastguard Worker 
86*61046927SAndroid Build Coastguard Worker    /* If a program is active and SSO not in use, check if validation of
87*61046927SAndroid Build Coastguard Worker     * samplers succeeded for the active program. */
88*61046927SAndroid Build Coastguard Worker    if (shader->ActiveProgram && shader != ctx->Pipeline.Current &&
89*61046927SAndroid Build Coastguard Worker        !_mesa_sampler_uniforms_are_valid(shader->ActiveProgram, NULL, 0))
90*61046927SAndroid Build Coastguard Worker       return;
91*61046927SAndroid Build Coastguard Worker 
92*61046927SAndroid Build Coastguard Worker    /* The ARB_blend_func_extended spec's ERRORS section says:
93*61046927SAndroid Build Coastguard Worker     *
94*61046927SAndroid Build Coastguard Worker     *    "The error INVALID_OPERATION is generated by Begin or any procedure
95*61046927SAndroid Build Coastguard Worker     *     that implicitly calls Begin if any draw buffer has a blend function
96*61046927SAndroid Build Coastguard Worker     *     requiring the second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR,
97*61046927SAndroid Build Coastguard Worker     *     SRC1_ALPHA or ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that
98*61046927SAndroid Build Coastguard Worker     *     has more than the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active
99*61046927SAndroid Build Coastguard Worker     *     color attachements."
100*61046927SAndroid Build Coastguard Worker     */
101*61046927SAndroid Build Coastguard Worker    unsigned max_dual_source_buffers = ctx->Const.MaxDualSourceDrawBuffers;
102*61046927SAndroid Build Coastguard Worker    unsigned num_color_buffers = ctx->DrawBuffer->_NumColorDrawBuffers;
103*61046927SAndroid Build Coastguard Worker 
104*61046927SAndroid Build Coastguard Worker    if (num_color_buffers > max_dual_source_buffers &&
105*61046927SAndroid Build Coastguard Worker        ctx->Color._BlendUsesDualSrc &
106*61046927SAndroid Build Coastguard Worker        BITFIELD_RANGE(max_dual_source_buffers,
107*61046927SAndroid Build Coastguard Worker                       num_color_buffers - max_dual_source_buffers))
108*61046927SAndroid Build Coastguard Worker       return;
109*61046927SAndroid Build Coastguard Worker 
110*61046927SAndroid Build Coastguard Worker    if (ctx->Color.BlendEnabled &&
111*61046927SAndroid Build Coastguard Worker        ctx->Color._AdvancedBlendMode != BLEND_NONE) {
112*61046927SAndroid Build Coastguard Worker       /* The KHR_blend_equation_advanced spec says:
113*61046927SAndroid Build Coastguard Worker        *
114*61046927SAndroid Build Coastguard Worker        *    "If any non-NONE draw buffer uses a blend equation found in table
115*61046927SAndroid Build Coastguard Worker        *     X.1 or X.2, the error INVALID_OPERATION is generated by Begin or
116*61046927SAndroid Build Coastguard Worker        *     any operation that implicitly calls Begin (such as DrawElements)
117*61046927SAndroid Build Coastguard Worker        *     if:
118*61046927SAndroid Build Coastguard Worker        *
119*61046927SAndroid Build Coastguard Worker        *       * the draw buffer for color output zero selects multiple color
120*61046927SAndroid Build Coastguard Worker        *         buffers (e.g., FRONT_AND_BACK in the default framebuffer); or
121*61046927SAndroid Build Coastguard Worker        *
122*61046927SAndroid Build Coastguard Worker        *       * the draw buffer for any other color output is not NONE."
123*61046927SAndroid Build Coastguard Worker        */
124*61046927SAndroid Build Coastguard Worker       if (ctx->DrawBuffer->ColorDrawBuffer[0] == GL_FRONT_AND_BACK)
125*61046927SAndroid Build Coastguard Worker          return;
126*61046927SAndroid Build Coastguard Worker 
127*61046927SAndroid Build Coastguard Worker       for (unsigned i = 1; i < num_color_buffers; i++) {
128*61046927SAndroid Build Coastguard Worker          if (ctx->DrawBuffer->ColorDrawBuffer[i] != GL_NONE)
129*61046927SAndroid Build Coastguard Worker             return;
130*61046927SAndroid Build Coastguard Worker       }
131*61046927SAndroid Build Coastguard Worker 
132*61046927SAndroid Build Coastguard Worker       /* The KHR_blend_equation_advanced spec says:
133*61046927SAndroid Build Coastguard Worker        *
134*61046927SAndroid Build Coastguard Worker        *    "Advanced blending equations require the use of a fragment shader
135*61046927SAndroid Build Coastguard Worker        *     with a matching "blend_support" layout qualifier.  If the current
136*61046927SAndroid Build Coastguard Worker        *     blend equation is found in table X.1 or X.2, and the active
137*61046927SAndroid Build Coastguard Worker        *     fragment shader does not include the layout qualifier matching
138*61046927SAndroid Build Coastguard Worker        *     the blend equation or "blend_support_all_equations", the error
139*61046927SAndroid Build Coastguard Worker        *     INVALID_OPERATION is generated [...]"
140*61046927SAndroid Build Coastguard Worker        */
141*61046927SAndroid Build Coastguard Worker       const struct gl_program *prog =
142*61046927SAndroid Build Coastguard Worker          ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
143*61046927SAndroid Build Coastguard Worker       const GLbitfield blend_support = !prog ? 0 : prog->info.fs.advanced_blend_modes;
144*61046927SAndroid Build Coastguard Worker 
145*61046927SAndroid Build Coastguard Worker       if ((blend_support & BITFIELD_BIT(ctx->Color._AdvancedBlendMode)) == 0)
146*61046927SAndroid Build Coastguard Worker          return;
147*61046927SAndroid Build Coastguard Worker    }
148*61046927SAndroid Build Coastguard Worker 
149*61046927SAndroid Build Coastguard Worker    if (_mesa_is_desktop_gl_compat(ctx)) {
150*61046927SAndroid Build Coastguard Worker       if (!shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {
151*61046927SAndroid Build Coastguard Worker          if (ctx->FragmentProgram.Enabled &&
152*61046927SAndroid Build Coastguard Worker              !_mesa_arb_fragment_program_enabled(ctx))
153*61046927SAndroid Build Coastguard Worker             return;
154*61046927SAndroid Build Coastguard Worker 
155*61046927SAndroid Build Coastguard Worker          /* If drawing to integer-valued color buffers, there must be an
156*61046927SAndroid Build Coastguard Worker           * active fragment shader (GL_EXT_texture_integer).
157*61046927SAndroid Build Coastguard Worker           */
158*61046927SAndroid Build Coastguard Worker          if (ctx->DrawBuffer->_IntegerBuffers)
159*61046927SAndroid Build Coastguard Worker             return;
160*61046927SAndroid Build Coastguard Worker       }
161*61046927SAndroid Build Coastguard Worker    }
162*61046927SAndroid Build Coastguard Worker 
163*61046927SAndroid Build Coastguard Worker    /* DrawPixels/CopyPixels/Bitmap is valid after this point. */
164*61046927SAndroid Build Coastguard Worker    ctx->DrawPixValid = true;
165*61046927SAndroid Build Coastguard Worker 
166*61046927SAndroid Build Coastguard Worker    /* Section 11.2 (Tessellation) of the ES 3.2 spec says:
167*61046927SAndroid Build Coastguard Worker     *
168*61046927SAndroid Build Coastguard Worker     * "An INVALID_OPERATION error is generated by any command that
169*61046927SAndroid Build Coastguard Worker     *  transfers vertices to the GL if the current program state has
170*61046927SAndroid Build Coastguard Worker     *  one but not both of a tessellation control shader and tessellation
171*61046927SAndroid Build Coastguard Worker     *  evaluation shader."
172*61046927SAndroid Build Coastguard Worker     *
173*61046927SAndroid Build Coastguard Worker     * The OpenGL spec argues that this is allowed because a tess ctrl shader
174*61046927SAndroid Build Coastguard Worker     * without a tess eval shader can be used with transform feedback.
175*61046927SAndroid Build Coastguard Worker     * However, glBeginTransformFeedback doesn't allow GL_PATCHES and
176*61046927SAndroid Build Coastguard Worker     * therefore doesn't allow tessellation.
177*61046927SAndroid Build Coastguard Worker     *
178*61046927SAndroid Build Coastguard Worker     * Further investigation showed that this is indeed a spec bug and
179*61046927SAndroid Build Coastguard Worker     * a tess ctrl shader without a tess eval shader shouldn't have been
180*61046927SAndroid Build Coastguard Worker     * allowed, because there is no API in GL 4.0 that can make use this
181*61046927SAndroid Build Coastguard Worker     * to produce something useful.
182*61046927SAndroid Build Coastguard Worker     *
183*61046927SAndroid Build Coastguard Worker     * Also, all vendors except one don't support a tess ctrl shader without
184*61046927SAndroid Build Coastguard Worker     * a tess eval shader anyway.
185*61046927SAndroid Build Coastguard Worker     */
186*61046927SAndroid Build Coastguard Worker    if (shader->CurrentProgram[MESA_SHADER_TESS_CTRL] &&
187*61046927SAndroid Build Coastguard Worker        !shader->CurrentProgram[MESA_SHADER_TESS_EVAL])
188*61046927SAndroid Build Coastguard Worker       return;
189*61046927SAndroid Build Coastguard Worker 
190*61046927SAndroid Build Coastguard Worker    switch (ctx->API) {
191*61046927SAndroid Build Coastguard Worker    case API_OPENGLES2:
192*61046927SAndroid Build Coastguard Worker       /* Section 11.2 (Tessellation) of the ES 3.2 spec says:
193*61046927SAndroid Build Coastguard Worker        *
194*61046927SAndroid Build Coastguard Worker        * "An INVALID_OPERATION error is generated by any command that
195*61046927SAndroid Build Coastguard Worker        *  transfers vertices to the GL if the current program state has
196*61046927SAndroid Build Coastguard Worker        *  one but not both of a tessellation control shader and tessellation
197*61046927SAndroid Build Coastguard Worker        *  evaluation shader."
198*61046927SAndroid Build Coastguard Worker        */
199*61046927SAndroid Build Coastguard Worker       if (_mesa_is_gles3(ctx) &&
200*61046927SAndroid Build Coastguard Worker           shader->CurrentProgram[MESA_SHADER_TESS_EVAL] &&
201*61046927SAndroid Build Coastguard Worker           !shader->CurrentProgram[MESA_SHADER_TESS_CTRL])
202*61046927SAndroid Build Coastguard Worker          return;
203*61046927SAndroid Build Coastguard Worker 
204*61046927SAndroid Build Coastguard Worker       /* From GL_EXT_color_buffer_float:
205*61046927SAndroid Build Coastguard Worker        *
206*61046927SAndroid Build Coastguard Worker        *     "Blending applies only if the color buffer has a fixed-point or
207*61046927SAndroid Build Coastguard Worker        *     or floating-point format. If the color buffer has an integer
208*61046927SAndroid Build Coastguard Worker        *     format, proceed to the next operation.  Furthermore, an
209*61046927SAndroid Build Coastguard Worker        *     INVALID_OPERATION error is generated by DrawArrays and the other
210*61046927SAndroid Build Coastguard Worker        *     drawing commands defined in section 2.8.3 (10.5 in ES 3.1) if
211*61046927SAndroid Build Coastguard Worker        *     blending is enabled (see below) and any draw buffer has 32-bit
212*61046927SAndroid Build Coastguard Worker        *     floating-point format components."
213*61046927SAndroid Build Coastguard Worker        *
214*61046927SAndroid Build Coastguard Worker        * However GL_EXT_float_blend removes this text.
215*61046927SAndroid Build Coastguard Worker        */
216*61046927SAndroid Build Coastguard Worker       if (!ctx->Extensions.EXT_float_blend &&
217*61046927SAndroid Build Coastguard Worker           (ctx->DrawBuffer->_FP32Buffers & ctx->Color.BlendEnabled))
218*61046927SAndroid Build Coastguard Worker          return;
219*61046927SAndroid Build Coastguard Worker       break;
220*61046927SAndroid Build Coastguard Worker 
221*61046927SAndroid Build Coastguard Worker    case API_OPENGL_CORE:
222*61046927SAndroid Build Coastguard Worker       /* Section 10.4 (Drawing Commands Using Vertex Arrays) of the OpenGL 4.5
223*61046927SAndroid Build Coastguard Worker        * Core Profile spec says:
224*61046927SAndroid Build Coastguard Worker        *
225*61046927SAndroid Build Coastguard Worker        *     "An INVALID_OPERATION error is generated if no vertex array
226*61046927SAndroid Build Coastguard Worker        *     object is bound (see section 10.3.1)."
227*61046927SAndroid Build Coastguard Worker        */
228*61046927SAndroid Build Coastguard Worker       if (ctx->Array.VAO == ctx->Array.DefaultVAO)
229*61046927SAndroid Build Coastguard Worker          return;
230*61046927SAndroid Build Coastguard Worker       break;
231*61046927SAndroid Build Coastguard Worker 
232*61046927SAndroid Build Coastguard Worker    case API_OPENGLES:
233*61046927SAndroid Build Coastguard Worker       break;
234*61046927SAndroid Build Coastguard Worker 
235*61046927SAndroid Build Coastguard Worker    case API_OPENGL_COMPAT:
236*61046927SAndroid Build Coastguard Worker       /* Check invalid ARB vertex programs. */
237*61046927SAndroid Build Coastguard Worker       if (!shader->CurrentProgram[MESA_SHADER_VERTEX] &&
238*61046927SAndroid Build Coastguard Worker           ctx->VertexProgram.Enabled &&
239*61046927SAndroid Build Coastguard Worker           !_mesa_arb_vertex_program_enabled(ctx))
240*61046927SAndroid Build Coastguard Worker          return;
241*61046927SAndroid Build Coastguard Worker       break;
242*61046927SAndroid Build Coastguard Worker 
243*61046927SAndroid Build Coastguard Worker    default:
244*61046927SAndroid Build Coastguard Worker       unreachable("Invalid API value in _mesa_update_valid_to_render_state");
245*61046927SAndroid Build Coastguard Worker    }
246*61046927SAndroid Build Coastguard Worker 
247*61046927SAndroid Build Coastguard Worker    /* From the GL_NV_fill_rectangle spec:
248*61046927SAndroid Build Coastguard Worker     *
249*61046927SAndroid Build Coastguard Worker     * "An INVALID_OPERATION error is generated by Begin or any Draw command if
250*61046927SAndroid Build Coastguard Worker     *  only one of the front and back polygon mode is FILL_RECTANGLE_NV."
251*61046927SAndroid Build Coastguard Worker     */
252*61046927SAndroid Build Coastguard Worker    if ((ctx->Polygon.FrontMode == GL_FILL_RECTANGLE_NV) !=
253*61046927SAndroid Build Coastguard Worker        (ctx->Polygon.BackMode == GL_FILL_RECTANGLE_NV))
254*61046927SAndroid Build Coastguard Worker       return;
255*61046927SAndroid Build Coastguard Worker 
256*61046927SAndroid Build Coastguard Worker    /* From GL_INTEL_conservative_rasterization spec:
257*61046927SAndroid Build Coastguard Worker     *
258*61046927SAndroid Build Coastguard Worker     * The conservative rasterization option applies only to polygons with
259*61046927SAndroid Build Coastguard Worker     * PolygonMode state set to FILL. Draw requests for polygons with different
260*61046927SAndroid Build Coastguard Worker     * PolygonMode setting or for other primitive types (points/lines) generate
261*61046927SAndroid Build Coastguard Worker     * INVALID_OPERATION error.
262*61046927SAndroid Build Coastguard Worker     */
263*61046927SAndroid Build Coastguard Worker    if (ctx->IntelConservativeRasterization) {
264*61046927SAndroid Build Coastguard Worker       if (ctx->Polygon.FrontMode != GL_FILL ||
265*61046927SAndroid Build Coastguard Worker           ctx->Polygon.BackMode != GL_FILL) {
266*61046927SAndroid Build Coastguard Worker          return;
267*61046927SAndroid Build Coastguard Worker       } else {
268*61046927SAndroid Build Coastguard Worker          mask &= (1 << GL_TRIANGLES) |
269*61046927SAndroid Build Coastguard Worker                  (1 << GL_TRIANGLE_STRIP) |
270*61046927SAndroid Build Coastguard Worker                  (1 << GL_TRIANGLE_FAN) |
271*61046927SAndroid Build Coastguard Worker                  (1 << GL_QUADS) |
272*61046927SAndroid Build Coastguard Worker                  (1 << GL_QUAD_STRIP) |
273*61046927SAndroid Build Coastguard Worker                  (1 << GL_POLYGON) |
274*61046927SAndroid Build Coastguard Worker                  (1 << GL_TRIANGLES_ADJACENCY) |
275*61046927SAndroid Build Coastguard Worker                  (1 << GL_TRIANGLE_STRIP_ADJACENCY);
276*61046927SAndroid Build Coastguard Worker       }
277*61046927SAndroid Build Coastguard Worker    }
278*61046927SAndroid Build Coastguard Worker 
279*61046927SAndroid Build Coastguard Worker    /* From the GL_EXT_transform_feedback spec:
280*61046927SAndroid Build Coastguard Worker     *
281*61046927SAndroid Build Coastguard Worker     *     "The error INVALID_OPERATION is generated if Begin, or any command
282*61046927SAndroid Build Coastguard Worker     *      that performs an explicit Begin, is called when:
283*61046927SAndroid Build Coastguard Worker     *
284*61046927SAndroid Build Coastguard Worker     *      * a geometry shader is not active and <mode> does not match the
285*61046927SAndroid Build Coastguard Worker     *        allowed begin modes for the current transform feedback state as
286*61046927SAndroid Build Coastguard Worker     *        given by table X.1.
287*61046927SAndroid Build Coastguard Worker     *
288*61046927SAndroid Build Coastguard Worker     *      * a geometry shader is active and the output primitive type of the
289*61046927SAndroid Build Coastguard Worker     *        geometry shader does not match the allowed begin modes for the
290*61046927SAndroid Build Coastguard Worker     *        current transform feedback state as given by table X.1.
291*61046927SAndroid Build Coastguard Worker     *
292*61046927SAndroid Build Coastguard Worker     */
293*61046927SAndroid Build Coastguard Worker    if (_mesa_is_xfb_active_and_unpaused(ctx)) {
294*61046927SAndroid Build Coastguard Worker       if(shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
295*61046927SAndroid Build Coastguard Worker          switch (shader->CurrentProgram[MESA_SHADER_GEOMETRY]->
296*61046927SAndroid Build Coastguard Worker                     info.gs.output_primitive) {
297*61046927SAndroid Build Coastguard Worker          case GL_POINTS:
298*61046927SAndroid Build Coastguard Worker             if (ctx->TransformFeedback.Mode != GL_POINTS)
299*61046927SAndroid Build Coastguard Worker                mask = 0;
300*61046927SAndroid Build Coastguard Worker             break;
301*61046927SAndroid Build Coastguard Worker          case GL_LINE_STRIP:
302*61046927SAndroid Build Coastguard Worker             if (ctx->TransformFeedback.Mode != GL_LINES)
303*61046927SAndroid Build Coastguard Worker                mask = 0;
304*61046927SAndroid Build Coastguard Worker             break;
305*61046927SAndroid Build Coastguard Worker          case GL_TRIANGLE_STRIP:
306*61046927SAndroid Build Coastguard Worker             if (ctx->TransformFeedback.Mode != GL_TRIANGLES)
307*61046927SAndroid Build Coastguard Worker                mask = 0;
308*61046927SAndroid Build Coastguard Worker             break;
309*61046927SAndroid Build Coastguard Worker          default:
310*61046927SAndroid Build Coastguard Worker             mask = 0;
311*61046927SAndroid Build Coastguard Worker          }
312*61046927SAndroid Build Coastguard Worker       }
313*61046927SAndroid Build Coastguard Worker       else if (shader->CurrentProgram[MESA_SHADER_TESS_EVAL]) {
314*61046927SAndroid Build Coastguard Worker          struct gl_program *tes =
315*61046927SAndroid Build Coastguard Worker             shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
316*61046927SAndroid Build Coastguard Worker          if (tes->info.tess.point_mode) {
317*61046927SAndroid Build Coastguard Worker             if (ctx->TransformFeedback.Mode != GL_POINTS)
318*61046927SAndroid Build Coastguard Worker                mask = 0;
319*61046927SAndroid Build Coastguard Worker          } else if (tes->info.tess._primitive_mode == TESS_PRIMITIVE_ISOLINES) {
320*61046927SAndroid Build Coastguard Worker             if (ctx->TransformFeedback.Mode != GL_LINES)
321*61046927SAndroid Build Coastguard Worker                mask = 0;
322*61046927SAndroid Build Coastguard Worker          } else {
323*61046927SAndroid Build Coastguard Worker             if (ctx->TransformFeedback.Mode != GL_TRIANGLES)
324*61046927SAndroid Build Coastguard Worker                mask = 0;
325*61046927SAndroid Build Coastguard Worker          }
326*61046927SAndroid Build Coastguard Worker       }
327*61046927SAndroid Build Coastguard Worker       else {
328*61046927SAndroid Build Coastguard Worker          switch (ctx->TransformFeedback.Mode) {
329*61046927SAndroid Build Coastguard Worker          case GL_POINTS:
330*61046927SAndroid Build Coastguard Worker             mask &= 1 << GL_POINTS;
331*61046927SAndroid Build Coastguard Worker             break;
332*61046927SAndroid Build Coastguard Worker          case GL_LINES:
333*61046927SAndroid Build Coastguard Worker             mask &= (1 << GL_LINES) |
334*61046927SAndroid Build Coastguard Worker                     (1 << GL_LINE_LOOP) |
335*61046927SAndroid Build Coastguard Worker                     (1 << GL_LINE_STRIP);
336*61046927SAndroid Build Coastguard Worker             break;
337*61046927SAndroid Build Coastguard Worker          case GL_TRIANGLES:
338*61046927SAndroid Build Coastguard Worker             /* TODO: This doesn't look right, but it matches the original code. */
339*61046927SAndroid Build Coastguard Worker             mask &= ~((1 << GL_POINTS) |
340*61046927SAndroid Build Coastguard Worker                       (1 << GL_LINES) |
341*61046927SAndroid Build Coastguard Worker                       (1 << GL_LINE_LOOP) |
342*61046927SAndroid Build Coastguard Worker                       (1 << GL_LINE_STRIP));
343*61046927SAndroid Build Coastguard Worker             break;
344*61046927SAndroid Build Coastguard Worker          }
345*61046927SAndroid Build Coastguard Worker       }
346*61046927SAndroid Build Coastguard Worker 
347*61046927SAndroid Build Coastguard Worker       if (!mask)
348*61046927SAndroid Build Coastguard Worker          return;
349*61046927SAndroid Build Coastguard Worker    }
350*61046927SAndroid Build Coastguard Worker 
351*61046927SAndroid Build Coastguard Worker    /* From the OpenGL 4.5 specification, section 11.3.1:
352*61046927SAndroid Build Coastguard Worker     *
353*61046927SAndroid Build Coastguard Worker     * The error INVALID_OPERATION is generated if Begin, or any command that
354*61046927SAndroid Build Coastguard Worker     * implicitly calls Begin, is called when a geometry shader is active and:
355*61046927SAndroid Build Coastguard Worker     *
356*61046927SAndroid Build Coastguard Worker     * * the input primitive type of the current geometry shader is
357*61046927SAndroid Build Coastguard Worker     *   POINTS and <mode> is not POINTS,
358*61046927SAndroid Build Coastguard Worker     *
359*61046927SAndroid Build Coastguard Worker     * * the input primitive type of the current geometry shader is
360*61046927SAndroid Build Coastguard Worker     *   LINES and <mode> is not LINES, LINE_STRIP, or LINE_LOOP,
361*61046927SAndroid Build Coastguard Worker     *
362*61046927SAndroid Build Coastguard Worker     * * the input primitive type of the current geometry shader is
363*61046927SAndroid Build Coastguard Worker     *   TRIANGLES and <mode> is not TRIANGLES, TRIANGLE_STRIP or
364*61046927SAndroid Build Coastguard Worker     *   TRIANGLE_FAN,
365*61046927SAndroid Build Coastguard Worker     *
366*61046927SAndroid Build Coastguard Worker     * * the input primitive type of the current geometry shader is
367*61046927SAndroid Build Coastguard Worker     *   LINES_ADJACENCY_ARB and <mode> is not LINES_ADJACENCY_ARB or
368*61046927SAndroid Build Coastguard Worker     *   LINE_STRIP_ADJACENCY_ARB, or
369*61046927SAndroid Build Coastguard Worker     *
370*61046927SAndroid Build Coastguard Worker     * * the input primitive type of the current geometry shader is
371*61046927SAndroid Build Coastguard Worker     *   TRIANGLES_ADJACENCY_ARB and <mode> is not
372*61046927SAndroid Build Coastguard Worker     *   TRIANGLES_ADJACENCY_ARB or TRIANGLE_STRIP_ADJACENCY_ARB.
373*61046927SAndroid Build Coastguard Worker     *
374*61046927SAndroid Build Coastguard Worker     * The GL spec doesn't mention any interaction with tessellation, which
375*61046927SAndroid Build Coastguard Worker     * is clearly a spec bug. The same rule should apply, but instead of
376*61046927SAndroid Build Coastguard Worker     * the draw primitive mode, the tessellation evaluation shader primitive
377*61046927SAndroid Build Coastguard Worker     * mode should be used for the checking.
378*61046927SAndroid Build Coastguard Worker    */
379*61046927SAndroid Build Coastguard Worker    if (shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
380*61046927SAndroid Build Coastguard Worker       const GLenum geom_mode =
381*61046927SAndroid Build Coastguard Worker          shader->CurrentProgram[MESA_SHADER_GEOMETRY]->
382*61046927SAndroid Build Coastguard Worker             info.gs.input_primitive;
383*61046927SAndroid Build Coastguard Worker       struct gl_program *tes =
384*61046927SAndroid Build Coastguard Worker          shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
385*61046927SAndroid Build Coastguard Worker 
386*61046927SAndroid Build Coastguard Worker       if (tes) {
387*61046927SAndroid Build Coastguard Worker          bool valid;
388*61046927SAndroid Build Coastguard Worker 
389*61046927SAndroid Build Coastguard Worker          if (tes->info.tess.point_mode)
390*61046927SAndroid Build Coastguard Worker             valid = geom_mode == GL_POINTS;
391*61046927SAndroid Build Coastguard Worker          else if (tes->info.tess._primitive_mode == TESS_PRIMITIVE_ISOLINES)
392*61046927SAndroid Build Coastguard Worker             valid = geom_mode == GL_LINES;
393*61046927SAndroid Build Coastguard Worker          else
394*61046927SAndroid Build Coastguard Worker             /* the GL_QUADS mode generates triangles too */
395*61046927SAndroid Build Coastguard Worker             valid = geom_mode == GL_TRIANGLES;
396*61046927SAndroid Build Coastguard Worker 
397*61046927SAndroid Build Coastguard Worker          /* TES and GS use incompatible primitive types. Discard all draws. */
398*61046927SAndroid Build Coastguard Worker          if (!valid)
399*61046927SAndroid Build Coastguard Worker             return;
400*61046927SAndroid Build Coastguard Worker       } else {
401*61046927SAndroid Build Coastguard Worker          switch (geom_mode) {
402*61046927SAndroid Build Coastguard Worker          case GL_POINTS:
403*61046927SAndroid Build Coastguard Worker             mask &= 1 << GL_POINTS;
404*61046927SAndroid Build Coastguard Worker             break;
405*61046927SAndroid Build Coastguard Worker          case GL_LINES:
406*61046927SAndroid Build Coastguard Worker             mask &= (1 << GL_LINES) |
407*61046927SAndroid Build Coastguard Worker                     (1 << GL_LINE_LOOP) |
408*61046927SAndroid Build Coastguard Worker                     (1 << GL_LINE_STRIP);
409*61046927SAndroid Build Coastguard Worker             break;
410*61046927SAndroid Build Coastguard Worker          case GL_TRIANGLES:
411*61046927SAndroid Build Coastguard Worker             mask &= (1 << GL_TRIANGLES) |
412*61046927SAndroid Build Coastguard Worker                     (1 << GL_TRIANGLE_STRIP) |
413*61046927SAndroid Build Coastguard Worker                     (1 << GL_TRIANGLE_FAN);
414*61046927SAndroid Build Coastguard Worker             break;
415*61046927SAndroid Build Coastguard Worker          case GL_LINES_ADJACENCY:
416*61046927SAndroid Build Coastguard Worker             mask &= (1 << GL_LINES_ADJACENCY) |
417*61046927SAndroid Build Coastguard Worker                     (1 << GL_LINE_STRIP_ADJACENCY);
418*61046927SAndroid Build Coastguard Worker             break;
419*61046927SAndroid Build Coastguard Worker          case GL_TRIANGLES_ADJACENCY:
420*61046927SAndroid Build Coastguard Worker             mask &= (1 << GL_TRIANGLES_ADJACENCY) |
421*61046927SAndroid Build Coastguard Worker                     (1 << GL_TRIANGLE_STRIP_ADJACENCY);
422*61046927SAndroid Build Coastguard Worker             break;
423*61046927SAndroid Build Coastguard Worker          }
424*61046927SAndroid Build Coastguard Worker       }
425*61046927SAndroid Build Coastguard Worker    }
426*61046927SAndroid Build Coastguard Worker 
427*61046927SAndroid Build Coastguard Worker    /* From the OpenGL 4.0 (Core Profile) spec (section 2.12):
428*61046927SAndroid Build Coastguard Worker     *
429*61046927SAndroid Build Coastguard Worker     *     "Tessellation operates only on patch primitives. If tessellation is
430*61046927SAndroid Build Coastguard Worker     *      active, any command that transfers vertices to the GL will
431*61046927SAndroid Build Coastguard Worker     *      generate an INVALID_OPERATION error if the primitive mode is not
432*61046927SAndroid Build Coastguard Worker     *      PATCHES.
433*61046927SAndroid Build Coastguard Worker     *      Patch primitives are not supported by pipeline stages below the
434*61046927SAndroid Build Coastguard Worker     *      tessellation evaluation shader. If there is no active program
435*61046927SAndroid Build Coastguard Worker     *      object or the active program object does not contain a tessellation
436*61046927SAndroid Build Coastguard Worker     *      evaluation shader, the error INVALID_OPERATION is generated by any
437*61046927SAndroid Build Coastguard Worker     *      command that transfers vertices to the GL if the primitive mode is
438*61046927SAndroid Build Coastguard Worker     *      PATCHES."
439*61046927SAndroid Build Coastguard Worker     *
440*61046927SAndroid Build Coastguard Worker     */
441*61046927SAndroid Build Coastguard Worker    if (shader->CurrentProgram[MESA_SHADER_TESS_EVAL] ||
442*61046927SAndroid Build Coastguard Worker        shader->CurrentProgram[MESA_SHADER_TESS_CTRL]) {
443*61046927SAndroid Build Coastguard Worker       mask &= 1 << GL_PATCHES;
444*61046927SAndroid Build Coastguard Worker    }
445*61046927SAndroid Build Coastguard Worker    else {
446*61046927SAndroid Build Coastguard Worker       mask &= ~(1 << GL_PATCHES);
447*61046927SAndroid Build Coastguard Worker    }
448*61046927SAndroid Build Coastguard Worker 
449*61046927SAndroid Build Coastguard Worker #if MESA_DEBUG
450*61046927SAndroid Build Coastguard Worker    if (shader->Flags & GLSL_LOG) {
451*61046927SAndroid Build Coastguard Worker       struct gl_program **prog = shader->CurrentProgram;
452*61046927SAndroid Build Coastguard Worker 
453*61046927SAndroid Build Coastguard Worker       for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
454*61046927SAndroid Build Coastguard Worker 	 if (prog[i] == NULL || prog[i]->_Used)
455*61046927SAndroid Build Coastguard Worker 	    continue;
456*61046927SAndroid Build Coastguard Worker 
457*61046927SAndroid Build Coastguard Worker 	 /* This is the first time this shader is being used.
458*61046927SAndroid Build Coastguard Worker 	  * Append shader's constants/uniforms to log file.
459*61046927SAndroid Build Coastguard Worker 	  *
460*61046927SAndroid Build Coastguard Worker 	  * Only log data for the program target that matches the shader
461*61046927SAndroid Build Coastguard Worker 	  * target.  It's possible to have a program bound to the vertex
462*61046927SAndroid Build Coastguard Worker 	  * shader target that also supplied a fragment shader.  If that
463*61046927SAndroid Build Coastguard Worker 	  * program isn't also bound to the fragment shader target we don't
464*61046927SAndroid Build Coastguard Worker 	  * want to log its fragment data.
465*61046927SAndroid Build Coastguard Worker 	  */
466*61046927SAndroid Build Coastguard Worker 	 _mesa_append_uniforms_to_file(prog[i]);
467*61046927SAndroid Build Coastguard Worker       }
468*61046927SAndroid Build Coastguard Worker 
469*61046927SAndroid Build Coastguard Worker       for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
470*61046927SAndroid Build Coastguard Worker 	 if (prog[i] != NULL)
471*61046927SAndroid Build Coastguard Worker 	    prog[i]->_Used = GL_TRUE;
472*61046927SAndroid Build Coastguard Worker       }
473*61046927SAndroid Build Coastguard Worker    }
474*61046927SAndroid Build Coastguard Worker #endif
475*61046927SAndroid Build Coastguard Worker 
476*61046927SAndroid Build Coastguard Worker    /* Non-indexed draws are valid after this point. */
477*61046927SAndroid Build Coastguard Worker    ctx->ValidPrimMask = mask;
478*61046927SAndroid Build Coastguard Worker 
479*61046927SAndroid Build Coastguard Worker    /* Section 2.14.2 (Transform Feedback Primitive Capture) of the OpenGL ES
480*61046927SAndroid Build Coastguard Worker     * 3.1 spec says:
481*61046927SAndroid Build Coastguard Worker     *
482*61046927SAndroid Build Coastguard Worker     *   The error INVALID_OPERATION is also generated by DrawElements,
483*61046927SAndroid Build Coastguard Worker     *   DrawElementsInstanced, and DrawRangeElements while transform feedback
484*61046927SAndroid Build Coastguard Worker     *   is active and not paused, regardless of mode.
485*61046927SAndroid Build Coastguard Worker     *
486*61046927SAndroid Build Coastguard Worker     * The OES_geometry_shader_spec says:
487*61046927SAndroid Build Coastguard Worker     *
488*61046927SAndroid Build Coastguard Worker     *    Issues:
489*61046927SAndroid Build Coastguard Worker     *
490*61046927SAndroid Build Coastguard Worker     *    ...
491*61046927SAndroid Build Coastguard Worker     *
492*61046927SAndroid Build Coastguard Worker     *    (13) Does this extension change how transform feedback operates
493*61046927SAndroid Build Coastguard Worker     *    compared to unextended OpenGL ES 3.0 or 3.1?
494*61046927SAndroid Build Coastguard Worker     *
495*61046927SAndroid Build Coastguard Worker     *    RESOLVED: Yes... Since we no longer require being able to predict how
496*61046927SAndroid Build Coastguard Worker     *    much geometry will be generated, we also lift the restriction that
497*61046927SAndroid Build Coastguard Worker     *    only DrawArray* commands are supported and also support the
498*61046927SAndroid Build Coastguard Worker     *    DrawElements* commands for transform feedback.
499*61046927SAndroid Build Coastguard Worker     *
500*61046927SAndroid Build Coastguard Worker     * This should also be reflected in the body of the spec, but that appears
501*61046927SAndroid Build Coastguard Worker     * to have been overlooked.  The body of the spec only explicitly allows
502*61046927SAndroid Build Coastguard Worker     * the indirect versions.
503*61046927SAndroid Build Coastguard Worker     */
504*61046927SAndroid Build Coastguard Worker    if (_mesa_is_gles3(ctx) &&
505*61046927SAndroid Build Coastguard Worker        !_mesa_has_OES_geometry_shader(ctx) &&
506*61046927SAndroid Build Coastguard Worker        _mesa_is_xfb_active_and_unpaused(ctx))
507*61046927SAndroid Build Coastguard Worker       return;
508*61046927SAndroid Build Coastguard Worker 
509*61046927SAndroid Build Coastguard Worker    ctx->ValidPrimMaskIndexed = mask;
510*61046927SAndroid Build Coastguard Worker }
511