mesa/vbo: move some Draw checks out of validation

These checks do not generate any errors. Move them so we can add
KHR_no_error support and still make sure we do these checks.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri
2017-04-03 16:38:18 +10:00
parent 63a14e9e14
commit 4df2931a87
2 changed files with 108 additions and 41 deletions

View File

@@ -290,15 +290,6 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
"%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:
@@ -312,32 +303,10 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(no VAO bound)", function);
return false;
}
break;
/* 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_OPENGLES:
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:
@@ -700,14 +669,6 @@ validate_DrawElements_common(struct gl_context *ctx,
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;
}

View File

@@ -179,6 +179,60 @@ check_draw_arrays_data(struct gl_context *ctx, GLint start, GLsizei count)
}
/**
* Check if we should skip the draw call even after validation was successful.
*/
static bool
skip_validated_draw(struct gl_context *ctx)
{
switch (ctx->API) {
case API_OPENGLES2:
/* 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 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 false;
} 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 false;
}
/**
* Print info/data for glDrawArrays(), for debugging.
*/
@@ -410,6 +464,9 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
struct vbo_context *vbo = vbo_context(ctx);
struct _mesa_prim prim[2];
if (skip_validated_draw(ctx))
return;
vbo_bind_arrays(ctx);
/* OpenGL 4.5 says that primitive restart is ignored with non-indexed
@@ -739,6 +796,25 @@ dump_element_buffer(struct gl_context *ctx, GLenum type)
#endif
static bool
skip_draw_elements(struct gl_context *ctx, GLsizei count,
const GLvoid *indices)
{
if (count == 0)
return true;
/* Not using a VBO for indices, so avoid NULL pointer derefs later.
*/
if (!_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj) && indices == NULL)
return true;
if (skip_validated_draw(ctx))
return true;
return false;
}
/**
* Inner support for both _mesa_DrawElements and _mesa_DrawRangeElements.
* Do the rendering for a glDrawElements or glDrawRangeElements call after
@@ -757,6 +833,9 @@ vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
struct _mesa_index_buffer ib;
struct _mesa_prim prim[1];
if (skip_draw_elements(ctx, count, indices))
return;
vbo_bind_arrays(ctx);
ib.count = count;
@@ -1230,6 +1309,9 @@ vbo_exec_MultiDrawElements(GLenum mode,
primcount))
return;
if (skip_validated_draw(ctx))
return;
vbo_validated_multidrawelements(ctx, mode, count, type, indices, primcount,
NULL);
}
@@ -1248,6 +1330,9 @@ vbo_exec_MultiDrawElementsBaseVertex(GLenum mode,
primcount))
return;
if (skip_validated_draw(ctx))
return;
vbo_validated_multidrawelements(ctx, mode, count, type, indices, primcount,
basevertex);
}
@@ -1275,6 +1360,9 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
return;
}
if (skip_validated_draw(ctx))
return;
vbo_bind_arrays(ctx);
/* init most fields to zero */
@@ -1482,6 +1570,9 @@ vbo_exec_DrawArraysIndirect(GLenum mode, const GLvoid *indirect)
if (!_mesa_validate_DrawArraysIndirect(ctx, mode, indirect))
return;
if (skip_validated_draw(ctx))
return;
vbo_validated_drawarraysindirect(ctx, mode, indirect);
}
@@ -1499,6 +1590,9 @@ vbo_exec_DrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
if (!_mesa_validate_DrawElementsIndirect(ctx, mode, type, indirect))
return;
if (skip_validated_draw(ctx))
return;
vbo_validated_drawelementsindirect(ctx, mode, type, indirect);
}
@@ -1521,6 +1615,9 @@ vbo_exec_MultiDrawArraysIndirect(GLenum mode, const GLvoid *indirect,
primcount, stride))
return;
if (skip_validated_draw(ctx))
return;
vbo_validated_multidrawarraysindirect(ctx, mode, indirect,
primcount, stride);
}
@@ -1546,6 +1643,9 @@ vbo_exec_MultiDrawElementsIndirect(GLenum mode, GLenum type,
primcount, stride))
return;
if (skip_validated_draw(ctx))
return;
vbo_validated_multidrawelementsindirect(ctx, mode, type, indirect,
primcount, stride);
}
@@ -1634,6 +1734,9 @@ vbo_exec_MultiDrawArraysIndirectCount(GLenum mode, GLintptr indirect,
maxdrawcount, stride))
return;
if (skip_validated_draw(ctx))
return;
vbo_validated_multidrawarraysindirectcount(ctx, mode, indirect, drawcount,
maxdrawcount, stride);
}
@@ -1662,6 +1765,9 @@ vbo_exec_MultiDrawElementsIndirectCount(GLenum mode, GLenum type,
maxdrawcount, stride))
return;
if (skip_validated_draw(ctx))
return;
vbo_validated_multidrawelementsindirectcount(ctx, mode, type, indirect,
drawcount, maxdrawcount,
stride);