mesa: Refactor validation of shader targets

Actually validate that the implementation supports the particular
shader target as well.  Previously if a driver only supported vertex
shaders, for example, glCreateShaderObjectARB would gladly create a
fragment shader.

NOTE: this is a candidate for the 7.9 branch.
This commit is contained in:
Ian Romanick
2010-10-11 15:21:17 -07:00
parent babe20b9d1
commit 5cb24c4a75

View File

@@ -47,7 +47,7 @@
#include "program/prog_parameter.h"
#include "program/prog_uniform.h"
#include "talloc.h"
#include <stdbool.h>
/** Define this to enable shader substitution (see below) */
#define SHADER_SUBST 0
@@ -201,6 +201,35 @@ _mesa_copy_string(GLchar *dst, GLsizei maxLength,
/**
* Confirm that the a shader type is valid and supported by the implementation
*
* \param ctx Current GL context
* \param type Shader target
*
*/
static bool
validate_shader_target(const struct gl_context *ctx, GLenum type)
{
switch (type) {
#if FEATURE_ARB_fragment_shader
case GL_FRAGMENT_SHADER:
return ctx->Extensions.ARB_fragment_shader;
#endif
#if FEATURE_ARB_vertex_shader
case GL_VERTEX_SHADER:
return ctx->Extensions.ARB_vertex_shader;
#endif
#if FEATURE_ARB_geometry_shader4
case GL_GEOMETRY_SHADER_ARB:
return ctx->Extensions.ARB_geometry_shader4;
#endif
default:
return false;
}
}
/**
* Find the length of the longest transform feedback varying name
* which was specified with glTransformFeedbackVaryings().
@@ -376,19 +405,13 @@ create_shader(struct gl_context *ctx, GLenum type)
struct gl_shader *sh;
GLuint name;
name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
switch (type) {
case GL_FRAGMENT_SHADER:
case GL_VERTEX_SHADER:
case GL_GEOMETRY_SHADER_ARB:
sh = ctx->Driver.NewShader(ctx, name, type);
break;
default:
if (!validate_shader_target(ctx, type)) {
_mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
return 0;
}
name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
sh = ctx->Driver.NewShader(ctx, name, type);
_mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
return name;