api_validate.c

来自「mesa-6.5-minigui源码」· C语言 代码 · 共 239 行

C
239
字号
/* * Mesa 3-D graphics library * Version:  6.1 * * 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 "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, "glDrawElements(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);   /* Always need vertex positions */   if (!ctx->Array.Vertex.Enabled       && !(ctx->VertexProgram._Enabled && ctx->Array.VertexAttrib[0].Enabled))      return GL_FALSE;   /* Vertex buffer object tests */   if (ctx->Array.ElementArrayBufferObj->Name) {      GLuint indexBytes;      /* use indices in the buffer object */      if (!ctx->Array.ElementArrayBufferObj->Data) {         _mesa_warning(ctx, "DrawElements with empty vertex elements buffer!");         return GL_FALSE;      }      /* make sure count doesn't go outside buffer bounds */      if (type == GL_UNSIGNED_INT) {         indexBytes = count * sizeof(GLuint);      }      else if (type == GL_UNSIGNED_BYTE) {         indexBytes = count * sizeof(GLubyte);      }      else {         ASSERT(type == GL_UNSIGNED_SHORT);         indexBytes = count * sizeof(GLushort);      }      if ((GLubyte *) indices + indexBytes >          ctx->Array.ElementArrayBufferObj->Data +          ctx->Array.ElementArrayBufferObj->Size) {         _mesa_warning(ctx, "glDrawElements index out of buffer bounds");         return GL_FALSE;      }      /* Actual address is the sum of pointers.  Indices may be used below. */      if (ctx->Const.CheckArrayBounds) {         indices = (const GLvoid *)            ADD_POINTERS(ctx->Array.ElementArrayBufferObj->Data,                         (const GLubyte *) indices);      }   }   if (ctx->Const.CheckArrayBounds) {      /* find max array index */      GLuint max = 0;      GLint i;      if (type == GL_UNSIGNED_INT) {         for (i = 0; i < count; i++)            if (((GLuint *) indices)[i] > max)               max = ((GLuint *) indices)[i];      }      else if (type == GL_UNSIGNED_SHORT) {         for (i = 0; i < count; i++)            if (((GLushort *) indices)[i] > max)               max = ((GLushort *) indices)[i];      }      else {         ASSERT(type == GL_UNSIGNED_BYTE);         for (i = 0; i < count; i++)            if (((GLubyte *) indices)[i] > max)               max = ((GLubyte *) indices)[i];      }      if (max >= ctx->Array._MaxElement) {         /* the max element is out of bounds of one or more enabled arrays */         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, "glDrawRangeElements(count)" );      return GL_FALSE;   }   if (mode > GL_POLYGON) {      _mesa_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)" );      return GL_FALSE;   }   if (end < start) {      _mesa_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements(end<start)");      return GL_FALSE;   }   if (type != GL_UNSIGNED_INT &&       type != GL_UNSIGNED_BYTE &&       type != GL_UNSIGNED_SHORT) {      _mesa_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)" );      return GL_FALSE;   }   if (ctx->NewState)      _mesa_update_state(ctx);   /* Always need vertex positions */   if (!ctx->Array.Vertex.Enabled       && !(ctx->VertexProgram._Enabled && ctx->Array.VertexAttrib[0].Enabled))      return GL_FALSE;   if (ctx->Const.CheckArrayBounds) {      /* Find max array index.       * We don't trust the user's start and end values.       */      GLuint max = 0;      GLint i;      if (type == GL_UNSIGNED_INT) {         for (i = 0; i < count; i++)            if (((GLuint *) indices)[i] > max)               max = ((GLuint *) indices)[i];      }      else if (type == GL_UNSIGNED_SHORT) {         for (i = 0; i < count; i++)            if (((GLushort *) indices)[i] > max)               max = ((GLushort *) indices)[i];      }      else {         ASSERT(type == GL_UNSIGNED_BYTE);         for (i = 0; i < count; i++)            if (((GLubyte *) indices)[i] > max)               max = ((GLubyte *) indices)[i];      }      if (max >= ctx->Array._MaxElement) {         /* the max element is out of bounds of one or more enabled arrays */         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){   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);   /* Always need vertex positions */   if (!ctx->Array.Vertex.Enabled && !ctx->Array.VertexAttrib[0].Enabled)      return GL_FALSE;   if (ctx->Const.CheckArrayBounds) {      if (start + count > (GLint) ctx->Array._MaxElement)         return GL_FALSE;   }   return GL_TRUE;}

⌨️ 快捷键说明

复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?