mesa: move GL_INVALID_OPERATION error to rendering call

The validation api doesn't trigger this error so just move it to the
code called during rendering.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Cc: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri
2015-12-06 15:30:34 +11:00
parent 4dd096d741
commit ad02621854
3 changed files with 15 additions and 25 deletions
+4 -3
View File
@@ -2034,9 +2034,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
/* A pipeline object is bound */
if (ctx->_Shader->Name && !ctx->_Shader->Validated) {
/* Error message will be printed inside _mesa_validate_program_pipeline.
*/
if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader, GL_TRUE)) {
if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glValidateProgramPipeline failed to validate the "
"pipeline");
return GL_FALSE;
}
}
+9 -21
View File
@@ -757,8 +757,7 @@ program_stages_interleaved_illegally(const struct gl_pipeline_object *pipe)
extern GLboolean
_mesa_validate_program_pipeline(struct gl_context* ctx,
struct gl_pipeline_object *pipe,
GLboolean IsBound)
struct gl_pipeline_object *pipe)
{
unsigned i;
bool program_empty = true;
@@ -789,7 +788,7 @@ _mesa_validate_program_pipeline(struct gl_context* ctx,
*/
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (!program_stages_all_active(pipe, pipe->CurrentProgram[i])) {
goto err;
return GL_FALSE;
}
}
@@ -810,7 +809,7 @@ _mesa_validate_program_pipeline(struct gl_context* ctx,
ralloc_strdup(pipe,
"Program is active for multiple shader stages with an "
"intervening stage provided by another program");
goto err;
return GL_FALSE;
}
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
@@ -831,7 +830,7 @@ _mesa_validate_program_pipeline(struct gl_context* ctx,
pipe->CurrentProgram[MESA_SHADER_TESS_CTRL] ||
pipe->CurrentProgram[MESA_SHADER_TESS_EVAL])) {
pipe->InfoLog = ralloc_strdup(pipe, "Program lacks a vertex shader");
goto err;
return GL_FALSE;
}
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
@@ -854,7 +853,7 @@ _mesa_validate_program_pipeline(struct gl_context* ctx,
"Program %d was relinked without "
"PROGRAM_SEPARABLE state",
pipe->CurrentProgram[i]->Name);
goto err;
return GL_FALSE;
}
}
@@ -878,7 +877,7 @@ _mesa_validate_program_pipeline(struct gl_context* ctx,
}
if (program_empty) {
goto err;
return GL_FALSE;
}
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
@@ -896,7 +895,7 @@ _mesa_validate_program_pipeline(struct gl_context* ctx,
* maximum number of texture image units allowed."
*/
if (!_mesa_sampler_uniforms_pipeline_are_valid(pipe))
goto err;
return GL_FALSE;
/* Validate inputs against outputs, this cannot be done during linking
* since programs have been linked separately from each other.
@@ -911,17 +910,10 @@ _mesa_validate_program_pipeline(struct gl_context* ctx,
* OpenGL ES 3.1 specification has the same text.
*/
if (!_mesa_validate_pipeline_io(pipe))
goto err;
return GL_FALSE;
pipe->Validated = GL_TRUE;
return GL_TRUE;
err:
if (IsBound)
_mesa_error(ctx, GL_INVALID_OPERATION,
"glValidateProgramPipeline failed to validate the pipeline");
return GL_FALSE;
}
/**
@@ -943,11 +935,7 @@ _mesa_ValidateProgramPipeline(GLuint pipeline)
return;
}
/* ValidateProgramPipeline should not throw errors when pipeline validation
* fails and should instead only update the validation status. We pass
* false for IsBound to avoid an error being thrown.
*/
_mesa_validate_program_pipeline(ctx, pipe, false);
_mesa_validate_program_pipeline(ctx, pipe);
}
void GLAPIENTRY
+2 -1
View File
@@ -67,7 +67,8 @@ _mesa_bind_pipeline(struct gl_context *ctx,
struct gl_pipeline_object *pipe);
extern GLboolean
_mesa_validate_program_pipeline(struct gl_context * ctx, struct gl_pipeline_object *pipe, GLboolean IsBound);
_mesa_validate_program_pipeline(struct gl_context * ctx,
struct gl_pipeline_object *pipe);
extern void GLAPIENTRY