blob: 338b7749456d1cff4d50263b0eef5252c891e119 [file] [log] [blame]
//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// validationES31.cpp: Validation functions for OpenGL ES 3.1 entry point parameters
#include "libANGLE/validationES31_autogen.h"
#include "libANGLE/Context.h"
#include "libANGLE/ErrorStrings.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/validationES.h"
#include "libANGLE/validationES2_autogen.h"
#include "libANGLE/validationES3_autogen.h"
#include "common/utilities.h"
using namespace angle;
namespace gl
{
using namespace err;
namespace
{
bool ValidateNamedProgramInterface(GLenum programInterface)
{
switch (programInterface)
{
case GL_UNIFORM:
case GL_UNIFORM_BLOCK:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
return true;
default:
return false;
}
}
bool ValidateLocationProgramInterface(GLenum programInterface)
{
switch (programInterface)
{
case GL_UNIFORM:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
return true;
default:
return false;
}
}
bool ValidateProgramInterface(GLenum programInterface)
{
return (programInterface == GL_ATOMIC_COUNTER_BUFFER ||
ValidateNamedProgramInterface(programInterface));
}
bool ValidateProgramResourceProperty(const Context *context, GLenum prop)
{
ASSERT(context);
switch (prop)
{
case GL_ACTIVE_VARIABLES:
case GL_BUFFER_BINDING:
case GL_NUM_ACTIVE_VARIABLES:
case GL_ARRAY_SIZE:
case GL_ARRAY_STRIDE:
case GL_BLOCK_INDEX:
case GL_IS_ROW_MAJOR:
case GL_MATRIX_STRIDE:
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
case GL_BUFFER_DATA_SIZE:
case GL_LOCATION:
case GL_NAME_LENGTH:
case GL_OFFSET:
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
case GL_TYPE:
return true;
case GL_REFERENCED_BY_GEOMETRY_SHADER_EXT:
return context->getExtensions().geometryShader;
case GL_LOCATION_INDEX_EXT:
return context->getExtensions().blendFuncExtended;
default:
return false;
}
}
// GLES 3.10 spec: Page 82 -- Table 7.2
bool ValidateProgramResourcePropertyByInterface(GLenum prop, GLenum programInterface)
{
switch (prop)
{
case GL_ACTIVE_VARIABLES:
case GL_BUFFER_BINDING:
case GL_NUM_ACTIVE_VARIABLES:
{
switch (programInterface)
{
case GL_ATOMIC_COUNTER_BUFFER:
case GL_SHADER_STORAGE_BLOCK:
case GL_UNIFORM_BLOCK:
return true;
default:
return false;
}
}
case GL_ARRAY_SIZE:
{
switch (programInterface)
{
case GL_BUFFER_VARIABLE:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_UNIFORM:
return true;
default:
return false;
}
}
case GL_ARRAY_STRIDE:
case GL_BLOCK_INDEX:
case GL_IS_ROW_MAJOR:
case GL_MATRIX_STRIDE:
{
switch (programInterface)
{
case GL_BUFFER_VARIABLE:
case GL_UNIFORM:
return true;
default:
return false;
}
}
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
{
if (programInterface == GL_UNIFORM)
{
return true;
}
return false;
}
case GL_BUFFER_DATA_SIZE:
{
switch (programInterface)
{
case GL_ATOMIC_COUNTER_BUFFER:
case GL_SHADER_STORAGE_BLOCK:
case GL_UNIFORM_BLOCK:
return true;
default:
return false;
}
}
case GL_LOCATION:
{
return ValidateLocationProgramInterface(programInterface);
}
case GL_LOCATION_INDEX_EXT:
{
// EXT_blend_func_extended
return (programInterface == GL_PROGRAM_OUTPUT);
}
case GL_NAME_LENGTH:
{
return ValidateNamedProgramInterface(programInterface);
}
case GL_OFFSET:
{
switch (programInterface)
{
case GL_BUFFER_VARIABLE:
case GL_UNIFORM:
return true;
default:
return false;
}
}
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER_EXT:
{
switch (programInterface)
{
case GL_ATOMIC_COUNTER_BUFFER:
case GL_BUFFER_VARIABLE:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_SHADER_STORAGE_BLOCK:
case GL_UNIFORM:
case GL_UNIFORM_BLOCK:
return true;
default:
return false;
}
}
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
{
if (programInterface == GL_BUFFER_VARIABLE)
{
return true;
}
return false;
}
case GL_TYPE:
{
switch (programInterface)
{
case GL_BUFFER_VARIABLE:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_UNIFORM:
return true;
default:
return false;
}
}
default:
return false;
}
}
bool ValidateProgramResourceIndex(const Program *programObject,
GLenum programInterface,
GLuint index)
{
switch (programInterface)
{
case GL_PROGRAM_INPUT:
return (index <
static_cast<GLuint>(programObject->getState().getProgramInputs().size()));
case GL_PROGRAM_OUTPUT:
return (index < static_cast<GLuint>(programObject->getOutputResourceCount()));
case GL_UNIFORM:
return (index < static_cast<GLuint>(programObject->getActiveUniformCount()));
case GL_BUFFER_VARIABLE:
return (index < static_cast<GLuint>(programObject->getActiveBufferVariableCount()));
case GL_SHADER_STORAGE_BLOCK:
return (index < static_cast<GLuint>(programObject->getActiveShaderStorageBlockCount()));
case GL_UNIFORM_BLOCK:
return (index < programObject->getActiveUniformBlockCount());
case GL_ATOMIC_COUNTER_BUFFER:
return (index < programObject->getActiveAtomicCounterBufferCount());
case GL_TRANSFORM_FEEDBACK_VARYING:
return (index < static_cast<GLuint>(programObject->getTransformFeedbackVaryingCount()));
default:
UNREACHABLE();
return false;
}
}
bool ValidateProgramUniform(Context *context,
GLenum valueType,
ShaderProgramID program,
GLint location,
GLsizei count)
{
// Check for ES31 program uniform entry points
if (context->getClientVersion() < Version(3, 1))
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
const LinkedUniform *uniform = nullptr;
Program *programObject = GetValidProgram(context, program);
return ValidateUniformCommonBase(context, programObject, location, count, &uniform) &&
ValidateUniformValue(context, valueType, uniform->type);
}
bool ValidateProgramUniformMatrix(Context *context,
GLenum valueType,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose)
{
// Check for ES31 program uniform entry points
if (context->getClientVersion() < Version(3, 1))
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
const LinkedUniform *uniform = nullptr;
Program *programObject = GetValidProgram(context, program);
return ValidateUniformCommonBase(context, programObject, location, count, &uniform) &&
ValidateUniformMatrixValue(context, valueType, uniform->type);
}
bool ValidateVertexAttribFormatCommon(Context *context, GLuint relativeOffset)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
const Caps &caps = context->getCaps();
if (relativeOffset > static_cast<GLuint>(caps.maxVertexAttribRelativeOffset))
{
context->validationError(GL_INVALID_VALUE, kRelativeOffsetTooLarge);
return false;
}
// [OpenGL ES 3.1] Section 10.3.1 page 243:
// An INVALID_OPERATION error is generated if the default vertex array object is bound.
if (context->getState().getVertexArrayId().value == 0)
{
context->validationError(GL_INVALID_OPERATION, kDefaultVertexArray);
return false;
}
return true;
}
} // anonymous namespace
bool ValidateGetBooleani_v(Context *context, GLenum target, GLuint index, GLboolean *data)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
if (!ValidateIndexedStateQuery(context, target, index, nullptr))
{
return false;
}
return true;
}
bool ValidateGetBooleani_vRobustANGLE(Context *context,
GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLboolean *data)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
if (!ValidateRobustEntryPoint(context, bufSize))
{
return false;
}
GLsizei numParams = 0;
if (!ValidateIndexedStateQuery(context, target, index, &numParams))
{
return false;
}
if (!ValidateRobustBufferSize(context, bufSize, numParams))
{
return false;
}
SetRobustLengthParam(length, numParams);
return true;
}
bool ValidateDrawIndirectBase(Context *context, PrimitiveMode mode, const void *indirect)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
// Here the third parameter 1 is only to pass the count validation.
if (!ValidateDrawBase(context, mode))
{
return false;
}
const State &state = context->getState();
// An INVALID_OPERATION error is generated if zero is bound to VERTEX_ARRAY_BINDING,
// DRAW_INDIRECT_BUFFER or to any enabled vertex array.
if (state.getVertexArrayId().value == 0)
{
context->validationError(GL_INVALID_OPERATION, kDefaultVertexArray);
return false;
}
Buffer *drawIndirectBuffer = state.getTargetBuffer(BufferBinding::DrawIndirect);
if (!drawIndirectBuffer)
{
context->validationError(GL_INVALID_OPERATION, kDrawIndirectBufferNotBound);
return false;
}
// An INVALID_VALUE error is generated if indirect is not a multiple of the size, in basic
// machine units, of uint.
GLint64 offset = reinterpret_cast<GLint64>(indirect);
if ((static_cast<GLuint>(offset) % sizeof(GLuint)) != 0)
{
context->validationError(GL_INVALID_VALUE, kInvalidIndirectOffset);
return false;
}
return true;
}
bool ValidateDrawArraysIndirect(Context *context, PrimitiveMode mode, const void *indirect)
{
const State &state = context->getState();
TransformFeedback *curTransformFeedback = state.getCurrentTransformFeedback();
if (curTransformFeedback && curTransformFeedback->isActive() &&
!curTransformFeedback->isPaused())
{
// EXT_geometry_shader allows transform feedback to work with all draw commands.
// [EXT_geometry_shader] Section 12.1, "Transform Feedback"
if (context->getExtensions().geometryShader)
{
if (!ValidateTransformFeedbackPrimitiveMode(
context, curTransformFeedback->getPrimitiveMode(), mode))
{
context->validationError(GL_INVALID_OPERATION, kInvalidDrawModeTransformFeedback);
return false;
}
}
else
{
// An INVALID_OPERATION error is generated if transform feedback is active and not
// paused.
context->validationError(GL_INVALID_OPERATION,
kUnsupportedDrawModeForTransformFeedback);
return false;
}
}
if (!ValidateDrawIndirectBase(context, mode, indirect))
return false;
Buffer *drawIndirectBuffer = state.getTargetBuffer(BufferBinding::DrawIndirect);
CheckedNumeric<size_t> checkedOffset(reinterpret_cast<size_t>(indirect));
// In OpenGL ES3.1 spec, session 10.5, it defines the struct of DrawArraysIndirectCommand
// which's size is 4 * sizeof(uint).
auto checkedSum = checkedOffset + 4 * sizeof(GLuint);
if (!checkedSum.IsValid() ||
checkedSum.ValueOrDie() > static_cast<size_t>(drawIndirectBuffer->getSize()))
{
context->validationError(GL_INVALID_OPERATION, kParamOverflow);
return false;
}
return true;
}
bool ValidateDrawElementsIndirect(Context *context,
PrimitiveMode mode,
DrawElementsType type,
const void *indirect)
{
if (!ValidateDrawElementsBase(context, mode, type))
{
return false;
}
const State &state = context->getState();
const VertexArray *vao = state.getVertexArray();
Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
if (!elementArrayBuffer)
{
context->validationError(GL_INVALID_OPERATION, kMustHaveElementArrayBinding);
return false;
}
if (!ValidateDrawIndirectBase(context, mode, indirect))
return false;
Buffer *drawIndirectBuffer = state.getTargetBuffer(BufferBinding::DrawIndirect);
CheckedNumeric<size_t> checkedOffset(reinterpret_cast<size_t>(indirect));
// In OpenGL ES3.1 spec, session 10.5, it defines the struct of DrawElementsIndirectCommand
// which's size is 5 * sizeof(uint).
auto checkedSum = checkedOffset + 5 * sizeof(GLuint);
if (!checkedSum.IsValid() ||
checkedSum.ValueOrDie() > static_cast<size_t>(drawIndirectBuffer->getSize()))
{
context->validationError(GL_INVALID_OPERATION, kParamOverflow);
return false;
}
return true;
}
bool ValidateProgramUniform1i(Context *context, ShaderProgramID program, GLint location, GLint v0)
{
return ValidateProgramUniform1iv(context, program, location, 1, &v0);
}
bool ValidateProgramUniform2i(Context *context,
ShaderProgramID program,
GLint location,
GLint v0,
GLint v1)
{
GLint xy[2] = {v0, v1};
return ValidateProgramUniform2iv(context, program, location, 1, xy);
}
bool ValidateProgramUniform3i(Context *context,
ShaderProgramID program,
GLint location,
GLint v0,
GLint v1,
GLint v2)
{
GLint xyz[3] = {v0, v1, v2};
return ValidateProgramUniform3iv(context, program, location, 1, xyz);
}
bool ValidateProgramUniform4i(Context *context,
ShaderProgramID program,
GLint location,
GLint v0,
GLint v1,
GLint v2,
GLint v3)
{
GLint xyzw[4] = {v0, v1, v2, v3};
return ValidateProgramUniform4iv(context, program, location, 1, xyzw);
}
bool ValidateProgramUniform1ui(Context *context, ShaderProgramID program, GLint location, GLuint v0)
{
return ValidateProgramUniform1uiv(context, program, location, 1, &v0);
}
bool ValidateProgramUniform2ui(Context *context,
ShaderProgramID program,
GLint location,
GLuint v0,
GLuint v1)
{
GLuint xy[2] = {v0, v1};
return ValidateProgramUniform2uiv(context, program, location, 1, xy);
}
bool ValidateProgramUniform3ui(Context *context,
ShaderProgramID program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2)
{
GLuint xyz[3] = {v0, v1, v2};
return ValidateProgramUniform3uiv(context, program, location, 1, xyz);
}
bool ValidateProgramUniform4ui(Context *context,
ShaderProgramID program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3)
{
GLuint xyzw[4] = {v0, v1, v2, v3};
return ValidateProgramUniform4uiv(context, program, location, 1, xyzw);
}
bool ValidateProgramUniform1f(Context *context, ShaderProgramID program, GLint location, GLfloat v0)
{
return ValidateProgramUniform1fv(context, program, location, 1, &v0);
}
bool ValidateProgramUniform2f(Context *context,
ShaderProgramID program,
GLint location,
GLfloat v0,
GLfloat v1)
{
GLfloat xy[2] = {v0, v1};
return ValidateProgramUniform2fv(context, program, location, 1, xy);
}
bool ValidateProgramUniform3f(Context *context,
ShaderProgramID program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2)
{
GLfloat xyz[3] = {v0, v1, v2};
return ValidateProgramUniform3fv(context, program, location, 1, xyz);
}
bool ValidateProgramUniform4f(Context *context,
ShaderProgramID program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3)
{
GLfloat xyzw[4] = {v0, v1, v2, v3};
return ValidateProgramUniform4fv(context, program, location, 1, xyzw);
}
bool ValidateProgramUniform1iv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLint *value)
{
// Check for ES31 program uniform entry points
if (context->getClientVersion() < Version(3, 1))
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
const LinkedUniform *uniform = nullptr;
Program *programObject = GetValidProgram(context, program);
return ValidateUniformCommonBase(context, programObject, location, count, &uniform) &&
ValidateUniform1ivValue(context, uniform->type, count, value);
}
bool ValidateProgramUniform2iv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLint *value)
{
return ValidateProgramUniform(context, GL_INT_VEC2, program, location, count);
}
bool ValidateProgramUniform3iv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLint *value)
{
return ValidateProgramUniform(context, GL_INT_VEC3, program, location, count);
}
bool ValidateProgramUniform4iv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLint *value)
{
return ValidateProgramUniform(context, GL_INT_VEC4, program, location, count);
}
bool ValidateProgramUniform1uiv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLuint *value)
{
return ValidateProgramUniform(context, GL_UNSIGNED_INT, program, location, count);
}
bool ValidateProgramUniform2uiv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLuint *value)
{
return ValidateProgramUniform(context, GL_UNSIGNED_INT_VEC2, program, location, count);
}
bool ValidateProgramUniform3uiv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLuint *value)
{
return ValidateProgramUniform(context, GL_UNSIGNED_INT_VEC3, program, location, count);
}
bool ValidateProgramUniform4uiv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLuint *value)
{
return ValidateProgramUniform(context, GL_UNSIGNED_INT_VEC4, program, location, count);
}
bool ValidateProgramUniform1fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return ValidateProgramUniform(context, GL_FLOAT, program, location, count);
}
bool ValidateProgramUniform2fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return ValidateProgramUniform(context, GL_FLOAT_VEC2, program, location, count);
}
bool ValidateProgramUniform3fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return ValidateProgramUniform(context, GL_FLOAT_VEC3, program, location, count);
}
bool ValidateProgramUniform4fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return ValidateProgramUniform(context, GL_FLOAT_VEC4, program, location, count);
}
bool ValidateProgramUniformMatrix2fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT2, program, location, count,
transpose);
}
bool ValidateProgramUniformMatrix3fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT3, program, location, count,
transpose);
}
bool ValidateProgramUniformMatrix4fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT4, program, location, count,
transpose);
}
bool ValidateProgramUniformMatrix2x3fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT2x3, program, location, count,
transpose);
}
bool ValidateProgramUniformMatrix3x2fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT3x2, program, location, count,
transpose);
}
bool ValidateProgramUniformMatrix2x4fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT2x4, program, location, count,
transpose);
}
bool ValidateProgramUniformMatrix4x2fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT4x2, program, location, count,
transpose);
}
bool ValidateProgramUniformMatrix3x4fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT3x4, program, location, count,
transpose);
}
bool ValidateProgramUniformMatrix4x3fv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT4x3, program, location, count,
transpose);
}
bool ValidateGetTexLevelParameterfv(Context *context,
TextureTarget target,
GLint level,
GLenum pname,
GLfloat *params)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
return ValidateGetTexLevelParameterBase(context, target, level, pname, nullptr);
}
bool ValidateGetTexLevelParameterfvRobustANGLE(Context *context,
TextureTarget target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
UNIMPLEMENTED();
return false;
}
bool ValidateGetTexLevelParameteriv(Context *context,
TextureTarget target,
GLint level,
GLenum pname,
GLint *params)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
return ValidateGetTexLevelParameterBase(context, target, level, pname, nullptr);
}
bool ValidateGetTexLevelParameterivRobustANGLE(Context *context,
TextureTarget target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
UNIMPLEMENTED();
return false;
}
bool ValidateTexStorage2DMultisample(Context *context,
TextureType target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
return ValidateTexStorage2DMultisampleBase(context, target, samples, internalFormat, width,
height);
}
bool ValidateTexStorageMem2DMultisampleEXT(Context *context,
TextureType target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations,
MemoryObjectID memory,
GLuint64 offset)
{
if (!context->getExtensions().memoryObject)
{
context->validationError(GL_INVALID_OPERATION, kExtensionNotEnabled);
return false;
}
UNIMPLEMENTED();
return false;
}
bool ValidateGetMultisamplefv(Context *context, GLenum pname, GLuint index, GLfloat *val)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
return ValidateGetMultisamplefvBase(context, pname, index, val);
}
bool ValidateGetMultisamplefvRobustANGLE(Context *context,
GLenum pname,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLfloat *val)
{
UNIMPLEMENTED();
return false;
}
bool ValidateFramebufferParameteri(Context *context, GLenum target, GLenum pname, GLint param)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
if (!ValidFramebufferTarget(context, target))
{
context->validationError(GL_INVALID_ENUM, kInvalidFramebufferTarget);
return false;
}
switch (pname)
{
case GL_FRAMEBUFFER_DEFAULT_WIDTH:
{
GLint maxWidth = context->getCaps().maxFramebufferWidth;
if (param < 0 || param > maxWidth)
{
context->validationError(GL_INVALID_VALUE, kExceedsFramebufferWidth);
return false;
}
break;
}
case GL_FRAMEBUFFER_DEFAULT_HEIGHT:
{
GLint maxHeight = context->getCaps().maxFramebufferHeight;
if (param < 0 || param > maxHeight)
{
context->validationError(GL_INVALID_VALUE, kExceedsFramebufferHeight);
return false;
}
break;
}
case GL_FRAMEBUFFER_DEFAULT_SAMPLES:
{
GLint maxSamples = context->getCaps().maxFramebufferSamples;
if (param < 0 || param > maxSamples)
{
context->validationError(GL_INVALID_VALUE, kExceedsFramebufferSamples);
return false;
}
break;
}
case GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS:
{
break;
}
case GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT:
{
if (!context->getExtensions().geometryShader)
{
context->validationError(GL_INVALID_ENUM, kGeometryShaderExtensionNotEnabled);
return false;
}
GLint maxLayers = context->getCaps().maxFramebufferLayers;
if (param < 0 || param > maxLayers)
{
context->validationError(GL_INVALID_VALUE, kInvalidFramebufferLayer);
return false;
}
break;
}
default:
{
context->validationError(GL_INVALID_ENUM, kInvalidPname);
return false;
}
}
const Framebuffer *framebuffer = context->getState().getTargetFramebuffer(target);
ASSERT(framebuffer);
if (framebuffer->isDefault())
{
context->validationError(GL_INVALID_OPERATION, kDefaultFramebuffer);
return false;
}
return true;
}
bool ValidateGetFramebufferParameteriv(Context *context, GLenum target, GLenum pname, GLint *params)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
if (!ValidFramebufferTarget(context, target))
{
context->validationError(GL_INVALID_ENUM, kInvalidFramebufferTarget);
return false;
}
switch (pname)
{
case GL_FRAMEBUFFER_DEFAULT_WIDTH:
case GL_FRAMEBUFFER_DEFAULT_HEIGHT:
case GL_FRAMEBUFFER_DEFAULT_SAMPLES:
case GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS:
break;
case GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT:
if (!context->getExtensions().geometryShader)
{
context->validationError(GL_INVALID_ENUM, kGeometryShaderExtensionNotEnabled);
return false;
}
break;
default:
context->validationError(GL_INVALID_ENUM, kInvalidPname);
return false;
}
const Framebuffer *framebuffer = context->getState().getTargetFramebuffer(target);
ASSERT(framebuffer);
if (framebuffer->isDefault())
{
context->validationError(GL_INVALID_OPERATION, kDefaultFramebuffer);
return false;
}
return true;
}
bool ValidateGetFramebufferParameterivRobustANGLE(Context *context,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
UNIMPLEMENTED();
return false;
}
bool ValidateGetProgramResourceIndex(Context *context,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
Program *programObject = GetValidProgram(context, program);
if (programObject == nullptr)
{
return false;
}
if (!ValidateNamedProgramInterface(programInterface))
{
context->validationError(GL_INVALID_ENUM, kInvalidProgramInterface);
return false;
}
return true;
}
bool ValidateBindVertexBuffer(Context *context,
GLuint bindingIndex,
BufferID buffer,
GLintptr offset,
GLsizei stride)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
if (!context->isBufferGenerated(buffer))
{
context->validationError(GL_INVALID_OPERATION, kObjectNotGenerated);
return false;
}
const Caps &caps = context->getCaps();
if (bindingIndex >= static_cast<GLuint>(caps.maxVertexAttribBindings))
{
context->validationError(GL_INVALID_VALUE, kExceedsMaxVertexAttribBindings);
return false;
}
if (offset < 0)
{
context->validationError(GL_INVALID_VALUE, kNegativeOffset);
return false;
}
if (stride < 0 || stride > caps.maxVertexAttribStride)
{
context->validationError(GL_INVALID_VALUE, kExceedsMaxVertexAttribStride);
return false;
}
// [OpenGL ES 3.1] Section 10.3.1 page 244:
// An INVALID_OPERATION error is generated if the default vertex array object is bound.
if (context->getState().getVertexArrayId().value == 0)
{
context->validationError(GL_INVALID_OPERATION, kDefaultVertexArray);
return false;
}
return true;
}
bool ValidateVertexBindingDivisor(Context *context, GLuint bindingIndex, GLuint divisor)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
const Caps &caps = context->getCaps();
if (bindingIndex >= static_cast<GLuint>(caps.maxVertexAttribBindings))
{
context->validationError(GL_INVALID_VALUE, kExceedsMaxVertexAttribBindings);
return false;
}
// [OpenGL ES 3.1] Section 10.3.1 page 243:
// An INVALID_OPERATION error is generated if the default vertex array object is bound.
if (context->getState().getVertexArrayId().value == 0)
{
context->validationError(GL_INVALID_OPERATION, kDefaultVertexArray);
return false;
}
return true;
}
bool ValidateVertexAttribFormat(Context *context,
GLuint attribindex,
GLint size,
VertexAttribType type,
GLboolean normalized,
GLuint relativeoffset)
{
if (!ValidateVertexAttribFormatCommon(context, relativeoffset))
{
return false;
}
return ValidateFloatVertexFormat(context, attribindex, size, type);
}
bool ValidateVertexAttribIFormat(Context *context,
GLuint attribindex,
GLint size,
VertexAttribType type,
GLuint relativeoffset)
{
if (!ValidateVertexAttribFormatCommon(context, relativeoffset))
{
return false;
}
return ValidateIntegerVertexFormat(context, attribindex, size, type);
}
bool ValidateVertexAttribBinding(Context *context, GLuint attribIndex, GLuint bindingIndex)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
// [OpenGL ES 3.1] Section 10.3.1 page 243:
// An INVALID_OPERATION error is generated if the default vertex array object is bound.
if (context->getState().getVertexArrayId().value == 0)
{
context->validationError(GL_INVALID_OPERATION, kDefaultVertexArray);
return false;
}
const Caps &caps = context->getCaps();
if (attribIndex >= static_cast<GLuint>(caps.maxVertexAttributes))
{
context->validationError(GL_INVALID_VALUE, kIndexExceedsMaxVertexAttribute);
return false;
}
if (bindingIndex >= static_cast<GLuint>(caps.maxVertexAttribBindings))
{
context->validationError(GL_INVALID_VALUE, kExceedsMaxVertexAttribBindings);
return false;
}
return true;
}
bool ValidateGetProgramResourceName(Context *context,
ShaderProgramID program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
Program *programObject = GetValidProgram(context, program);
if (programObject == nullptr)
{
return false;
}
if (!ValidateNamedProgramInterface(programInterface))
{
context->validationError(GL_INVALID_ENUM, kInvalidProgramInterface);
return false;
}
if (!ValidateProgramResourceIndex(programObject, programInterface, index))
{
context->validationError(GL_INVALID_VALUE, kInvalidProgramResourceIndex);
return false;
}
if (bufSize < 0)
{
context->validationError(GL_INVALID_VALUE, kNegativeBufferSize);
return false;
}
return true;
}
bool ValidateDispatchCompute(Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
const State &state = context->getState();
Program *program = state.getLinkedProgram(context);
if (program == nullptr || !program->hasLinkedShaderStage(ShaderType::Compute))
{
context->validationError(GL_INVALID_OPERATION, kNoActiveProgramWithComputeShader);
return false;
}
const Caps &caps = context->getCaps();
if (numGroupsX > static_cast<GLuint>(caps.maxComputeWorkGroupCount[0]))
{
context->validationError(GL_INVALID_VALUE, kExceedsComputeWorkGroupCountX);
return false;
}
if (numGroupsY > static_cast<GLuint>(caps.maxComputeWorkGroupCount[1]))
{
context->validationError(GL_INVALID_VALUE, kExceedsComputeWorkGroupCountY);
return false;
}
if (numGroupsZ > static_cast<GLuint>(caps.maxComputeWorkGroupCount[2]))
{
context->validationError(GL_INVALID_VALUE, kExceedsComputeWorkGroupCountZ);
return false;
}
return true;
}
bool ValidateDispatchComputeIndirect(Context *context, GLintptr indirect)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
const State &state = context->getState();
Program *program = state.getLinkedProgram(context);
if (program == nullptr || !program->hasLinkedShaderStage(ShaderType::Compute))
{
context->validationError(GL_INVALID_OPERATION, kNoActiveProgramWithComputeShader);
return false;
}
if (indirect < 0)
{
context->validationError(GL_INVALID_VALUE, kNegativeOffset);
return false;
}
if ((indirect & (sizeof(GLuint) - 1)) != 0)
{
context->validationError(GL_INVALID_VALUE, kOffsetMustBeMultipleOfUint);
return false;
}
Buffer *dispatchIndirectBuffer = state.getTargetBuffer(BufferBinding::DispatchIndirect);
if (!dispatchIndirectBuffer)
{
context->validationError(GL_INVALID_OPERATION, kDispatchIndirectBufferNotBound);
return false;
}
CheckedNumeric<GLuint64> checkedOffset(static_cast<GLuint64>(indirect));
auto checkedSum = checkedOffset + static_cast<GLuint64>(3 * sizeof(GLuint));
if (!checkedSum.IsValid() ||
checkedSum.ValueOrDie() > static_cast<GLuint64>(dispatchIndirectBuffer->getSize()))
{
context->validationError(GL_INVALID_OPERATION, kInsufficientBufferSize);
return false;
}
return true;
}
bool ValidateBindImageTexture(Context *context,
GLuint unit,
TextureID texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format)
{
GLuint maxImageUnits = static_cast<GLuint>(context->getCaps().maxImageUnits);
if (unit >= maxImageUnits)
{
context->validationError(GL_INVALID_VALUE, kExceedsMaxImageUnits);
return false;
}
if (level < 0)
{
context->validationError(GL_INVALID_VALUE, kNegativeLevel);
return false;
}
if (layer < 0)
{
context->validationError(GL_INVALID_VALUE, kNegativeLayer);
return false;
}
if (access != GL_READ_ONLY && access != GL_WRITE_ONLY && access != GL_READ_WRITE)
{
context->validationError(GL_INVALID_ENUM, kInvalidImageAccess);
return false;
}
switch (format)
{
case GL_RGBA32F:
case GL_RGBA16F:
case GL_R32F:
case GL_RGBA32UI:
case GL_RGBA16UI:
case GL_RGBA8UI:
case GL_R32UI:
case GL_RGBA32I:
case GL_RGBA16I:
case GL_RGBA8I:
case GL_R32I:
case GL_RGBA8:
case GL_RGBA8_SNORM:
break;
default:
context->validationError(GL_INVALID_VALUE, kInvalidImageFormat);
return false;
}
if (texture.value != 0)
{
Texture *tex = context->getTexture(texture);
if (tex == nullptr)
{
context->validationError(GL_INVALID_VALUE, kMissingTextureName);
return false;
}
if (!tex->getImmutableFormat())
{
context->validationError(GL_INVALID_OPERATION, kTextureIsNotImmutable);
return false;
}
}
return true;
}
bool ValidateGetProgramResourceLocation(Context *context,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
Program *programObject = GetValidProgram(context, program);
if (programObject == nullptr)
{
return false;
}
if (!programObject->isLinked())
{
context->validationError(GL_INVALID_OPERATION, kProgramNotLinked);
return false;
}
if (!ValidateLocationProgramInterface(programInterface))
{
context->validationError(GL_INVALID_ENUM, kInvalidProgramInterface);
return false;
}
return true;
}
bool ValidateGetProgramResourceiv(Context *context,
ShaderProgramID program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
Program *programObject = GetValidProgram(context, program);
if (programObject == nullptr)
{
return false;
}
if (!ValidateProgramInterface(programInterface))
{
context->validationError(GL_INVALID_ENUM, kInvalidProgramInterface);
return false;
}
if (propCount <= 0)
{
context->validationError(GL_INVALID_VALUE, kInvalidPropCount);
return false;
}
if (bufSize < 0)
{
context->validationError(GL_INVALID_VALUE, kNegativeBufSize);
return false;
}
if (!ValidateProgramResourceIndex(programObject, programInterface, index))
{
context->validationError(GL_INVALID_VALUE, kInvalidProgramResourceIndex);
return false;
}
for (GLsizei i = 0; i < propCount; i++)
{
if (!ValidateProgramResourceProperty(context, props[i]))
{
context->validationError(GL_INVALID_ENUM, kInvalidProgramResourceProperty);
return false;
}
if (!ValidateProgramResourcePropertyByInterface(props[i], programInterface))
{
context->validationError(GL_INVALID_OPERATION, kInvalidPropertyForProgramInterface);
return false;
}
}
return true;
}
bool ValidateGetProgramInterfaceiv(Context *context,
ShaderProgramID program,
GLenum programInterface,
GLenum pname,
GLint *params)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
Program *programObject = GetValidProgram(context, program);
if (programObject == nullptr)
{
return false;
}
if (!ValidateProgramInterface(programInterface))
{
context->validationError(GL_INVALID_ENUM, kInvalidProgramInterface);
return false;
}
switch (pname)
{
case GL_ACTIVE_RESOURCES:
case GL_MAX_NAME_LENGTH:
case GL_MAX_NUM_ACTIVE_VARIABLES:
break;
default:
context->validationError(GL_INVALID_ENUM, kInvalidPname);
return false;
}
if (pname == GL_MAX_NAME_LENGTH && programInterface == GL_ATOMIC_COUNTER_BUFFER)
{
context->validationError(GL_INVALID_OPERATION, kAtomicCounterResourceName);
return false;
}
if (pname == GL_MAX_NUM_ACTIVE_VARIABLES)
{
switch (programInterface)
{
case GL_ATOMIC_COUNTER_BUFFER:
case GL_SHADER_STORAGE_BLOCK:
case GL_UNIFORM_BLOCK:
break;
default:
context->validationError(GL_INVALID_OPERATION, kMaxActiveVariablesInterface);
return false;
}
}
return true;
}
bool ValidateGetProgramInterfaceivRobustANGLE(Context *context,
ShaderProgramID program,
GLenum programInterface,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
UNIMPLEMENTED();
return false;
}
static bool ValidateGenOrDeleteES31(Context *context, GLint n)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
return ValidateGenOrDelete(context, n);
}
bool ValidateGenProgramPipelines(Context *context, GLint n, ProgramPipelineID *pipelines)
{
return ValidateGenOrDeleteES31(context, n);
}
bool ValidateDeleteProgramPipelines(Context *context, GLint n, const ProgramPipelineID *pipelines)
{
return ValidateGenOrDeleteES31(context, n);
}
bool ValidateBindProgramPipeline(Context *context, ProgramPipelineID pipeline)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
if (!context->isProgramPipelineGenerated({pipeline}))
{
context->validationError(GL_INVALID_OPERATION, kObjectNotGenerated);
return false;
}
return true;
}
bool ValidateIsProgramPipeline(Context *context, ProgramPipelineID pipeline)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
return true;
}
bool ValidateUseProgramStages(Context *context,
ProgramPipelineID pipeline,
GLbitfield stages,
ShaderProgramID program)
{
UNIMPLEMENTED();
return false;
}
bool ValidateActiveShaderProgram(Context *context,
ProgramPipelineID pipeline,
ShaderProgramID program)
{
UNIMPLEMENTED();
return false;
}
bool ValidateCreateShaderProgramv(Context *context,
ShaderType type,
GLsizei count,
const GLchar *const *strings)
{
UNIMPLEMENTED();
return false;
}
bool ValidateGetProgramPipelineiv(Context *context,
ProgramPipelineID pipeline,
GLenum pname,
GLint *params)
{
UNIMPLEMENTED();
return false;
}
bool ValidateValidateProgramPipeline(Context *context, ProgramPipelineID pipeline)
{
UNIMPLEMENTED();
return false;
}
bool ValidateGetProgramPipelineInfoLog(Context *context,
ProgramPipelineID pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{
UNIMPLEMENTED();
return false;
}
bool ValidateMemoryBarrier(Context *context, GLbitfield barriers)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
if (barriers == GL_ALL_BARRIER_BITS)
{
return true;
}
GLbitfield supported_barrier_bits =
GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT | GL_ELEMENT_ARRAY_BARRIER_BIT | GL_UNIFORM_BARRIER_BIT |
GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_COMMAND_BARRIER_BIT |
GL_PIXEL_BUFFER_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT |
GL_FRAMEBUFFER_BARRIER_BIT | GL_TRANSFORM_FEEDBACK_BARRIER_BIT |
GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT;
if (barriers == 0 || (barriers & ~supported_barrier_bits) != 0)
{
context->validationError(GL_INVALID_VALUE, kInvalidMemoryBarrierBit);
return false;
}
return true;
}
bool ValidateMemoryBarrierByRegion(Context *context, GLbitfield barriers)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
if (barriers == GL_ALL_BARRIER_BITS)
{
return true;
}
GLbitfield supported_barrier_bits = GL_ATOMIC_COUNTER_BARRIER_BIT | GL_FRAMEBUFFER_BARRIER_BIT |
GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
GL_SHADER_STORAGE_BARRIER_BIT |
GL_TEXTURE_FETCH_BARRIER_BIT | GL_UNIFORM_BARRIER_BIT;
if (barriers == 0 || (barriers & ~supported_barrier_bits) != 0)
{
context->validationError(GL_INVALID_VALUE, kInvalidMemoryBarrierBit);
return false;
}
return true;
}
bool ValidateSampleMaski(Context *context, GLuint maskNumber, GLbitfield mask)
{
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
return ValidateSampleMaskiBase(context, maskNumber, mask);
}
bool ValidateFramebufferTextureEXT(Context *context,
GLenum target,
GLenum attachment,
TextureID texture,
GLint level)
{
if (!context->getExtensions().geometryShader)
{
context->validationError(GL_INVALID_OPERATION, kGeometryShaderExtensionNotEnabled);
return false;
}
if (texture.value != 0)
{
gl::Texture *tex = context->getTexture(texture);
// [EXT_geometry_shader] Section 9.2.8 "Attaching Texture Images to a Framebuffer"
// An INVALID_VALUE error is generated if <texture> is not the name of a texture object.
// We put this validation before ValidateFramebufferTextureBase because it is an
// INVALID_OPERATION error for both FramebufferTexture2D and FramebufferTextureLayer:
// [OpenGL ES 3.1] Chapter 9.2.8 (FramebufferTexture2D)
// An INVALID_OPERATION error is generated if texture is not zero, and does not name an
// existing texture object of type matching textarget.
// [OpenGL ES 3.1 Chapter 9.2.8 (FramebufferTextureLayer)
// An INVALID_OPERATION error is generated if texture is non-zero and is not the name of a
// three-dimensional or two-dimensional array texture.
if (tex == nullptr)
{
context->validationError(GL_INVALID_VALUE, kInvalidTextureName);
return false;
}
if (!ValidMipLevel(context, tex->getType(), level))
{
context->validationError(GL_INVALID_VALUE, kInvalidMipLevel);
return false;
}
}
if (!ValidateFramebufferTextureBase(context, target, attachment, texture, level))
{
return false;
}
return true;
}
// GL_OES_texture_storage_multisample_2d_array
bool ValidateTexStorage3DMultisampleOES(Context *context,
TextureType target,
GLsizei samples,
GLenum sizedinternalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
if (!context->getExtensions().textureStorageMultisample2DArray)
{
context->validationError(GL_INVALID_ENUM, kMultisampleArrayExtensionRequired);
return false;
}
if (target != TextureType::_2DMultisampleArray)
{
context->validationError(GL_INVALID_ENUM, kTargetMustBeTexture2DMultisampleArrayOES);
return false;
}
if (width < 1 || height < 1 || depth < 1)
{
context->validationError(GL_INVALID_VALUE, kNegativeSize);
return false;
}
return ValidateTexStorageMultisample(context, target, samples, sizedinternalformat, width,
height);
}
bool ValidateTexStorageMem3DMultisampleEXT(Context *context,
TextureType target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedSampleLocations,
MemoryObjectID memory,
GLuint64 offset)
{
if (!context->getExtensions().memoryObject)
{
context->validationError(GL_INVALID_OPERATION, kExtensionNotEnabled);
return false;
}
UNIMPLEMENTED();
return false;
}
bool ValidateGetProgramResourceLocationIndexEXT(Context *context,
ShaderProgramID program,
GLenum programInterface,
const char *name)
{
if (!context->getExtensions().blendFuncExtended)
{
context->validationError(GL_INVALID_OPERATION, kExtensionNotEnabled);
return false;
}
if (context->getClientVersion() < ES_3_1)
{
context->validationError(GL_INVALID_OPERATION, kES31Required);
return false;
}
if (programInterface != GL_PROGRAM_OUTPUT)
{
context->validationError(GL_INVALID_ENUM, kProgramInterfaceMustBeProgramOutput);
return false;
}
Program *programObject = GetValidProgram(context, program);
if (!programObject)
{
return false;
}
if (!programObject->isLinked())
{
context->validationError(GL_INVALID_OPERATION, kProgramNotLinked);
return false;
}
return true;
}
} // namespace gl