return GL_TRUE;
}
+
+static bool
+check_valid_to_compute(struct gl_context *ctx, const char *function)
+{
+ struct gl_shader_program *prog;
+
+ if (!_mesa_has_compute_shaders(ctx)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "unsupported function (%s) called",
+ function);
+ return false;
+ }
+
+ prog = ctx->Shader.CurrentProgram[MESA_SHADER_COMPUTE];
+ if (prog == NULL || prog->_LinkedShaders[MESA_SHADER_COMPUTE] == NULL) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(no active compute shader)",
+ function);
+ return false;
+ }
+
+ return true;
+}
+
+GLboolean
+_mesa_validate_DispatchCompute(struct gl_context *ctx,
+ const GLuint *num_groups)
+{
+ int i;
+ FLUSH_CURRENT(ctx, 0);
+
+ if (!check_valid_to_compute(ctx, "glDispatchCompute"))
+ return GL_FALSE;
+
+ for (i = 0; i < 3; i++) {
+ if (num_groups[i] > ctx->Const.MaxComputeWorkGroupCount[i]) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glDispatchCompute(num_groups_%c)", 'x' + i);
+ return GL_FALSE;
+ }
+ }
+
+ return GL_TRUE;
+}
#include "glheader.h"
#include "compute.h"
#include "context.h"
+#include "api_validate.h"
void GLAPIENTRY
_mesa_DispatchCompute(GLuint num_groups_x,
GLuint num_groups_z)
{
GET_CURRENT_CONTEXT(ctx);
- int i;
- struct gl_shader_program *prog;
const GLuint num_groups[3] = { num_groups_x, num_groups_y, num_groups_z };
- if (ctx->Extensions.ARB_compute_shader) {
- for (i = 0; i < 3; i++) {
- if (num_groups[i] > ctx->Const.MaxComputeWorkGroupCount[i]) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glDispatchCompute(num_groups_%c)", 'x' + i);
- return;
- }
- }
- if (!_mesa_valid_to_render(ctx, "glDispatchCompute"))
- return;
- prog = ctx->Shader.CurrentProgram[MESA_SHADER_COMPUTE];
- if (prog == NULL || prog->_LinkedShaders[MESA_SHADER_COMPUTE] == NULL) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glDispatchCompute(no active compute shader)");
- return;
- }
- ctx->Driver.DispatchCompute(ctx, num_groups);
- } else {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "unsupported function (glDispatchCompute) called");
- }
+ if (!_mesa_validate_DispatchCompute(ctx, num_groups))
+ return;
+
+ ctx->Driver.DispatchCompute(ctx, num_groups);
}
extern void GLAPIENTRY