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) {
- assert(!"TODO");
+ 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");