[Mesa-dev] [PATCH 1/8] mesa: fix error handling for glBegin

Brian Paul brianp at vmware.com
Tue Sep 20 07:36:42 PDT 2011


On 09/19/2011 08:39 PM, Yuanhan Liu wrote:
> On Mon, Sep 19, 2011 at 08:09:09AM -0600, Brian Paul wrote:
>> On 09/19/2011 01:02 AM, Yuanhan Liu wrote:
>>> According to opengl spec, trigger GL_INVALID_ENUM error if mode is not
>>> one of those valid primitive mode while calling glBegin.
>>>
>>> Signed-off-by: Yuanhan Liu<yuanhan.liu at linux.intel.com>
>>> ---
>>>   src/mesa/vbo/vbo_exec_api.c |   24 ++++++++++++++++++++++++
>>>   1 files changed, 24 insertions(+), 0 deletions(-)
>>>
>>> diff --git a/src/mesa/vbo/vbo_exec_api.c b/src/mesa/vbo/vbo_exec_api.c
>>> index cad7c46..72f9661 100644
>>> --- a/src/mesa/vbo/vbo_exec_api.c
>>> +++ b/src/mesa/vbo/vbo_exec_api.c
>>> @@ -552,6 +552,25 @@ static void GLAPIENTRY vbo_exec_EvalPoint2( GLint i, GLint j )
>>>   #endif /* FEATURE_evaluators */
>>>
>>>
>>> +static GLboolean _mesa_valid_prim_mode(GLenum mode)
>>> +{
>>> +   switch(mode) {
>>> +      case GL_POINTS:
>>> +      case GL_LINES:
>>> +      case GL_LINE_LOOP:
>>> +      case GL_LINE_STRIP:
>>> +      case GL_TRIANGLES:
>>> +      case GL_TRIANGLE_STRIP:
>>> +      case GL_TRIANGLE_FAN:
>>> +      case GL_QUADS:
>>> +      case GL_QUAD_STRIP:
>>> +      case GL_POLYGON:
>>> +         return GL_TRUE;
>>> +      default:
>>> +         return GL_FALSE;
>>> +   }
>>> +}
>>> +
>>>   /**
>>>    * Called via glBegin.
>>>    */
>>> @@ -570,6 +589,11 @@ static void GLAPIENTRY vbo_exec_Begin( GLenum mode )
>>>   	 return;
>>>         }
>>>
>>> +      if (!_mesa_valid_prim_mode(mode)) {
>>> +         _mesa_error(ctx, GL_INVALID_ENUM, "glBegin");
>>> +         return;
>>> +      }
>>> +
>>>         if (!_mesa_valid_to_render(ctx, "glBegin")) {
>>>            return;
>>>         }
>>
>> I think we're actually validating the prim mode elsewhere, but it
>> looks like we're not generating GL_INVALID_ENUM as we should.  Could
>> you investigate this a bit further?
>
>  From my investigation, nope. I didn't find it does check both at the glBegin call
> time and the draw execution time.

Hmmm, you're right.  I couldn't find the validation code either 
(except on the display list path).

I'll apply your original patch soon.

-Brian


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