/* * Copyright © 2014 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #include "glheader.h" #include "compute.h" #include "context.h" void GLAPIENTRY _mesa_DispatchCompute(GLuint num_groups_x, GLuint num_groups_y, 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"); } } extern void GLAPIENTRY _mesa_DispatchComputeIndirect(GLintptr indirect) { GET_CURRENT_CONTEXT(ctx); if (ctx->Extensions.ARB_compute_shader) { assert(!"TODO"); } else { _mesa_error(ctx, GL_INVALID_OPERATION, "unsupported function (glDispatchComputeIndirect) called"); } }