main/cs: Implement front end code for glDispatchCompute().

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Paul Berry 2014-01-09 19:21:41 -08:00 committed by Jordan Justen
parent 4d0f3d2319
commit 8f1423b2c4

View file

@ -31,9 +31,27 @@ _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) {
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");