/* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.opengl; import java.nio.Buffer; import java.nio.IntBuffer; import org.lwjgl.BufferUtils; /** * A class to check buffer boundaries in GL methods. Many GL * methods read data from the GL into a native Buffer at its current position. If there is unsufficient space in the buffer when * the call is made then a buffer overflow would otherwise occur and cause unexpected behaviour, a crash, or worse, a security * risk. Therefore in those methods where GL reads data back into a buffer, we will call a bounds check method from this class * to ensure that there is sufficient space in the buffer. *

* Thrown by the debug build library of the LWJGL if any OpenGL operation causes an error. * * @author cix_foo * @version $Revision$ * $Id$ */ class GLChecks { /** Static methods only! */ private GLChecks() { } static References getReferences() { return StateTracker.getReferencesStack().getReferences(); } private static boolean checkBufferObject(int buffer_enum, boolean state) { IntBuffer scratch_buffer = GLContext.getCapabilities().scratch_int_buffer; GL11.glGetInteger(buffer_enum, scratch_buffer); boolean is_enabled = scratch_buffer.get(0) != 0; return state == is_enabled; } /** Helper method to ensure that array buffer objects are disabled. If they are enabled, we'll throw an OpenGLException */ static void ensureArrayVBOdisabled() { if ((GLContext.getCapabilities().OpenGL15 && !checkBufferObject(GL15.GL_ARRAY_BUFFER_BINDING, false) || (GLContext.getCapabilities().GL_ARB_vertex_buffer_object && !checkBufferObject(ARBVertexBufferObject.GL_ARRAY_BUFFER_BINDING_ARB, false)))) throw new OpenGLException("Cannot use Buffers when Array Buffer Object is enabled"); } /** Helper method to ensure that array buffer objects are enabled. If they are disabled, we'll throw an OpenGLException */ static void ensureArrayVBOenabled() { if ((GLContext.getCapabilities().OpenGL15 && !checkBufferObject(GL15.GL_ARRAY_BUFFER_BINDING, true) || (GLContext.getCapabilities().GL_ARB_vertex_buffer_object && !checkBufferObject(ARBVertexBufferObject.GL_ARRAY_BUFFER_BINDING_ARB, true)))) throw new OpenGLException("Cannot use offsets when Array Buffer Object is disabled"); } /** Helper method to ensure that element array buffer objects are disabled. If they are enabled, we'll throw an OpenGLException */ static void ensureElementVBOdisabled() { if ((GLContext.getCapabilities().OpenGL15 && !checkBufferObject(GL15.GL_ELEMENT_ARRAY_BUFFER_BINDING, false) || (GLContext.getCapabilities().GL_ARB_vertex_buffer_object && !checkBufferObject(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, false)))) throw new OpenGLException("Cannot use Buffers when Element Array Buffer Object is enabled"); } /** Helper method to ensure that element array buffer objects are enabled. If they are disabled, we'll throw an OpenGLException */ static void ensureElementVBOenabled() { if ((GLContext.getCapabilities().OpenGL15 && !checkBufferObject(GL15.GL_ELEMENT_ARRAY_BUFFER_BINDING, true) || (GLContext.getCapabilities().GL_ARB_vertex_buffer_object && !checkBufferObject(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, true)))) throw new OpenGLException("Cannot use offsets when Element Array Buffer Object is disabled"); } /** Helper method to ensure that pixel pack buffer objects are disabled. If they are enabled, we'll throw an OpenGLException */ static void ensurePackPBOdisabled() { if ((GLContext.getCapabilities().GL_ARB_pixel_buffer_object && !checkBufferObject(ARBPixelBufferObject.GL_PIXEL_PACK_BUFFER_BINDING_ARB, false) || (GLContext.getCapabilities().GL_EXT_pixel_buffer_object && !checkBufferObject(EXTPixelBufferObject.GL_PIXEL_PACK_BUFFER_BINDING_EXT, false)))) throw new OpenGLException("Cannot use Buffers when Pixel Pack Buffer Object is enabled"); } /** Helper method to ensure that pixel pack buffer objects are enabled. If they are disabled, we'll throw an OpenGLException */ static void ensurePackPBOenabled() { if ((GLContext.getCapabilities().GL_ARB_pixel_buffer_object && !checkBufferObject(ARBPixelBufferObject.GL_PIXEL_PACK_BUFFER_BINDING_ARB, true) || (GLContext.getCapabilities().GL_EXT_pixel_buffer_object && !checkBufferObject(EXTPixelBufferObject.GL_PIXEL_PACK_BUFFER_BINDING_EXT, true)))) throw new OpenGLException("Cannot use offsets when Pixel Pack Buffer Object is disabled"); } /** Helper method to ensure that pixel unpack buffer objects are disabled. If they are enabled, we'll throw an OpenGLException */ static void ensureUnpackPBOdisabled() { if ((GLContext.getCapabilities().GL_ARB_pixel_buffer_object && !checkBufferObject(ARBPixelBufferObject.GL_PIXEL_UNPACK_BUFFER_BINDING_ARB, false) || (GLContext.getCapabilities().GL_EXT_pixel_buffer_object && !checkBufferObject(EXTPixelBufferObject.GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, false)))) throw new OpenGLException("Cannot use Buffers when Pixel Unpack Buffer Object is enabled"); } /** Helper method to ensure that pixel unpack buffer objects are enabled. If they are disabled, we'll throw an OpenGLException */ static void ensureUnpackPBOenabled() { if ((GLContext.getCapabilities().GL_ARB_pixel_buffer_object && !checkBufferObject(ARBPixelBufferObject.GL_PIXEL_UNPACK_BUFFER_BINDING_ARB, true) || (GLContext.getCapabilities().GL_EXT_pixel_buffer_object && !checkBufferObject(EXTPixelBufferObject.GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, true)))) throw new OpenGLException("Cannot use offsets when Pixel Unpack Buffer Object is disabled"); } /** * Calculate the storage required for an image in elements * * @param format The format of the image (example: GL_RGBA) * @param type The type of the image elements (example: GL_UNSIGNED_BYTE) * @param width The width of the image * @param height The height of the image (1 for 1D images) * @param depth The depth of the image (1 for 2D images) * * @return the size, in elements, of the image */ static int calculateImageStorage(Buffer buffer, int format, int type, int width, int height, int depth) { return calculateImageStorage(format, type, width, height, depth) >> BufferUtils.getElementSizeExponent(buffer); } static int calculateTexImage1DStorage(Buffer buffer, int format, int type, int width, int border) { return calculateTexImage1DStorage(format, type, width, border) >> BufferUtils.getElementSizeExponent(buffer); } static int calculateTexImage2DStorage(Buffer buffer, int format, int type, int width, int height, int border) { return calculateTexImage2DStorage(format, type, width, height, border) >> BufferUtils.getElementSizeExponent(buffer); } static int calculateTexImage3DStorage(Buffer buffer, int format, int type, int width, int height, int depth, int border) { return calculateTexImage3DStorage(format, type, width, height, depth, border) >> BufferUtils.getElementSizeExponent(buffer); } /** * Calculate the storage required for an image in bytes. * * @param format The format of the image (example: GL_RGBA) * @param type The type of the image elements (example: GL_UNSIGNED_BYTE) * @param width The width of the image * @param height The height of the image (1 for 1D images) * @param depth The depth of the image (1 for 2D images) * * @return the size, in bytes, of the image */ private static int calculateImageStorage(int format, int type, int width, int height, int depth) { return calculateBytesPerPixel(format, type) * width * height * depth; } private static int calculateTexImage1DStorage(int format, int type, int width, int border) { return calculateBytesPerPixel(format, type) * (width + (border << 1)); } private static int calculateTexImage2DStorage(int format, int type, int width, int height, int border) { return calculateTexImage1DStorage(format, type, width, border) * (height + (border << 1)); } private static int calculateTexImage3DStorage(int format, int type, int width, int height, int depth, int border) { return calculateTexImage2DStorage(format, type, width, height, border) * (depth + (border << 1)); } private static int calculateBytesPerPixel(int format, int type) { int bpe; switch ( type ) { case GL11.GL_UNSIGNED_BYTE: case GL11.GL_BYTE: bpe = 1; break; case GL11.GL_UNSIGNED_SHORT: case GL11.GL_SHORT: bpe = 2; break; case GL11.GL_UNSIGNED_INT: case GL11.GL_INT: case GL11.GL_FLOAT: bpe = 4; break; default : // TODO: Add more types (like the GL12 types GL_UNSIGNED_INT_8_8_8_8 return 0; // throw new IllegalArgumentException("Unknown type " + type); } int epp; switch ( format ) { case GL11.GL_LUMINANCE: case GL11.GL_ALPHA: epp = 1; break; case GL11.GL_LUMINANCE_ALPHA: epp = 2; break; case GL11.GL_RGB: case EXTBgra.GL_BGR_EXT: epp = 3; break; case GL11.GL_RGBA: case EXTAbgr.GL_ABGR_EXT: case EXTBgra.GL_BGRA_EXT: epp = 4; break; default : // TODO: Add more formats. Assuming 4 is too wasteful on buffer sizes where e.g. 1 is enough (like GL_DEPTH_COMPONENT) return 0; /* // Assume 4 elements per pixel epp = 4;*/ } return bpe * epp; } }