D3D11: Work around Intel uniform buffers bug.
When copying from a staging buffer to a uniform buffer, the first
upload would be incorrect. Work around this by trying to upload
directly to a uniform buffer on the first BufferSubData call.
BUG=chromium:593024
Change-Id: I0df3a1422b962bf3ece5d445f435df01e3544b67
Reviewed-on: https://chromium-review.googlesource.com/368774
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/validationES2.cpp b/src/libANGLE/validationES2.cpp
index 609385f..2775fe9 100644
--- a/src/libANGLE/validationES2.cpp
+++ b/src/libANGLE/validationES2.cpp
@@ -3325,6 +3325,111 @@
context->handleError(Error(GL_INVALID_ENUM));
return false;
}
+
+ return true;
+}
+
+bool ValidateBufferData(ValidationContext *context,
+ GLenum target,
+ GLsizeiptr size,
+ const GLvoid *data,
+ GLenum usage)
+{
+ if (size < 0)
+ {
+ context->handleError(Error(GL_INVALID_VALUE));
+ return false;
+ }
+
+ switch (usage)
+ {
+ case GL_STREAM_DRAW:
+ case GL_STATIC_DRAW:
+ case GL_DYNAMIC_DRAW:
+ break;
+
+ case GL_STREAM_READ:
+ case GL_STREAM_COPY:
+ case GL_STATIC_READ:
+ case GL_STATIC_COPY:
+ case GL_DYNAMIC_READ:
+ case GL_DYNAMIC_COPY:
+ if (context->getClientMajorVersion() < 3)
+ {
+ context->handleError(Error(GL_INVALID_ENUM));
+ return false;
+ }
+ break;
+
+ default:
+ context->handleError(Error(GL_INVALID_ENUM));
+ return false;
+ }
+
+ if (!ValidBufferTarget(context, target))
+ {
+ context->handleError(Error(GL_INVALID_ENUM));
+ return false;
+ }
+
+ Buffer *buffer = context->getGLState().getTargetBuffer(target);
+
+ if (!buffer)
+ {
+ context->handleError(Error(GL_INVALID_OPERATION));
+ return false;
+ }
+
+ return true;
+}
+
+bool ValidateBufferSubData(ValidationContext *context,
+ GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ const GLvoid *data)
+{
+ if (size < 0 || offset < 0)
+ {
+ context->handleError(Error(GL_INVALID_VALUE));
+ return false;
+ }
+
+ if (!ValidBufferTarget(context, target))
+ {
+ context->handleError(Error(GL_INVALID_ENUM));
+ return false;
+ }
+
+ Buffer *buffer = context->getGLState().getTargetBuffer(target);
+
+ if (!buffer)
+ {
+ context->handleError(Error(GL_INVALID_OPERATION));
+ return false;
+ }
+
+ if (buffer->isMapped())
+ {
+ context->handleError(Error(GL_INVALID_OPERATION));
+ return false;
+ }
+
+ // Check for possible overflow of size + offset
+ angle::CheckedNumeric<size_t> checkedSize(size);
+ checkedSize += offset;
+ if (!checkedSize.IsValid())
+ {
+ context->handleError(Error(GL_OUT_OF_MEMORY));
+ return false;
+ }
+
+ if (size + offset > buffer->getSize())
+ {
+ context->handleError(Error(GL_INVALID_VALUE));
+ return false;
+ }
+
return true;
}