diff options
Diffstat (limited to 'src/mesa/main/context.c')
-rw-r--r-- | src/mesa/main/context.c | 56 |
1 files changed, 51 insertions, 5 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index 0a4c9acdfe..3547d0a220 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -455,7 +455,7 @@ _mesa_init_current(GLcontext *ctx) GLuint i; /* Init all to (0,0,0,1) */ - for (i = 0; i < VERT_ATTRIB_MAX; i++) { + for (i = 0; i < Elements(ctx->Current.Attrib); i++) { ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 ); } @@ -592,6 +592,9 @@ _mesa_init_constants(GLcontext *ctx) /* GL_ATI_envmap_bumpmap */ ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS; + /* GL_EXT_provoking_vertex */ + ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE; + /* sanity checks */ ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits)); @@ -602,6 +605,10 @@ _mesa_init_constants(GLcontext *ctx) ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS); ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX); ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX); + + /* check that we don't exceed various 32-bit bitfields */ + ASSERT(VERT_RESULT_MAX <= 32); + ASSERT(FRAG_ATTRIB_MAX <= 32); } @@ -1004,6 +1011,7 @@ _mesa_free_context_data( GLcontext *ctx ) #if FEATURE_ARB_occlusion_query _mesa_free_query_data(ctx); #endif + _mesa_free_varray_data(ctx); _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj); @@ -1017,10 +1025,6 @@ _mesa_free_context_data( GLcontext *ctx ) _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL); #endif -#if FEATURE_ARB_vertex_buffer_object - _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj); -#endif - /* free dispatch tables */ _mesa_free(ctx->Exec); _mesa_free(ctx->Save); @@ -1572,4 +1576,46 @@ _mesa_set_mvp_with_dp4( GLcontext *ctx, } + +/** + * Prior to drawing anything with glBegin, glDrawArrays, etc. this function + * is called to see if it's valid to render. This involves checking that + * the current shader is valid and the framebuffer is complete. + * If an error is detected it'll be recorded here. + * \return GL_TRUE if OK to render, GL_FALSE if not + */ +GLboolean +_mesa_valid_to_render(GLcontext *ctx, const char *where) +{ + if (ctx->Shader.CurrentProgram) { + /* using shaders */ + if (!ctx->Shader.CurrentProgram->LinkStatus) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(shader not linked), where"); + return GL_FALSE; + } + } + else { + if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(vertex program not valid)", where); + return GL_FALSE; + } + if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(fragment program not valid)", where); + return GL_FALSE; + } + } + + if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { + _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, + "%s(incomplete framebuffer)", where); + return GL_FALSE; + } + + return GL_TRUE; +} + + /*@}*/ |