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-rw-r--r--src/mesa/main/context.c42
-rw-r--r--src/mesa/main/context.h6
2 files changed, 47 insertions, 1 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index 415e339cb8..3547d0a220 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -1576,4 +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;
+}
+
+
/*@}*/
diff --git a/src/mesa/main/context.h b/src/mesa/main/context.h
index 0531ae8ee8..5587695fa0 100644
--- a/src/mesa/main/context.h
+++ b/src/mesa/main/context.h
@@ -159,6 +159,11 @@ _mesa_set_mvp_with_dp4( GLcontext *ctx,
GLboolean flag );
+extern GLboolean
+_mesa_valid_to_render(GLcontext *ctx, const char *where);
+
+
+
/** \name Miscellaneous */
/*@{*/
@@ -174,7 +179,6 @@ _mesa_Flush( void );
/*@}*/
-
/**
* \name Macros for flushing buffered rendering commands before state changes,
* checking if inside glBegin/glEnd, etc.