diff options
Diffstat (limited to 'src/mesa/main')
-rw-r--r-- | src/mesa/main/context.c | 42 | ||||
-rw-r--r-- | src/mesa/main/context.h | 6 |
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. |