mesa: new _mesa_valid_to_render() function

Tests if the current shader/program is valid and that the framebuffer is
complete.  To be called by glBegin, glDrawArrays, etc.
This commit is contained in:
Brian Paul
2009-08-14 10:45:17 -06:00
parent a48b0a5ce7
commit 56c4226fcc
2 changed files with 47 additions and 1 deletions

View File

@@ -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;
}
/*@}*/