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authorIan Romanick <[email protected]>2014-02-07 21:13:02 -0800
committerIan Romanick <[email protected]>2014-02-21 15:41:01 -0800
commit79146065f9261a9004359338f1a7b8b5a534ebc3 (patch)
treef056c291485d0a1abd620b7e64b89085e0a0835e
parent68bc1e2025db5bfbfdd77c5f3b47a4ac2db8fd8d (diff)
mesa: Refactor per-stage link check to its own function
Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
-rw-r--r--src/mesa/main/context.c102
1 files changed, 34 insertions, 68 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index 4d9d61e7b8d..3910b7541a0 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -1766,93 +1766,59 @@ _mesa_check_blend_func_error(struct gl_context *ctx)
return GL_TRUE;
}
-/**
- * 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(struct gl_context *ctx, const char *where)
+static bool
+shader_linked_or_absent(struct gl_context *ctx,
+ const struct gl_shader_program *shProg,
+ bool *shader_present, const char *where)
{
- bool vert_from_glsl_shader = false;
- bool geom_from_glsl_shader = false;
- bool frag_from_glsl_shader = false;
-
- /* This depends on having up to date derived state (shaders) */
- if (ctx->NewState)
- _mesa_update_state(ctx);
+ if (shProg) {
+ *shader_present = true;
- if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
- vert_from_glsl_shader = true;
-
- if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked)", where);
- return GL_FALSE;
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where);
+ return false;
}
#if 0 /* not normally enabled */
{
char errMsg[100];
- if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
- errMsg)) {
+ if (!_mesa_validate_shader_program(ctx, shProg, errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->Name, errMsg);
+ shProg->Name, errMsg);
}
}
#endif
}
- if (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]) {
- geom_from_glsl_shader = true;
+ return true;
+}
- if (!ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked)", where);
- return GL_FALSE;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
- errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->Name,
- errMsg);
- }
- }
-#endif
- }
+/**
+ * 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(struct gl_context *ctx, const char *where)
+{
+ bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
+ unsigned i;
- if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]) {
- frag_from_glsl_shader = true;
+ /* This depends on having up to date derived state (shaders) */
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
- if (!ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked)", where);
+ for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
+ if (!shader_linked_or_absent(ctx, ctx->Shader.CurrentProgram[i],
+ &from_glsl_shader[i], where))
return GL_FALSE;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
- errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->Name,
- errMsg);
- }
- }
-#endif
}
/* Any shader stages that are not supplied by the GLSL shader and have
* assembly shaders enabled must now be validated.
*/
- if (!vert_from_glsl_shader
+ if (!from_glsl_shader[MESA_SHADER_VERTEX]
&& ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(vertex program not valid)", where);
@@ -1862,9 +1828,9 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
/* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
* FINISHME: geometry program should validated here.
*/
- (void) geom_from_glsl_shader;
+ (void) from_glsl_shader[MESA_SHADER_GEOMETRY];
- if (!frag_from_glsl_shader) {
+ if (!from_glsl_shader[MESA_SHADER_FRAGMENT]) {
if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(fragment program not valid)", where);