diff options
author | Brian Paul <[email protected]> | 2009-08-14 10:45:17 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2009-08-14 11:27:33 -0600 |
commit | 56c4226fcc54158eb7fe54eeb13539a979ec155c (patch) | |
tree | 435506bb41bdcae7999f321650a0cd597f60b40a /src/mesa/main/context.c | |
parent | a48b0a5ce7fc17eab4daa375fb95768fa2f50825 (diff) |
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.
Diffstat (limited to 'src/mesa/main/context.c')
-rw-r--r-- | src/mesa/main/context.c | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index 415e339cb80..3547d0a2200 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; +} + + /*@}*/ |