diff options
-rw-r--r-- | src/mesa/main/context.c | 63 |
1 files changed, 3 insertions, 60 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index be983d4c86a..f3fd01f395e 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1930,31 +1930,6 @@ _mesa_check_blend_func_error(struct gl_context *ctx) return GL_TRUE; } -static bool -shader_linked_or_absent(struct gl_context *ctx, - const struct gl_shader_program *shProg, - bool *shader_present, const char *where) -{ - if (shProg) { - *shader_present = true; - - 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, shProg, errMsg)) { - _mesa_warning(ctx, "Shader program %u is invalid: %s", - shProg->Name, errMsg); - } - } -#endif - } - - return true; -} /** * Prior to drawing anything with glBegin, glDrawArrays, etc. this function @@ -1967,54 +1942,22 @@ shader_linked_or_absent(struct gl_context *ctx, GLboolean _mesa_valid_to_render(struct gl_context *ctx, const char *where) { - unsigned i; - /* This depends on having up to date derived state (shaders) */ if (ctx->NewState) _mesa_update_state(ctx); - if (ctx->API == API_OPENGL_CORE || ctx->API == API_OPENGLES2) { - bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false }; - - 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; - } - - /* In OpenGL Core Profile and OpenGL ES 2.0 / 3.0, there are no assembly - * shaders. Don't check state related to those. - */ - } else { - bool has_vertex_shader = false; - bool has_fragment_shader = false; - - /* In OpenGL Compatibility Profile, there is only vertex shader and - * fragment shader. We take this path also for API_OPENGLES because - * optimizing that path would make the other (more common) paths - * slightly slower. - */ - if (!shader_linked_or_absent(ctx, - ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX], - &has_vertex_shader, where)) - return GL_FALSE; - - if (!shader_linked_or_absent(ctx, - ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT], - &has_fragment_shader, where)) - return GL_FALSE; - + if (ctx->API == API_OPENGL_COMPAT) { /* Any shader stages that are not supplied by the GLSL shader and have * assembly shaders enabled must now be validated. */ - if (!has_vertex_shader + if (!ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(vertex program not valid)", where); return GL_FALSE; } - if (!has_fragment_shader) { + if (!ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) { if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(fragment program not valid)", where); |