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-rw-r--r--src/mesa/main/context.c69
1 files changed, 69 insertions, 0 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index 415e339cb80..38ec4188098 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -150,6 +150,7 @@
#include "glapi/glapioffsets.h"
#include "glapi/glapitable.h"
#include "shader/program.h"
+#include "shader/prog_print.h"
#include "shader/shader_api.h"
#if FEATURE_ATI_fragment_shader
#include "shader/atifragshader.h"
@@ -1576,4 +1577,72 @@ _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;
+ }
+
+#ifdef DEBUG
+ if (ctx->Shader.Flags & GLSL_LOG) {
+ struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+ if (shProg) {
+ if (!shProg->_Used) {
+ /* This is the first time this shader is being used.
+ * Append shader's constants/uniforms to log file.
+ */
+ GLuint i;
+ for (i = 0; i < shProg->NumShaders; i++) {
+ struct gl_shader *sh = shProg->Shaders[i];
+ if (sh->Type == GL_VERTEX_SHADER) {
+ _mesa_append_uniforms_to_file(sh,
+ &shProg->VertexProgram->Base);
+ }
+ else if (sh->Type == GL_FRAGMENT_SHADER) {
+ _mesa_append_uniforms_to_file(sh,
+ &shProg->FragmentProgram->Base);
+ }
+ }
+ shProg->_Used = GL_TRUE;
+ }
+ }
+ }
+#endif
+
+ return GL_TRUE;
+}
+
+
/*@}*/