return max;
}
+static GLboolean
+check_valid_to_render(GLcontext *ctx, char *function)
+{
+ if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
+ "glDraw%s(incomplete framebuffer)", function);
+ return GL_FALSE;
+ }
+
+ /* Always need vertex positions, unless a vertex program is in use */
+ if (!ctx->VertexProgram._Current &&
+ !ctx->Array.ArrayObj->Vertex.Enabled &&
+ !ctx->Array.ArrayObj->VertexAttrib[0].Enabled)
+ return GL_FALSE;
+
+ return GL_TRUE;
+}
GLboolean
_mesa_validate_DrawElements(GLcontext *ctx,
if (ctx->NewState)
_mesa_update_state(ctx);
- /* Always need vertex positions, unless a vertex program is in use */
- if (!ctx->VertexProgram._Current &&
- !ctx->Array.ArrayObj->Vertex.Enabled &&
- !ctx->Array.ArrayObj->VertexAttrib[0].Enabled)
+ if (!check_valid_to_render(ctx, "Elements"))
return GL_FALSE;
/* Vertex buffer object tests */
return GL_TRUE;
}
-
GLboolean
_mesa_validate_DrawRangeElements(GLcontext *ctx, GLenum mode,
GLuint start, GLuint end,
if (ctx->NewState)
_mesa_update_state(ctx);
- /* Always need vertex positions, unless a vertex program is in use */
- if (!ctx->VertexProgram._Current &&
- !ctx->Array.ArrayObj->Vertex.Enabled &&
- !ctx->Array.ArrayObj->VertexAttrib[0].Enabled)
+ if (!check_valid_to_render(ctx, "RangeElements"))
return GL_FALSE;
/* Vertex buffer object tests */
if (ctx->NewState)
_mesa_update_state(ctx);
- /* Always need vertex positions, unless a vertex program is in use */
- if (!ctx->VertexProgram._Current &&
- !ctx->Array.ArrayObj->Vertex.Enabled &&
- !ctx->Array.ArrayObj->VertexAttrib[0].Enabled)
+ if (!check_valid_to_render(ctx, "Arrays"))
return GL_FALSE;
if (ctx->Const.CheckArrayBounds) {