GLboolean
_mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
- bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
unsigned i;
/* This depends on having up to date derived state (shaders) */
if (ctx->NewState)
_mesa_update_state(ctx);
- 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 (ctx->API == API_OPENGL_CORE || ctx->API == API_OPENGLES2) {
+ bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
- /* Any shader stages that are not supplied by the GLSL shader and have
- * assembly shaders enabled must now be validated.
- */
- 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);
- return GL_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;
+ }
- /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
- * FINISHME: geometry program should validated here.
- */
- (void) from_glsl_shader[MESA_SHADER_GEOMETRY];
+ /* 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 (!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);
- return GL_FALSE;
- }
+ if (!shader_linked_or_absent(ctx,
+ ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT],
+ &has_fragment_shader, where))
+ return GL_FALSE;
- /* If drawing to integer-valued color buffers, there must be an
- * active fragment shader (GL_EXT_texture_integer).
+ /* Any shader stages that are not supplied by the GLSL shader and have
+ * assembly shaders enabled must now be validated.
*/
- if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
+ if (!has_vertex_shader
+ && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(integer format but no fragment shader)", where);
+ "%s(vertex program not valid)", where);
return GL_FALSE;
}
+
+ if (!has_fragment_shader) {
+ if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(fragment program not valid)", where);
+ return GL_FALSE;
+ }
+
+ /* If drawing to integer-valued color buffers, there must be an
+ * active fragment shader (GL_EXT_texture_integer).
+ */
+ if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(integer format but no fragment shader)", where);
+ return GL_FALSE;
+ }
+ }
}
/* A pipeline object is bound */