diff options
Diffstat (limited to 'mesalib/src/mesa/main/context.c')
-rw-r--r-- | mesalib/src/mesa/main/context.c | 90 |
1 files changed, 59 insertions, 31 deletions
diff --git a/mesalib/src/mesa/main/context.c b/mesalib/src/mesa/main/context.c index 400c158a7..b186a1fad 100644 --- a/mesalib/src/mesa/main/context.c +++ b/mesalib/src/mesa/main/context.c @@ -118,7 +118,7 @@ #include "scissor.h" #include "shared.h" #include "shaderobj.h" -#include "simple_list.h" +#include "util/simple_list.h" #include "state.h" #include "stencil.h" #include "texcompress_s3tc.h" @@ -908,6 +908,9 @@ nop_glFlush(void) #endif +extern void (*__glapi_noop_table[])(void); + + /** * Allocate and initialize a new dispatch table. All the dispatch * function pointers will point at the _mesa_generic_nop() function @@ -929,7 +932,13 @@ _mesa_alloc_dispatch_table(void) _glapi_proc *entry = (_glapi_proc *) table; GLint i; for (i = 0; i < numEntries; i++) { +#if defined(_WIN32) + /* FIXME: This will not generate an error, but at least it won't + * corrupt the stack like _mesa_generic_nop does. */ + entry[i] = __glapi_noop_table[i]; +#else entry[i] = (_glapi_proc) _mesa_generic_nop; +#endif } #if defined(_WIN32) @@ -1271,7 +1280,6 @@ _mesa_free_context_data( struct gl_context *ctx ) _mesa_free_attrib_data(ctx); _mesa_free_buffer_objects(ctx); - _mesa_free_lighting_data( ctx ); _mesa_free_eval_data( ctx ); _mesa_free_texture_data( ctx ); _mesa_free_matrix_data( ctx ); @@ -1903,49 +1911,69 @@ shader_linked_or_absent(struct gl_context *ctx, 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 */ |