mesa: do integer FB / shader validation check in _mesa_valid_to_render()

This commit is contained in:
Brian Paul 2010-10-26 18:01:06 -06:00
parent bb4f12f538
commit 705978e283

View file

@ -1700,7 +1700,7 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
if (ctx->Shader.CurrentProgram) {
struct gl_shader_program *const prog = ctx->Shader.CurrentProgram;
/* using shaders */
/* The current shader program must be successfully linked */
if (!prog->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
@ -1728,6 +1728,16 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL;
}
/* If drawing to integer-valued color buffers, there must be an
* active fragment shader (GL_EXT_texture_integer).
*/
if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
if (!frag_from_glsl_shader) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(integer format but no fragment shader)", where);
return GL_FALSE;
}
}
/* Any shader stages that are not supplied by the GLSL shader and have
* assembly shaders enabled must now be validated.