vbo: call _mesa_valid_to_render()

This commit is contained in:
Brian Paul 2009-08-14 10:46:04 -06:00
parent 56c4226fcc
commit d03dde16eb

View file

@ -486,23 +486,6 @@ static void GLAPIENTRY vbo_exec_EvalPoint2( GLint i, GLint j )
}
/**
* Check if programs/shaders are enabled and valid at glBegin time.
*/
GLboolean
vbo_validate_shaders(GLcontext *ctx)
{
if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
(ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
return GL_FALSE;
}
if (ctx->Shader.CurrentProgram && !ctx->Shader.CurrentProgram->LinkStatus) {
return GL_FALSE;
}
return GL_TRUE;
}
/* Build a list of primitives on the fly. Keep
* ctx->Driver.CurrentExecPrimitive uptodate as well.
*/
@ -521,9 +504,7 @@ static void GLAPIENTRY vbo_exec_Begin( GLenum mode )
return;
}
if (!vbo_validate_shaders(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBegin (invalid vertex/fragment program)");
if (!_mesa_valid_to_render(ctx, "glBegin")) {
return;
}