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