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authorTapani Pälli <[email protected]>2014-09-30 10:28:26 +0300
committerTapani Pälli <[email protected]>2014-10-02 11:55:13 +0300
commitf4b4ae8c241943b8ca65e7a00f272fe23ed73727 (patch)
treebfe5831d02d5d0816f5af5940e536dfcd288c601 /src/mesa/main/api_validate.c
parent3914dc579e816fbf7adef0038ab50f4660e78858 (diff)
mesa: relax draw api validation on ES2
Patch fixes failing test in WebGL conformance test 'point-no-attributes' when running Chrome on OpenGL ES. (Shader program may draw points using constant data in shader.) No Piglit regressions. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main/api_validate.c')
-rw-r--r--src/mesa/main/api_validate.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index 51a3d1f01ce..9b80600deda 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -112,9 +112,8 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
switch (ctx->API) {
case API_OPENGLES2:
- /* For ES2, we can draw if any vertex array is enabled (and we
- * should always have a vertex program/shader). */
- if (ctx->Array.VAO->_Enabled == 0x0 || !ctx->VertexProgram._Current)
+ /* For ES2, we can draw if we have a vertex program/shader). */
+ if (!ctx->VertexProgram._Current)
return GL_FALSE;
break;