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authorKenneth Graunke <[email protected]>2014-03-20 11:53:16 -0700
committerKenneth Graunke <[email protected]>2014-03-25 15:13:49 -0700
commit1afe3359258a9e89b62c8638761f52d78f6d1cbc (patch)
tree21397d4cbd87f963e5757205ef230ba2f2b96aae /src/mesa/main
parent29bcc73d4db639681f679b43075798c78f268ebf (diff)
mesa: In core profile, refuse to draw unless a VAO is bound.
Core profile requires a non-default VAO to be bound. Currently, calls to glVertexAttribPointer raise INVALID_OPERATION unless a VAO is bound, and we never actually get any vertex data set. Trying to draw without any vertex data can only cause problems. In i965, it causes a crash. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76400 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Cc: [email protected]
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/api_validate.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index efc3a2b4be4..8f0b1998dad 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -125,8 +125,11 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
return GL_FALSE;
break;
- case API_OPENGL_COMPAT:
case API_OPENGL_CORE:
+ if (ctx->Array.VAO == ctx->Array.DefaultVAO)
+ return GL_FALSE;
+ /* fallthrough */
+ case API_OPENGL_COMPAT:
{
const struct gl_shader_program *vsProg =
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];