diff options
author | Kenneth Graunke <[email protected]> | 2017-02-01 23:02:03 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2017-02-12 21:09:19 -0800 |
commit | 365afbdaef8f47bf8a434defcf3eed2b5bdfb4ce (patch) | |
tree | 3c259457362d5ad182d332294d310fdbca8bf4bf /src/mesa/main | |
parent | 05a56893aa2570cb1f6e61e3c9cf365266ea1d3a (diff) |
mesa: Do a draw time check for TES && !TCS in ES 3.x.
ES 3.x requires both TCS and TES to be present. We already checked
the TCS && !TES case above, so we just have to check !TCS && TES here.
Note that this is allowed in OpenGL, just not ES.
This fixes a subcase of:
dEQP-GLES31.functional.debug.negative_coverage.*.tessellation.single_tessellation_stage
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Alejandro PiƱeiro <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r-- | src/mesa/main/api_validate.c | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c index e7c439c431a..1e8a714067b 100644 --- a/src/mesa/main/api_validate.c +++ b/src/mesa/main/api_validate.c @@ -264,6 +264,20 @@ check_valid_to_render(struct gl_context *ctx, const char *function) switch (ctx->API) { case API_OPENGLES2: + /* Section 11.2 (Tessellation) of the ES 3.2 spec says: + * + * "An INVALID_OPERATION error is generated by any command that + * transfers vertices to the GL if the current program state has + * one but not both of a tessellation control shader and tessellation + * evaluation shader." + */ + if (_mesa_is_gles3(ctx) && + ctx->TessEvalProgram._Current && !ctx->TessCtrlProgram._Current) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(tess ctrl shader is missing)", function); + return false; + } + /* For ES2, we can draw if we have a vertex program/shader). */ return ctx->VertexProgram._Current != NULL; |