diff options
author | Brian Paul <[email protected]> | 2008-07-02 19:17:11 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2008-07-02 19:17:11 -0600 |
commit | b3e1f9bd521ab25fc1cb313902cd77c6c274a918 (patch) | |
tree | 2d9140e60cfdad72960d9d15e0495bef2b1d89e2 /src/mesa | |
parent | 1726b7d1d336465dca10a5bd0a8a02fcf5f2e455 (diff) |
mesa: fix vertex array validation test for attribute 0 (vert pos)
We don't actually need vertex array[0] enabled when using a vertex
program/shader.
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/main/api_validate.c | 23 |
1 files changed, 12 insertions, 11 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c index 74b0912bef6..5a199939760 100644 --- a/src/mesa/main/api_validate.c +++ b/src/mesa/main/api_validate.c @@ -108,10 +108,10 @@ _mesa_validate_DrawElements(GLcontext *ctx, if (ctx->NewState) _mesa_update_state(ctx); - /* Always need vertex positions */ - if (!ctx->Array.ArrayObj->Vertex.Enabled - && !(ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[0].Enabled)) + /* Always need vertex positions, unless a vertex program is in use */ + if (!ctx->VertexProgram._Current && + !ctx->Array.ArrayObj->Vertex.Enabled && + !ctx->Array.ArrayObj->VertexAttrib[0].Enabled) return GL_FALSE; /* Vertex buffer object tests */ @@ -190,10 +190,10 @@ _mesa_validate_DrawRangeElements(GLcontext *ctx, GLenum mode, if (ctx->NewState) _mesa_update_state(ctx); - /* Always need vertex positions */ - if (!ctx->Array.ArrayObj->Vertex.Enabled - && !(ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[0].Enabled)) + /* Always need vertex positions, unless a vertex program is in use */ + if (!ctx->VertexProgram._Current && + !ctx->Array.ArrayObj->Vertex.Enabled && + !ctx->Array.ArrayObj->VertexAttrib[0].Enabled) return GL_FALSE; /* Vertex buffer object tests */ @@ -261,9 +261,10 @@ _mesa_validate_DrawArrays(GLcontext *ctx, if (ctx->NewState) _mesa_update_state(ctx); - /* Always need vertex positions */ - if (!ctx->Array.ArrayObj->Vertex.Enabled - && !ctx->Array.ArrayObj->VertexAttrib[0].Enabled) + /* Always need vertex positions, unless a vertex program is in use */ + if (!ctx->VertexProgram._Current && + !ctx->Array.ArrayObj->Vertex.Enabled && + !ctx->Array.ArrayObj->VertexAttrib[0].Enabled) return GL_FALSE; if (ctx->Const.CheckArrayBounds) { |