diff options
author | Marek Olšák <[email protected]> | 2015-06-13 22:26:56 +0200 |
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committer | Marek Olšák <[email protected]> | 2015-07-23 00:59:25 +0200 |
commit | 5852b5d2fa02d7716c2fbf859d058a2881416e9c (patch) | |
tree | e31617734892d3ce67e3a3af3a1e96d443ecad80 /src/mesa | |
parent | 8e758c3a74a35f8ee6c5969d5bb5f788b4ef4337 (diff) |
mesa: take tessellation into account when validating GS input primitive mode
I've reported the bug in the Khronos bugzilla.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/main/api_validate.c | 22 |
1 files changed, 20 insertions, 2 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c index 13a7362ed17..2e211c7f3a9 100644 --- a/src/mesa/main/api_validate.c +++ b/src/mesa/main/api_validate.c @@ -174,11 +174,29 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name) * TRIANGLES_ADJACENCY_ARB and <mode> is not * TRIANGLES_ADJACENCY_ARB or TRIANGLE_STRIP_ADJACENCY_ARB. * + * The GL spec doesn't mention any interaction with tessellation, which + * is clearly a spec bug. The same rule should apply, but instead of + * the draw primitive mode, the tessellation evaluation shader primitive + * mode should be used for the checking. */ if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) { const GLenum geom_mode = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->Geom.InputType; - switch (mode) { + struct gl_shader_program *tes = + ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; + GLenum mode_before_gs = mode; + + if (tes) { + if (tes->TessEval.PointMode) + mode_before_gs = GL_POINTS; + else if (tes->TessEval.PrimitiveMode == GL_ISOLINES) + mode_before_gs = GL_LINES; + else + /* the GL_QUADS mode generates triangles too */ + mode_before_gs = GL_TRIANGLES; + } + + switch (mode_before_gs) { case GL_POINTS: valid_enum = (geom_mode == GL_POINTS); break; @@ -213,7 +231,7 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name) _mesa_error(ctx, GL_INVALID_OPERATION, "%s(mode=%s vs geometry shader input %s)", name, - _mesa_lookup_prim_by_nr(mode), + _mesa_lookup_prim_by_nr(mode_before_gs), _mesa_lookup_prim_by_nr(geom_mode)); return GL_FALSE; } |