diff options
-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; } |