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-rw-r--r--src/mesa/main/api_validate.c34
1 files changed, 22 insertions, 12 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index f6da86d2961..150bc3886cf 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -105,21 +105,31 @@ check_valid_to_render(GLcontext *ctx, const char *function)
return GL_FALSE;
}
+ switch (ctx->API) {
#if FEATURE_es2_glsl
- /* For ES2, we can draw if any vertex array is enabled (and we should
- * always have a vertex program/shader).
- */
- if (ctx->Array.ArrayObj->_Enabled == 0x0 || !ctx->VertexProgram._Current)
- return GL_FALSE;
-#else
- /* For regular OpenGL, only draw if we have vertex positions (regardless
- * of whether or not we have a vertex program/shader).
- */
- if (!ctx->Array.ArrayObj->Vertex.Enabled &&
- !ctx->Array.ArrayObj->VertexAttrib[0].Enabled)
- return GL_FALSE;
+ case API_OPENGLES2:
+ /* For ES2, we can draw if any vertex array is enabled (and we
+ * should always have a vertex program/shader). */
+ if (ctx->Array.ArrayObj->_Enabled == 0x0 || !ctx->VertexProgram._Current)
+ return GL_FALSE;
+ break;
#endif
+#if FEATURE_ES1 || FEATURE_GL
+ case API_OPENGLES:
+ case API_OPENGL:
+ /* For regular OpenGL, only draw if we have vertex positions
+ * (regardless of whether or not we have a vertex program/shader). */
+ if (!ctx->Array.ArrayObj->Vertex.Enabled &&
+ !ctx->Array.ArrayObj->VertexAttrib[0].Enabled)
+ return GL_FALSE;
+ break;
+#endif
+
+ default:
+ ASSERT_NO_FEATURE();
+ }
+
return GL_TRUE;
}