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-rw-r--r--src/mesa/main/api_validate.c14
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;