[Mesa-dev] [Bug 77443] New: Potential regressions from 1afe3359258a9
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Mon Apr 14 10:41:29 PDT 2014
https://bugs.freedesktop.org/show_bug.cgi?id=77443
Priority: medium
Bug ID: 77443
Assignee: mesa-dev at lists.freedesktop.org
Summary: Potential regressions from 1afe3359258a9
Severity: normal
Classification: Unclassified
OS: All
Reporter: cworth at cworth.org
Hardware: Other
Status: NEW
Version: unspecified
Component: Mesa core
Product: Mesa
I recently tried cherry-picking commit
1afe3359258a9e89b62c8638761f52d78f6d1cbc to the 10.1 branch of
Mesa. When I did that, I found that the following piglit tests
regressed (passing before the commit and failing afterward):
all/spec/glsl-1.50/execution/geometry
clip-distance-out-values
max-input-components
point-size-out
primitive-id-out
all/spec/glsl-1.50/execution
gs-redeclares-both-pervertex-blocks
interface-vs-named-to-gs-array
redeclare-pervertex-out-subset-gs
redeclare-pervertex-subset-vs-to-gs
I talked about the regressions with Ken a bit. He thinks it might be
right to just convert the patch from mesa master.
Here's the original patch:
commit 1afe3359258a9e89b62c8638761f52d78f6d1cbc
Author: Kenneth Graunke <kenneth at whitecape.org>
Date: Thu Mar 20 11:53:16 2014 -0700
mesa: In core profile, refuse to draw unless a VAO is bound.
Core profile requires a non-default VAO to be bound. Currently, calls
to glVertexAttribPointer raise INVALID_OPERATION unless a VAO is bound,
and we never actually get any vertex data set. Trying to draw without
any vertex data can only cause problems. In i965, it causes a crash.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76400
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
Cc: mesa-stable at lists.freedesktop.org
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index efc3a2b..8f0b199 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -125,8 +125,11 @@ check_valid_to_render(struct gl_context *ctx, const char
*f
return GL_FALSE;
break;
- case API_OPENGL_COMPAT:
case API_OPENGL_CORE:
+ if (ctx->Array.VAO == ctx->Array.DefaultVAO)
+ return GL_FALSE;
+ /* fallthrough */
+ case API_OPENGL_COMPAT:
{
const struct gl_shader_program *vsProg =
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
--
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