[Mesa-dev] [PATCH] mesa: In core profile, refuse to draw unless a VAO is bound.
Kenneth Graunke
kenneth at whitecape.org
Thu Mar 20 11:53:16 PDT 2014
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>
---
src/mesa/main/api_validate.c | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index f3fd1a4..923a195 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 *function)
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];
--
1.9.0
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