[Mesa-dev] [PATCH 1/4] mesa: Draw indirect is not allowed if the default VAO is bound.
Ilia Mirkin
imirkin at alum.mit.edu
Tue Oct 20 08:22:51 PDT 2015
On Tue, Oct 20, 2015 at 10:19 AM, Marta Lofstedt
<marta.lofstedt at linux.intel.com> wrote:
> From: Marta Lofstedt <marta.lofstedt at intel.com>
>
> From OpenGL ES 3.1 specification, section 10.5:
> "DrawArraysIndirect requires that all data sourced for the
> command, including the DrawArraysIndirectCommand
> structure, be in buffer objects, and may not be called when
> the default vertex array object is bound."
Is it possible to do this with desktop GL? AFAIK ARB_draw_indirect is
only enabled for core profiles, and you can't draw at all in core
without a VAO bound. So I think you can remove the _mesa_is_gles31
check. [Might want to wait on confirmation for that, or double-check
my claim yourself.]
>
> Signed-off-by: Marta Lofstedt <marta.lofstedt at linux.intel.com>
> ---
> src/mesa/main/api_validate.c | 13 +++++++++++++
> 1 file changed, 13 insertions(+)
>
> diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
> index a46c194..c5628f5 100644
> --- a/src/mesa/main/api_validate.c
> +++ b/src/mesa/main/api_validate.c
> @@ -698,6 +698,19 @@ valid_draw_indirect(struct gl_context *ctx,
> {
> const GLsizeiptr end = (GLsizeiptr)indirect + size;
>
> + /*
> + * OpenGL ES 3.1 spec. section 10.5:
> + * "DrawArraysIndirect requires that all data sourced for the
> + * command, including the DrawArraysIndirectCommand
> + * structure, be in buffer objects, and may not be called when
> + * the default vertex array object is bound."
> + */
> + if (_mesa_is_gles31(ctx) && (ctx->Array.VAO == ctx->Array.DefaultVAO)) {
> + _mesa_error(ctx, GL_INVALID_OPERATION,
> + "%s(The default VAO is bound)", name);
> + return GL_FALSE;
> + }
> +
> if (!_mesa_valid_prim_mode(ctx, mode, name))
> return GL_FALSE;
>
> --
> 2.1.4
>
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