[Mesa-dev] [PATCH] mesa: fix ES only draw if we have vertex positions
Timothy Arceri
tarceri at itsqueeze.com
Mon Aug 21 00:42:21 UTC 2017
This code was separated from the validation code so it could
use used with KHR_no_error paths. The return values were inverted
to reflect the name of the helper, but here the condtion was
mistakenly inverted rather than the return value.
Fixes: 4df2931a87fe (mesa/vbo: move some Draw checks out of validation)
Reported-by: Brian Paul <brianp at vmware.com>
Cc: Brian Paul <brianp at vmware.com>
---
src/mesa/vbo/vbo_exec_array.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index 92f04726c7..0617d65935 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -186,22 +186,22 @@ static bool
skip_validated_draw(struct gl_context *ctx)
{
switch (ctx->API) {
case API_OPENGLES2:
/* For ES2, we can draw if we have a vertex program/shader). */
return ctx->VertexProgram._Current == NULL;
case API_OPENGLES:
/* For OpenGL ES, only draw if we have vertex positions
*/
- if (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POS].Enabled)
- return false;
+ if (!ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POS].Enabled)
+ return true;
break;
case API_OPENGL_CORE:
/* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec
* says:
*
* "If there is no active program for the vertex or fragment shader
* stages, the results of vertex and/or fragment processing will be
* undefined. However, this is not an error."
*
--
2.13.4
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