[Mesa-dev] [PATCH 2/5] mesa: Do a draw time check for TES && !TCS in ES 3.x.
Kenneth Graunke
kenneth at whitecape.org
Sat Feb 11 07:52:41 UTC 2017
ES 3.x requires both TCS and TES to be present. We already checked
the TCS && !TES case above, so we just have to check !TCS && TES here.
Note that this is allowed in OpenGL, just not ES.
This fixes a subcase of:
dEQP-GLES31.functional.debug.negative_coverage.*.tessellation.single_tessellation_stage
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/main/api_validate.c | 14 ++++++++++++++
1 file changed, 14 insertions(+)
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index d64264fe1e9..41d2611eec4 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -257,6 +257,20 @@ 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;
--
2.11.1
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