On Thursday, November 20, 2014 11:14:49 AM Ian Romanick wrote: > From: Ian Romanick <ian.d.roman...@intel.com> > > GL 3-ish versions of the spec are less clear that an error should be > generated here, so Ken (and I during review) just missed it in 1afe335. > > Signed-off-by: Ian Romanick <ian.d.roman...@intel.com> > Cc: Kenneth Graunke <kenn...@whitecape.org> > --- > src/mesa/main/api_validate.c | 10 +++++++++- > 1 file changed, 9 insertions(+), 1 deletion(-) > > diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c > index bf4fa3e..006fca4 100644 > --- a/src/mesa/main/api_validate.c > +++ b/src/mesa/main/api_validate.c > @@ -79,8 +79,16 @@ check_valid_to_render(struct gl_context *ctx, const char > *function) > break; > > case API_OPENGL_CORE: > - if (ctx->Array.VAO == ctx->Array.DefaultVAO) > + /* Section 10.4 (Drawing Commands Using Vertex Arrays) of the OpenGL > 4.5 > + * Core Profile spec says: > + * > + * "An INVALID_OPERATION error is generated if no vertex array > + * object is bound (see section 10.3.1)." > + */ > + if (ctx->Array.VAO == ctx->Array.DefaultVAO) { > + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(no VAO bound)", > function); > return GL_FALSE; > + } > /* fallthrough */ > case API_OPENGL_COMPAT: > {
This seems okay - we were already prohibiting drawing, you're just adding a GL error. I thought we already did that, but I can't find any code to do so. Reviewed-by: Kenneth Graunke <kenn...@whitecape.org> That said, I don't think we ever resolved whether prohibiting drawing is correct, given that we support ARB_ES3_compatibility, and ES3 allows this.
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