mesa: take tessellation into account when validating GS input primitive mode

I've reported the bug in the Khronos bugzilla.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Marek Olšák 2015-06-13 22:26:56 +02:00
parent 8e758c3a74
commit 5852b5d2fa

View file

@ -174,11 +174,29 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
* TRIANGLES_ADJACENCY_ARB and <mode> is not
* TRIANGLES_ADJACENCY_ARB or TRIANGLE_STRIP_ADJACENCY_ARB.
*
* The GL spec doesn't mention any interaction with tessellation, which
* is clearly a spec bug. The same rule should apply, but instead of
* the draw primitive mode, the tessellation evaluation shader primitive
* mode should be used for the checking.
*/
if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
const GLenum geom_mode =
ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->Geom.InputType;
switch (mode) {
struct gl_shader_program *tes =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
GLenum mode_before_gs = mode;
if (tes) {
if (tes->TessEval.PointMode)
mode_before_gs = GL_POINTS;
else if (tes->TessEval.PrimitiveMode == GL_ISOLINES)
mode_before_gs = GL_LINES;
else
/* the GL_QUADS mode generates triangles too */
mode_before_gs = GL_TRIANGLES;
}
switch (mode_before_gs) {
case GL_POINTS:
valid_enum = (geom_mode == GL_POINTS);
break;
@ -213,7 +231,7 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(mode=%s vs geometry shader input %s)",
name,
_mesa_lookup_prim_by_nr(mode),
_mesa_lookup_prim_by_nr(mode_before_gs),
_mesa_lookup_prim_by_nr(geom_mode));
return GL_FALSE;
}