vbo: check more GL errors when drawing via glCallList

Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12265>
This commit is contained in:
Marek Olšák 2021-08-08 02:18:35 -04:00 committed by Marge Bot
parent 43041f2447
commit 6c75e5e3c6

View file

@ -208,13 +208,9 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data, bool copy_to_c
if (ctx->NewState)
_mesa_update_state(ctx);
/* XXX also need to check if shader enabled, but invalid */
if ((ctx->VertexProgram.Enabled &&
!_mesa_arb_vertex_program_enabled(ctx)) ||
(ctx->FragmentProgram.Enabled &&
!_mesa_arb_fragment_program_enabled(ctx))) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBegin (invalid vertex/fragment program)");
/* Return precomputed GL errors such as invalid shaders. */
if (!ctx->ValidPrimMask) {
_mesa_error(ctx, ctx->DrawGLError, "glCallList");
return;
}