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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>
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1 changed files with 3 additions and 7 deletions
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@ -208,13 +208,9 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data, bool copy_to_c
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if (ctx->NewState)
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_mesa_update_state(ctx);
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/* XXX also need to check if shader enabled, but invalid */
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if ((ctx->VertexProgram.Enabled &&
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!_mesa_arb_vertex_program_enabled(ctx)) ||
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(ctx->FragmentProgram.Enabled &&
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!_mesa_arb_fragment_program_enabled(ctx))) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glBegin (invalid vertex/fragment program)");
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/* Return precomputed GL errors such as invalid shaders. */
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if (!ctx->ValidPrimMask) {
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_mesa_error(ctx, ctx->DrawGLError, "glCallList");
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return;
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}
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