mesa: Do (TCS && !TES) draw time validation in ES as well.

Now that we have OES_tessellation_shader, the same situation can occur
in ES too, not just GL core profile.

Having a TCS but no TES may confuse drivers - i965 crashes, for example.

This prevents regressions in
ES31-CTS.core.tessellation_shader.single.xfb_captures_data_from_correct_stage
with some SSO pipeline validation changes I'm making.

v2: Add an ES spec citation (suggested by Alejandro)

Cc: "17.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
(cherry picked from commit 05a56893aa)
This commit is contained in:
Kenneth Graunke 2017-02-10 20:40:22 -08:00 committed by Emil Velikov
parent 1db3cebcbd
commit 84a2f46cac

View file

@ -238,6 +238,32 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
return false;
}
/* 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."
*
* The OpenGL spec argues that this is allowed because a tess ctrl shader
* without a tess eval shader can be used with transform feedback.
* However, glBeginTransformFeedback doesn't allow GL_PATCHES and
* therefore doesn't allow tessellation.
*
* Further investigation showed that this is indeed a spec bug and
* a tess ctrl shader without a tess eval shader shouldn't have been
* allowed, because there is no API in GL 4.0 that can make use this
* to produce something useful.
*
* Also, all vendors except one don't support a tess ctrl shader without
* a tess eval shader anyway.
*/
if (ctx->TessCtrlProgram._Current && !ctx->TessEvalProgram._Current) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(tess eval shader is missing)", function);
return false;
}
switch (ctx->API) {
case API_OPENGLES2:
/* For ES2, we can draw if we have a vertex program/shader). */
@ -262,25 +288,6 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
return false;
}
/* The spec argues that this is allowed because a tess ctrl shader
* without a tess eval shader can be used with transform feedback.
* However, glBeginTransformFeedback doesn't allow GL_PATCHES and
* therefore doesn't allow tessellation.
*
* Further investigation showed that this is indeed a spec bug and
* a tess ctrl shader without a tess eval shader shouldn't have been
* allowed, because there is no API in GL 4.0 that can make use this
* to produce something useful.
*
* Also, all vendors except one don't support a tess ctrl shader without
* a tess eval shader anyway.
*/
if (ctx->TessCtrlProgram._Current && !ctx->TessEvalProgram._Current) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(tess eval shader is missing)", function);
return false;
}
/* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec
* says:
*