diff options
author | Brian Paul <brian.paul@tungstengraphics.com> | 2008-07-02 19:18:10 -0600 |
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committer | Brian Paul <brian.paul@tungstengraphics.com> | 2008-07-02 19:18:10 -0600 |
commit | 1ca23061478868d61b9b2e6a30367e8e1de4a456 (patch) | |
tree | 38c5222e4d05c865ed27f49802ef6a668a4fd2b9 | |
parent | 98b7174ad6f6a74361e58136bdd235a092b07a40 (diff) |
mesa: fix vertex array validation test for attribute 0 (vert pos)
We don't actually need vertex array[0] enabled when using a vertex
program/shader.
cherry-picked from master
-rw-r--r-- | src/mesa/main/api_validate.c | 20 |
1 files changed, 12 insertions, 8 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c index 9144b4bc66..2eb96ae3f4 100644 --- a/src/mesa/main/api_validate.c +++ b/src/mesa/main/api_validate.c @@ -59,9 +59,10 @@ _mesa_validate_DrawElements(GLcontext *ctx, if (ctx->NewState) _mesa_update_state(ctx); - /* Always need vertex positions */ - if (!ctx->Array.ArrayObj->Vertex.Enabled - && !(ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[0].Enabled)) + /* Always need vertex positions, unless a vertex program is in use */ + if (!ctx->VertexProgram._Current && + !ctx->Array.ArrayObj->Vertex.Enabled && + !ctx->Array.ArrayObj->VertexAttrib[0].Enabled) return GL_FALSE; /* Vertex buffer object tests */ @@ -177,9 +178,10 @@ _mesa_validate_DrawRangeElements(GLcontext *ctx, GLenum mode, if (ctx->NewState) _mesa_update_state(ctx); - /* Always need vertex positions */ - if (!ctx->Array.ArrayObj->Vertex.Enabled - && !(ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[0].Enabled)) + /* Always need vertex positions, unless a vertex program is in use */ + if (!ctx->VertexProgram._Current && + !ctx->Array.ArrayObj->Vertex.Enabled && + !ctx->Array.ArrayObj->VertexAttrib[0].Enabled) return GL_FALSE; /* Vertex buffer object tests */ @@ -247,8 +249,10 @@ _mesa_validate_DrawArrays(GLcontext *ctx, if (ctx->NewState) _mesa_update_state(ctx); - /* Always need vertex positions */ - if (!ctx->Array.ArrayObj->Vertex.Enabled && !ctx->Array.ArrayObj->VertexAttrib[0].Enabled) + /* Always need vertex positions, unless a vertex program is in use */ + if (!ctx->VertexProgram._Current && + !ctx->Array.ArrayObj->Vertex.Enabled && + !ctx->Array.ArrayObj->VertexAttrib[0].Enabled) return GL_FALSE; if (ctx->Const.CheckArrayBounds) { |