On 12/01/2016 12:04 AM, Ilia Mirkin wrote:
We were previously also verifying that no backing buffers were available
when an array wasn't enabled. This is has no basis in the spec, and it
causes GLupeN64 to fail as a result.


I'm a bit puzzled about the API usage here, is the app attempting to render something without a VAO and we are having DefaultVAO in use?


Fixes: c2e146f487 ("mesa: error out in indirect draw when vertex bindings 
mismatch")
Cc: mesa-sta...@lists.freedesktop.org
Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arc...@collabora.com>
---
 src/mesa/main/api_validate.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index d3b4cab..071c16d 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -925,7 +925,7 @@ valid_draw_indirect(struct gl_context *ctx,
     * buffer bound.
     */
    if (_mesa_is_gles31(ctx) &&
-       ctx->Array.VAO->_Enabled != ctx->Array.VAO->VertexAttribBufferMask) {
+       ctx->Array.VAO->_Enabled & ~ctx->Array.VAO->VertexAttribBufferMask) {
       _mesa_error(ctx, GL_INVALID_OPERATION, "%s(No VBO bound)", name);
       return GL_FALSE;
    }

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