This error condition is not implementable when using tessellation or geometry shaders. The text was also removed from the ES 3.2 spec. I believe the intended behavior is to remove the error condition when either OES_geometry_shader or OES_tessellation_shader are exposed.
Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> --- src/mesa/main/api_validate.c | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c index 2ee2cd8..68f55b6 100644 --- a/src/mesa/main/api_validate.c +++ b/src/mesa/main/api_validate.c @@ -546,8 +546,20 @@ validate_draw_arrays(struct gl_context *ctx, const char *func, * * This is in contrast to the behaviour of desktop GL, where the extra * primitives are silently dropped from the transform feedback buffer. + * + * This text is removed in ES 3.2, presumably because it's not really + * implementable with geometry and tessellation shaders. In fact, + * issue 13 of the OES_geometry_shader spec says: + * + * "Since we no longer require being able to predict how much geometry will + * be generated [...]" + * + * It isn't speaking about this condition specifically, but speaks of + * lifting similar transform feedback drawing restrictions. */ - if (_mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx)) { + if (_mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx) && + !_mesa_has_OES_geometry_shader(ctx) && + !_mesa_has_OES_tessellation_shader(ctx)) { size_t prim_count = vbo_count_tessellated_primitives(mode, count, 1); if (xfb_obj->GlesRemainingPrims < prim_count) { _mesa_error(ctx, GL_INVALID_OPERATION, -- 2.9.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev