mesa: fix CurrentSavePrimitive <= GL_POLYGON tests
Use the new PRIM_MAX value instead so that new geometry shader primitive types are accounted for. Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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@@ -122,7 +122,7 @@ do { \
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*/
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#define ASSERT_OUTSIDE_SAVE_BEGIN_END_WITH_RETVAL(ctx, retval) \
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do { \
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if (ctx->Driver.CurrentSavePrimitive <= GL_POLYGON || \
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if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX || \
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ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM) { \
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_mesa_compile_error( ctx, GL_INVALID_OPERATION, "glBegin/End" ); \
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return retval; \
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@@ -137,7 +137,7 @@ do { \
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*/
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#define ASSERT_OUTSIDE_SAVE_BEGIN_END(ctx) \
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do { \
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if (ctx->Driver.CurrentSavePrimitive <= GL_POLYGON || \
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if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX || \
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ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM) { \
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_mesa_compile_error( ctx, GL_INVALID_OPERATION, "glBegin/End" ); \
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return; \
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@@ -1516,7 +1516,7 @@ vbo_save_SaveFlushVertices(struct gl_context *ctx)
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/* Noop when we are actually active:
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*/
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if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM ||
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ctx->Driver.CurrentSavePrimitive <= GL_POLYGON)
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ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
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return;
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if (save->vert_count || save->prim_count)
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