ES31: Add extra transform feedback rules in EXT_geometry_shader
This patch adds the additional transform feedback rules required in
EXT_geometry_shader. In this extension, more draw commands and render
primitives are allowed for transform feedback.
BUG=angleproject:1941
TEST=dEQP-GLES31.functional.geometry_shading.vertex_transform_feedback.*
angle_end2end_tests
Change-Id: Iedc27dca5c24ca45cd4226a1a0066107c0b40e1d
Reviewed-on: https://chromium-review.googlesource.com/1055192
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
diff --git a/src/libANGLE/validationES31.cpp b/src/libANGLE/validationES31.cpp
index b85b7a6..5069df8 100644
--- a/src/libANGLE/validationES31.cpp
+++ b/src/libANGLE/validationES31.cpp
@@ -475,9 +475,25 @@
if (curTransformFeedback && curTransformFeedback->isActive() &&
!curTransformFeedback->isPaused())
{
- // An INVALID_OPERATION error is generated if transform feedback is active and not paused.
- context->handleError(InvalidOperation() << "transform feedback is active and not paused.");
- return false;
+ // EXT_geometry_shader allows transform feedback to work with all draw commands.
+ // [EXT_geometry_shader] Section 12.1, "Transform Feedback"
+ if (context->getExtensions().geometryShader)
+ {
+ if (!ValidateTransformFeedbackPrimitiveMode(
+ context, curTransformFeedback->getPrimitiveMode(), mode))
+ {
+ ANGLE_VALIDATION_ERR(context, InvalidOperation(), InvalidDrawModeTransformFeedback);
+ return false;
+ }
+ }
+ else
+ {
+ // An INVALID_OPERATION error is generated if transform feedback is active and not
+ // paused.
+ ANGLE_VALIDATION_ERR(context, InvalidOperation(),
+ UnsupportedDrawModeForTransformFeedback);
+ return false;
+ }
}
if (!ValidateDrawIndirectBase(context, mode, indirect))
@@ -502,8 +518,10 @@
bool ValidateDrawElementsIndirect(Context *context, GLenum mode, GLenum type, const void *indirect)
{
- if (!ValidateDrawElementsBase(context, type))
+ if (!ValidateDrawElementsBase(context, mode, type))
+ {
return false;
+ }
const State &state = context->getGLState();
const VertexArray *vao = state.getVertexArray();