Ensure vertex shader presence if a geometry shader exists
authorAlexander Galazin <alexander.galazin@arm.com>
Mon, 8 May 2017 12:59:38 +0000 (14:59 +0200)
committerMika Isojärvi <misojarvi@google.com>
Tue, 11 Jul 2017 17:29:18 +0000 (10:29 -0700)
commit5dd0c1077c8dcf697be082e4209c9f365508d117
tree68e9dcd713617df1e9541b2e45ff602eadae1e30
parentd30cb292941b7ab98bf84048c72a11bed1029795
Ensure vertex shader presence if a geometry shader exists

Certain tests verify that INVALID_OPERATION is generated
if a geometry shader is active and mode is incompatible with
the input primitive type of the geometry shader in the currently
installed program object. However these tests have no vertex shader and
this is the real reason why INVALID_OPERATION is generated.
This change ensures that the vertex shader is present.

Components: AOSP

Affects:
dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.draw_elements_base_vertex_primitive_mode_mismatch
dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.draw_elements_instanced_base_vertex_primitive_mode_mismatch
dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.draw_range_elements_base_vertex_primitive_mode_mismatch

Change-Id: I36bcee8892e4f641feadb0b444a53ed35273b727
modules/gles31/functional/es31fNegativeVertexArrayApiTests.cpp