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)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Wed, 24 May 2017 14:26:12 +0000 (10:26 -0400)
commita78cd0e4fd2bf6c3158c1d3a94de3399aa92af49
tree55fae4ebae87262695cbaff2aa7fee4a0828689d
parentc7870272352bcfc71e27071be7d7b5ad6ddeb129
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

VK-GL-CTS issue: 426

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
(cherry picked from commit f5f087e9bd571b5aee3b810957af7051cd82d2c0)
modules/gles31/functional/es31fNegativeVertexArrayApiTests.cpp