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)
committerPyry Haulos <phaulos@google.com>
Tue, 9 May 2017 19:55:09 +0000 (19:55 +0000)
commitf5f087e9bd571b5aee3b810957af7051cd82d2c0
tree1ae7acd57b70c81dfadabfee7e8fe021612dee96
parente490e2f2158aa9d3aec7d8e385ca3995fefc9ffd
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