*
* This is in contrast to the behaviour of desktop GL, where the extra
* primitives are silently dropped from the transform feedback buffer.
+ *
+ * This text is removed in ES 3.2, presumably because it's not really
+ * implementable with geometry and tessellation shaders. In fact,
+ * the OES_geometry_shader spec says:
+ *
+ * "(13) Does this extension change how transform feedback operates
+ * compared to unextended OpenGL ES 3.0 or 3.1?
+ *
+ * RESOLVED: Yes. Because dynamic geometry amplification in a geometry
+ * shader can make it difficult if not impossible to predict the amount
+ * of geometry that may be generated in advance of executing the shader,
+ * the draw-time error for transform feedback buffer overflow conditions
+ * is removed and replaced with the GL behavior (primitives are not
+ * written and the corresponding counter is not updated)..."
*/
- if (_mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx)) {
+ if (_mesa_is_gles3(ctx) && _mesa_is_xfb_active_and_unpaused(ctx) &&
+ !_mesa_has_OES_geometry_shader(ctx) &&
+ !_mesa_has_OES_tessellation_shader(ctx)) {
size_t prim_count = vbo_count_tessellated_primitives(mode, count, 1);
if (xfb_obj->GlesRemainingPrims < prim_count) {
_mesa_error(ctx, GL_INVALID_OPERATION,