-#if FEATURE_ES1
- case API_OPENGLES:
- /* For OpenGL ES, only draw if we have vertex positions
- */
- if (!ctx->Array.ArrayObj->Vertex.Enabled)
- return GL_FALSE;
- break;
-#endif
-
-#if FEATURE_GL
- case API_OPENGL:
- {
- const struct gl_shader_program *vsProg =
- ctx->Shader.CurrentVertexProgram;
- GLboolean haveVertexShader = (vsProg && vsProg->LinkStatus);
- GLboolean haveVertexProgram = ctx->VertexProgram._Enabled;
- if (haveVertexShader || haveVertexProgram) {
- /* Draw regardless of whether or not we have any vertex arrays.
- * (Ex: could draw a point using a constant vertex pos)
- */
- return GL_TRUE;
+ switch (mode_before_gs) {
+ case GL_POINTS:
+ valid_enum = (geom_mode == GL_POINTS);
+ break;
+ case GL_LINES:
+ case GL_LINE_LOOP:
+ case GL_LINE_STRIP:
+ valid_enum = (geom_mode == GL_LINES);
+ break;
+ case GL_TRIANGLES:
+ case GL_TRIANGLE_STRIP:
+ case GL_TRIANGLE_FAN:
+ valid_enum = (geom_mode == GL_TRIANGLES);
+ break;
+ case GL_QUADS:
+ case GL_QUAD_STRIP:
+ case GL_POLYGON:
+ valid_enum = false;
+ break;
+ case GL_LINES_ADJACENCY:
+ case GL_LINE_STRIP_ADJACENCY:
+ valid_enum = (geom_mode == GL_LINES_ADJACENCY);
+ break;
+ case GL_TRIANGLES_ADJACENCY:
+ case GL_TRIANGLE_STRIP_ADJACENCY:
+ valid_enum = (geom_mode == GL_TRIANGLES_ADJACENCY);
+ break;
+ default:
+ valid_enum = false;
+ break;
+ }
+ if (!valid_enum) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(mode=%s vs geometry shader input %s)",
+ name,
+ _mesa_lookup_prim_by_nr(mode_before_gs),
+ _mesa_lookup_prim_by_nr(geom_mode));
+ return GL_FALSE;
+ }
+ }
+
+ /* From the OpenGL 4.0 (Core Profile) spec (section 2.12):
+ *
+ * "Tessellation operates only on patch primitives. If tessellation is
+ * active, any command that transfers vertices to the GL will
+ * generate an INVALID_OPERATION error if the primitive mode is not
+ * PATCHES.
+ * Patch primitives are not supported by pipeline stages below the
+ * tessellation evaluation shader. If there is no active program
+ * object or the active program object does not contain a tessellation
+ * evaluation shader, the error INVALID_OPERATION is generated by any
+ * command that transfers vertices to the GL if the primitive mode is
+ * PATCHES."
+ *
+ */
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL] ||
+ ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]) {
+ if (mode != GL_PATCHES) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "only GL_PATCHES valid with tessellation");
+ return GL_FALSE;
+ }
+ }
+ else {
+ if (mode == GL_PATCHES) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "GL_PATCHES only valid with tessellation");
+ return GL_FALSE;
+ }
+ }
+
+ /* From the GL_EXT_transform_feedback spec:
+ *
+ * "The error INVALID_OPERATION is generated if Begin, or any command
+ * that performs an explicit Begin, is called when:
+ *
+ * * a geometry shader is not active and <mode> does not match the
+ * allowed begin modes for the current transform feedback state as
+ * given by table X.1.
+ *
+ * * a geometry shader is active and the output primitive type of the
+ * geometry shader does not match the allowed begin modes for the
+ * current transform feedback state as given by table X.1.
+ *
+ */
+ if (_mesa_is_xfb_active_and_unpaused(ctx)) {
+ GLboolean pass = GL_TRUE;
+
+ if(ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
+ switch (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->Geom.OutputType) {
+ case GL_POINTS:
+ pass = ctx->TransformFeedback.Mode == GL_POINTS;
+ break;
+ case GL_LINE_STRIP:
+ pass = ctx->TransformFeedback.Mode == GL_LINES;
+ break;
+ case GL_TRIANGLE_STRIP:
+ pass = ctx->TransformFeedback.Mode == GL_TRIANGLES;
+ break;
+ default:
+ pass = GL_FALSE;