It's prefectly legal and well-defined to render using a non-existing
or empty buffer object. The data coming out of the buffer object isn't
well defined unless we have the robustness flag set on the context, but
that's a different matter, and up to the shader hardware; it's the same
as out-of-bounds reads.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
const unsigned bufidx = (*num_vbuffers)++;
if (_mesa_is_bufferobj(binding->BufferObj)) {
- struct st_buffer_object *stobj = st_buffer_object(binding->BufferObj);
- if (!stobj || !stobj->buffer) {
- st->vertex_array_out_of_memory = true;
- return; /* out-of-memory error probably */
- }
-
/* Set the binding */
- vbuffer[bufidx].buffer.resource = stobj->buffer;
+ struct st_buffer_object *stobj = st_buffer_object(binding->BufferObj);
+ vbuffer[bufidx].buffer.resource = stobj ? stobj->buffer : NULL;
vbuffer[bufidx].is_user_buffer = false;
vbuffer[bufidx].buffer_offset = _mesa_draw_binding_offset(binding);
} else {