[Mesa-dev] [PATCH] spirv: gl_PrimitiveID in the fragment shader is handled as an input

Jason Ekstrand jason at jlekstrand.net
Mon Jan 9 16:03:26 UTC 2017


On Mon, Jan 9, 2017 at 4:50 AM, Iago Toral Quiroga <itoral at igalia.com>
wrote:

> Geometry and Tessellation stages do handle this as a system value instead.
>
> Fixes:
> dEQP-VK.geometry.basic.primitive_id
> ---
>  src/compiler/spirv/vtn_variables.c | 3 ++-
>  1 file changed, 2 insertions(+), 1 deletion(-)
>
> diff --git a/src/compiler/spirv/vtn_variables.c b/src/compiler/spirv/vtn_
> variables.c
> index 9b84c97..cf47e5d 100644
> --- a/src/compiler/spirv/vtn_variables.c
> +++ b/src/compiler/spirv/vtn_variables.c
> @@ -908,7 +908,8 @@ vtn_get_builtin_location(struct vtn_builder *b,
>        set_mode_system_value(mode);
>        break;
>     case SpvBuiltInPrimitiveId:
> -      if (*mode == nir_var_shader_out) {
> +      if (*mode == nir_var_shader_out ||
> +          b->shader->stage == MESA_SHADER_FRAGMENT) {
>

Can we do this instead:

if (b->shader->stage == MESA_SHADER_FRAGMENT) {
   assert(*mode == nir_var_shader_in);
   *location = VARYING_SLOT_PRIMITIVE_ID;
} else if (*mode == nir_var_shader_out) {
   ...


>           *location = VARYING_SLOT_PRIMITIVE_ID;
>        } else {
>           *location = SYSTEM_VALUE_PRIMITIVE_ID;
> --
> 2.7.4
>
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