[Mesa-dev] [PATCH] spirv: gl_PrimitiveID in the fragment shader is handled as an input
Jason Ekstrand
jason at jlekstrand.net
Mon Jan 9 16:05:36 UTC 2017
Also, we should probably consider converting it over to a system value one
of these days. That would make more sense from a theoretical model
perspective. Not sure if it makes sense in any drivers though.
On Mon, Jan 9, 2017 at 8:03 AM, Jason Ekstrand <jason at jlekstrand.net> wrote:
> 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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>> mesa-dev at lists.freedesktop.org
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>>
>
>
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