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author | Neil Roberts <[email protected]> | 2018-04-19 17:17:41 +0200 |
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committer | Alejandro Piñeiro <[email protected]> | 2018-08-13 16:23:36 +0200 |
commit | be6f472b2387f508e55ffbe758da8cbea75717d6 (patch) | |
tree | 4fc83e75f858a2f6c6f5f04996bf4fbbae637a19 /doxygen/glapi.doxy | |
parent | 624c00f1a6fd6e09fc5101a735a2c88e098ee675 (diff) |
spirv: Make VertexIndex and VertexId both non-zero-based
GLSL has gl_VertexID which is supposed to be non-zero-based.
SPIR-V has both VertexIndex and VertexId builtins whose meanings are
defined by the APIs.
Vulkan defines VertexIndex as being non-zero-based. In Vulkan VertexId
and InstanceId have no meaning and are pretty much just reserved for
OpenGL at this point.
GL_ARB_spirv removes VertexIndex and defines VertexId to be the same
as gl_VertexId (which is also non-zero-based).
Previously in Mesa it was treating VertexIndex as non-zero-based and
VertexId as zero-based, so it was breaking for GL. This behaviour was
apparently based on Khronos bug 14255. However that bug doesn’t seem
to have made a final decision for VertexId.
Assuming there really is no other definition for VertexId for Vulkan
it seems better to just make them both have the same value.
v2: update comment and commit descriptions, based on Jason Ekstrand
explanation of the meaning/rationale behind all those builtins
(Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'doxygen/glapi.doxy')
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