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authorNeil Roberts <[email protected]>2018-04-19 17:17:41 +0200
committerAlejandro Piñeiro <[email protected]>2018-08-13 16:23:36 +0200
commitbe6f472b2387f508e55ffbe758da8cbea75717d6 (patch)
tree4fc83e75f858a2f6c6f5f04996bf4fbbae637a19 /doxygen/glapi.doxy
parent624c00f1a6fd6e09fc5101a735a2c88e098ee675 (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]>
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