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authorAntia Puentes <[email protected]>2018-01-25 19:15:40 +0100
committerIan Romanick <[email protected]>2018-04-19 15:57:45 -0700
commitc32e1035cb4f1e0c2c1bd45611e3a35e7caf57b6 (patch)
treea595d9f358826f587350ffd8366b76de4c7d47c8 /include/D3D9
parent0c8395e15d295d328f68574e71afaf04596e2a82 (diff)
intel: Handle firstvertex in an identical way to BaseVertex
Until we set gl_BaseVertex to zero for non-indexed draw calls both have an identical value. The Vertex Elements are kept like that: * VE 1: <BaseVertex/firstvertex, BaseInstance, VertexID, InstanceID> * VE 2: <Draw ID, 0, 0, 0> v2 (idr): Mark nir_intrinsic_load_first_vertex as "unreachable" in emit_system_values_block and fs_visitor::nir_emit_vs_intrinsic.
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