diff options
author | Iago Toral Quiroga <[email protected]> | 2017-01-09 12:31:53 +0100 |
---|---|---|
committer | Iago Toral Quiroga <[email protected]> | 2017-01-11 08:59:28 +0100 |
commit | a9f497c6787cb8a609f0214c698b396ecbb8742d (patch) | |
tree | d3aa2ebb346c1a54e2fd3f193b28b280a3dd6d7e /src/compiler | |
parent | 99e9dca149e2484c9472a0518eee5e2099bdb251 (diff) |
spirv: gl_PrimitiveID in the fragment shader is handled as an input
Geometry and Tessellation stages do handle this as a system value instead.
Fixes:
dEQP-VK.geometry.basic.primitive_id
Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/spirv/vtn_variables.c | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/compiler/spirv/vtn_variables.c b/src/compiler/spirv/vtn_variables.c index e564fb03cbe..3ecb54f32db 100644 --- a/src/compiler/spirv/vtn_variables.c +++ b/src/compiler/spirv/vtn_variables.c @@ -908,7 +908,10 @@ vtn_get_builtin_location(struct vtn_builder *b, set_mode_system_value(mode); break; case SpvBuiltInPrimitiveId: - if (*mode == nir_var_shader_out) { + 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; |