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author | Dave Airlie <[email protected]> | 2015-01-27 13:39:51 +1000 |
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committer | Dave Airlie <[email protected]> | 2015-01-28 09:51:21 +1000 |
commit | 349df23eb0d119e3f22ff6149824497414f07505 (patch) | |
tree | 048b6c2ba1a2cfb032664e2ce2ee61ee6f214000 /src/glsl/link_uniforms.cpp | |
parent | cc2fc095bfae1c0494240e4f06931e2ca90e182c (diff) |
r600g: add support for primitive id without geom shader (v2)
GLSL 1.50 specifies a fragment shader may have a primitive id
input without a geometry shader present.
On r600 hw there is a special GS scenario for this, you have
to enable GS_SCENARIO_A and pass the primitive id through
the vertex shader which operates in GS_A mode.
This is a first pass attempt at this, and passes the piglit
tests that test for this.
v1.1: clean up debug print + no need to assign
key value to setup output.
v2: add r600 support
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/glsl/link_uniforms.cpp')
0 files changed, 0 insertions, 0 deletions