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authorPaul Berry <[email protected]>2013-10-22 20:34:30 -0700
committerPaul Berry <[email protected]>2013-10-27 10:23:39 -0700
commite79e6c591186fe96c8097209d4f95f70cf691de6 (patch)
tree8b466a6895a1c3ce222a4348cab676b3dfa4f8c6 /src/glsl
parent7f7636830514ae37b9df9969c44637f55323d608 (diff)
i965: Make fs gl_PrimitiveID input work even when there's no gs.
When a geometry shader is present, the fragment shader gl_PrimitiveID input acts like an ordinary varying, receiving data from the gs gl_PrimitiveID output. When there's no geometry shader, we have to ask the fixed function SF hardware to provide the primitive ID to the fragment shader instead. Previously, the SF setup code would handle this situation by recognizing that the FS gl_PrimitiveID input didn't match to any VS output; since normally an FS input with no corresponding VS output leads to undefined data, the SF setup code used to just arbitrarily assign it to receive data from attribute 0. This patch changes the SF setup code so that instead of arbitrarily using attribute 0, it assigns the unmatched FS input to receive gl_PrimitiveID. In the case where the FS input really is gl_PrimitiveID, this produces the intended result. In all other cases, no harm is done since GL specifies that the behaviour is undefined. Fixes piglit test primitive-id-no-gs. v2: If an attribute is already being overridden with point coordinates, don't try to also override it with gl_PrimitiveID. This is necessary to avoid regressing piglit tests such as shaders/glsl-fs-pointcoord. Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/glsl')
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