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authorAntia Puentes <[email protected]>2018-01-25 19:15:38 +0100
committerIan Romanick <[email protected]>2018-04-19 15:57:45 -0700
commit5ff848df7be34bdc4c2e0ad509ad43b4ae1fc3b9 (patch)
tree96fb43b88f02fa5447031abf2bd6a89e6e02c8e1 /src/intel/Makefile.isl.am
parent051fddb4a9e6abb6f2cf9c892e34c8739983c794 (diff)
compiler: Add SYSTEM_VALUE_FIRST_VERTEX and instrinsics
This VS system value will contain the value passed as <basevertex> for indexed draw calls or the value passed as <first> for non-indexed draw calls. It can be used to calculate the gl_VertexID as SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus SYSTEM_VALUE_FIRST_VERTEX. From the OpenGL 4.6 spec, 10.4 "Drawing Commands Using Vertex Arrays": - Page 352: "The index of any element transferred to the GL by DrawArraysOneInstance is referred to as its vertex ID, and may be read by a vertex shader as gl_VertexID. The vertex ID of the ith element transferred is first + i." - Page 355: "The index of any element transferred to the GL by DrawElementsOneInstance is referred to as its vertex ID, and may be read by a vertex shader as gl_VertexID. The vertex ID of the ith element transferred is the sum of basevertex and the value stored in the currently bound element array buffer at offset indices + i." Currently the gl_VertexID calculation uses SYSTEM_VALUE_BASE_VERTEX but this will have to change when the value of gl_BaseVertex is fixed. Currently its value is broken for non-indexed draw calls because it must be zero but we are setting it to <first>. v2: use SYSTEM_VALUE_FIRST_VERTEX as name for the value, instead of SYSTEM_VALUE_BASE_VERTEX_ID (Kenneth). v3 (idr): Rebase on Rob Clark converting nir_intrinsics.h to be generated. Reformat commit message to 72 columns. Reviewed-by: Neil Roberts <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
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