On 09/14/2013 10:33 AM, Paul Berry wrote: > If the geometry shader refers to the built-in variable > gl_PrimitiveIDIn, we need to set a bit in 3DSTATE_GS to tell the > hardware to dispatch primitive ID to r1, and we need to leave room for > it when allocating registers. > > Note: this feature doesn't yet work properly when software primitive > restart is in use (the primitive ID counter will incorrectly reset > with each primitive restart, since software primitive restart works by > performing multiple draw calls). I plan to address that in a future > patch series. > > Fixes piglit test "spec/glsl-1.50/execution/geometry/primitive-id-in".
Reviewed-by: Kenneth Graunke <kenn...@whitecape.org> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev