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>
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