The lower_vertex_id pass converts uses of the gl_VertexID system value to the gl_BaseVertex and gl_VertexIDMESA system values. Since gl_VertexID is no longer accessed, it would not be considered active.
Of course, it should be, since the shader uses gl_VertexID. Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> --- src/mesa/main/shader_query.cpp | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) Avoids regressing Piglit's gl-get-active-attrib-returns-all-inputs when enabling lowering later in the series. diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp index 4871d09..c395a78 100644 --- a/src/mesa/main/shader_query.cpp +++ b/src/mesa/main/shader_query.cpp @@ -93,6 +93,7 @@ is_active_attrib(const ir_variable *var) * and gl_InstanceID." */ return var->data.location == SYSTEM_VALUE_VERTEX_ID || + var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE || var->data.location == SYSTEM_VALUE_INSTANCE_ID; default: @@ -128,12 +129,22 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index, foreach_in_list(ir_instruction, node, ir) { const ir_variable *const var = node->as_variable(); + const char *var_name = var->name; if (!is_active_attrib(var)) continue; if (current_index == desired_index) { - _mesa_copy_string(name, maxLength, length, var->name); + /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to + * consider gl_VertexIDMESA as gl_VertexID for purposes of checking + * active attributes. + */ + if (var->data.mode == ir_var_system_value && + var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) { + var_name = "gl_VertexID"; + } + + _mesa_copy_string(name, maxLength, length, var_name); if (size) *size = (var->type->is_array()) ? var->type->length : 1; -- 2.0.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev