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 does
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