Re: [Mesa-dev] [PATCH] llvmpipe: fix primitive input to geom shaders

2014-01-07 Thread Zack Rusin
Yea, this sucks. Geometry shaders can take primitive id (system value) for passed in primitives and generate one (semantic) for primitives generated in the geometry shader. TBH, I thought we already handled it... Maybe wlk doesn't test it, we'll see if it regresses. z - Original Message --

Re: [Mesa-dev] [PATCH] llvmpipe: fix primitive input to geom shaders

2014-01-07 Thread Roland Scheidegger
Well we were using a system value for prim id in gs, hence this was not necessary. I'm always confused though about system value / normal semantic usage though, Zack might know better. Roland Am 07.01.2014 09:55, schrieb Dave Airlie: > Not sure this is 100% the correct way to do this, since it ma

[Mesa-dev] [PATCH] llvmpipe: fix primitive input to geom shaders

2014-01-07 Thread Dave Airlie
Not sure this is 100% the correct way to do this, since it may be a change at the glsl->tgsi level that is required, either way open discussions! fixes piglit tests/spec/glsl-1.50/execution/geometry/primitive-id-in.shader_test with llvmpipe with fake MSAA Signed-off-by: Dave Airlie --- src/gall