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 --
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
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
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src/gall