draw: Do not restart the primitive_id at 0
Otherwise the primitive_id will wrap around to 0 if more than 4096 patches are drawn. cc: mesa-stable Reviewed-by: Roland Scheidegger <sroland@vmware.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24295>
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@@ -773,7 +773,7 @@ llvm_middle_end_linear_run(struct draw_pt_middle_end *middle,
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fetch_info.elts = NULL;
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prim_info.linear = true;
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prim_info.start = 0;
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prim_info.start = start;
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prim_info.count = count;
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prim_info.elts = NULL;
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prim_info.prim = prim_type(fpme->input_prim, prim_flags);
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@@ -188,6 +188,7 @@ int draw_tess_ctrl_shader_run(struct draw_tess_ctrl_shader *shader,
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shader->draw->statistics.hs_invocations += num_patches;
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}
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#ifdef DRAW_LLVM_AVAILABLE
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unsigned first_patch = input_prim->start / shader->draw->pt.vertices_per_patch;
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for (unsigned i = 0; i < num_patches; i++) {
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uint32_t vert_start = output_verts->count;
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@@ -195,7 +196,7 @@ int draw_tess_ctrl_shader_run(struct draw_tess_ctrl_shader *shader,
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llvm_fetch_tcs_input(shader, input_prim, i, shader->draw->pt.vertices_per_patch);
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llvm_tcs_run(shader, i);
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llvm_tcs_run(shader, first_patch + i);
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uint32_t old_verts = util_align_npot(vert_start, 16);
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uint32_t new_verts = util_align_npot(output_verts->count, 16);
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