i965: Fix gl_VertexID when there are no other vertex inputs.

brw_emit_vertices contains special case logic to handle the case where
a vertex shader doesn't read any inputs.  This special case logic was
incorrectly activating in the case were the only vertex input is
gl_VertexID.  As a result, if a shader used gl_VertexID but used no
other inputs, then all vertices got a gl_VertexID of zero.

Fixes oglconform test "ubo-usage advanced.transform_feedback".

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Paul Berry
2012-12-17 09:55:48 -08:00
parent 5b7099c74d
commit 1b37fc40fc
+3 -3
View File
@@ -571,6 +571,8 @@ static void brw_emit_vertices(struct brw_context *brw)
brw_emit_query_begin(brw);
nr_elements = brw->vb.nr_enabled + brw->vs.prog_data->uses_vertexid;
/* If the VS doesn't read any inputs (calculating vertex position from
* a state variable for some reason, for example), emit a single pad
* VERTEX_ELEMENT struct and bail.
@@ -578,7 +580,7 @@ static void brw_emit_vertices(struct brw_context *brw)
* The stale VB state stays in place, but they don't do anything unless
* a VE loads from them.
*/
if (brw->vb.nr_enabled == 0) {
if (nr_elements == 0) {
BEGIN_BATCH(3);
OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | 1);
if (intel->gen >= 6) {
@@ -642,8 +644,6 @@ static void brw_emit_vertices(struct brw_context *brw)
ADVANCE_BATCH();
}
nr_elements = brw->vb.nr_enabled + brw->vs.prog_data->uses_vertexid;
/* The hardware allows one more VERTEX_ELEMENTS than VERTEX_BUFFERS, presumably
* for VertexID/InstanceID.
*/