draw/vs: partly fix basevertex/vertex id
This gets the basevertex from the draw depending on whether it's an indexed or non-indexed draw. We still fail a transform feedback test for vertex id, as the vertex id actually an index id, and isn't getting translated properly to a vertex id, suggestions on how/where to fix that welcome. Reviewed-by: Brian Paul <brianp@vmware.com>
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@@ -128,18 +128,17 @@ vs_exec_run_linear(struct draw_vertex_shader *shader,
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input[slot][3]);
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}
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#endif
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int basevertex = shader->draw->pt.user.eltSize ? shader->draw->pt.user.eltBias : shader->draw->start_index;
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if (shader->info.uses_vertexid) {
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unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID];
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assert(vid < ARRAY_SIZE(machine->SystemValue));
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machine->SystemValue[vid].xyzw[0].i[j] = i + j;
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/* XXX this should include base vertex. Where to get it??? */
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machine->SystemValue[vid].xyzw[0].i[j] = i + j + basevertex;
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}
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if (shader->info.uses_basevertex) {
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unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_BASEVERTEX];
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assert(vid < ARRAY_SIZE(machine->SystemValue));
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machine->SystemValue[vid].xyzw[0].i[j] = 0;
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/* XXX Where to get it??? */
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machine->SystemValue[vid].xyzw[0].i[j] = basevertex;
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}
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if (shader->info.uses_vertexid_nobase) {
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unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID_NOBASE];
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