vk: Handle uninitialized FS inputs and gl_PrimitiveID

These show up as varying_to_slot[attr] == -1. Instead of storing -1 - 2
in swiz.Attribute[input_index].SourceAttribute, handle it correctly.
This commit is contained in:
Kristian Høgsberg Kristensen
2016-01-09 01:03:20 -08:00
parent b538ec5409
commit a9c0e8f00f
+19 -5
View File
@@ -495,16 +495,30 @@ genX(graphics_pipeline_create)(
if (input_index < 0)
continue;
/* We have to subtract two slots to accout for the URB entry output
* read offset in the VS and GS stages.
*/
int source_attr = fs_input_map->varying_to_slot[attr] - 2;
int source_attr = fs_input_map->varying_to_slot[attr];
max_source_attr = MAX2(max_source_attr, source_attr);
if (input_index >= 16)
continue;
swiz.Attribute[input_index].SourceAttribute = source_attr;
if (source_attr == -1) {
/* This attribute does not exist in the VUE--that means that the
* vertex shader did not write to it. It could be that it's a
* regular varying read by the fragment shader but not written by the
* vertex shader or it's gl_PrimitiveID. In the first case the value
* is undefined, in the second it needs to be gl_PrimitiveID.
*/
swiz.Attribute[input_index].ConstantSource = PRIM_ID;
swiz.Attribute[input_index].ComponentOverrideX = true;
swiz.Attribute[input_index].ComponentOverrideY = true;
swiz.Attribute[input_index].ComponentOverrideZ = true;
swiz.Attribute[input_index].ComponentOverrideW = true;
} else {
/* We have to subtract two slots to accout for the URB entry output
* read offset in the VS and GS stages.
*/
swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
}
}
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE),