radeonsi: fix gl_PrimitiveIDIn in geometry shader when using tessellation
This builds on commit 0549ea15ec ("radeonsi: fix primitive ID in
fragment shader when using tessellation").
Fixes piglit
arb_tessellation_shader/execution/gs-primitiveid-instanced.shader_test
Cc: 17.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
@@ -2133,6 +2133,8 @@ static void si_update_tcs_tes_uses_prim_id(struct si_context *sctx)
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sctx->tes_shader.cso->info.uses_primid) ||
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(sctx->tcs_shader.cso &&
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sctx->tcs_shader.cso->info.uses_primid) ||
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(sctx->gs_shader.cso &&
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sctx->gs_shader.cso->info.uses_primid) ||
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(sctx->ps_shader.cso && !sctx->gs_shader.cso &&
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sctx->ps_shader.cso->info.uses_primid);
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}
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