nir: Offset vertex_id by first_vertex instead of base_vertex
base_vertex will be zero for non-indexed calls and in that case we need vertex_id to be offset by the ‘first’ parameter instead. That is what we get with first_vertex. This is true for both GL and Vulkan. The freedreno driver is also setting vertex_id_zero_based on nir_options. In order to avoid breakage this patch switches the relevant code to handle SYSTEM_VALUE_FIRST_VERTEX so that it can retain the same behavior. v2: change a3xx/fd3_emit.c and a4xx/fd4_emit.c from SYSTEM_VALUE_BASE_VERTEX to SYSTEM_VALUE_FIRST_VERTEX (Kenneth). Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Cc: Rob Clark <robdclark@gmail.com> Acked-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:

committed by
Ian Romanick

parent
c4f30a9100
commit
c366f422f0
@@ -115,7 +115,7 @@ convert_block(nir_block *block, nir_builder *b)
|
||||
if (b->shader->options->vertex_id_zero_based) {
|
||||
sysval = nir_iadd(b,
|
||||
nir_load_vertex_id_zero_base(b),
|
||||
nir_load_base_vertex(b));
|
||||
nir_load_first_vertex(b));
|
||||
} else {
|
||||
sysval = nir_load_vertex_id(b);
|
||||
}
|
||||
|
Reference in New Issue
Block a user