#include "draw/draw_pt.h"
#include "draw/draw_vs.h"
#include "draw/draw_gs.h"
-#include "translate/translate.h"
struct fetch_pipeline_middle_end {
struct fetch_pipeline_middle_end *fpme = (struct fetch_pipeline_middle_end *)middle;
struct draw_context *draw = fpme->draw;
struct draw_vertex_shader *vs = draw->vs.vertex_shader;
+ unsigned i;
+ unsigned instance_id_index = ~0;
/* Add one to num_outputs because the pipeline occasionally tags on
* an additional texcoord, eg for AA lines.
unsigned nr = MAX2( vs->info.num_inputs,
vs->info.num_outputs + 1 );
+ /* Scan for instanceID system value.
+ */
+ for (i = 0; i < vs->info.num_inputs; i++) {
+ if (vs->info.input_semantic_name[i] == TGSI_SEMANTIC_INSTANCEID) {
+ instance_id_index = i;
+ break;
+ }
+ }
+
fpme->prim = prim;
fpme->opt = opt;
draw_pt_fetch_prepare( fpme->fetch,
vs->info.num_inputs,
- fpme->vertex_size );
+ fpme->vertex_size,
+ instance_id_index );
/* XXX: it's not really gl rasterization rules we care about here,
* but gl vs dx9 clip spaces.
*/
draw_pt_post_vs_prepare( fpme->post_vs,
(boolean)draw->bypass_clipping,
- (boolean)(draw->identity_viewport ||
- draw->rasterizer->bypass_vs_clip_and_viewport),
+ (boolean)draw->identity_viewport,
(boolean)draw->rasterizer->gl_rasterization_rules,
(draw->vs.edgeflag_output ? true : false) );
(char *)pipeline_verts );
/* Run the shader, note that this overwrites the data[] parts of
- * the pipeline verts. If there is no shader, eg if
- * bypass_vs_clip_and_viewport, then the inputs == outputs, and are
- * already in the correct place.
+ * the pipeline verts.
*/
if (opt & PT_SHADE)
{
vshader->run_linear(vshader,
(const float (*)[4])pipeline_verts->data,
( float (*)[4])pipeline_verts->data,
- (const float (*)[4])draw->pt.user.vs_constants,
+ draw->pt.user.vs_constants,
fetch_count,
fpme->vertex_size,
fpme->vertex_size);
draw_geometry_shader_run(gshader,
(const float (*)[4])pipeline_verts->data,
( float (*)[4])pipeline_verts->data,
- (const float (*)[4])draw->pt.user.gs_constants,
+ draw->pt.user.gs_constants,
fetch_count,
fpme->vertex_size,
fpme->vertex_size);
(char *)pipeline_verts );
/* Run the shader, note that this overwrites the data[] parts of
- * the pipeline verts. If there is no shader, ie if
- * bypass_vs_clip_and_viewport, then the inputs == outputs, and are
- * already in the correct place.
+ * the pipeline verts.
*/
if (opt & PT_SHADE)
{
shader->run_linear(shader,
(const float (*)[4])pipeline_verts->data,
( float (*)[4])pipeline_verts->data,
- (const float (*)[4])draw->pt.user.vs_constants,
+ draw->pt.user.vs_constants,
count,
fpme->vertex_size,
fpme->vertex_size);
draw_geometry_shader_run(geometry_shader,
(const float (*)[4])pipeline_verts->data,
( float (*)[4])pipeline_verts->data,
- (const float (*)[4])draw->pt.user.gs_constants,
+ draw->pt.user.gs_constants,
count,
fpme->vertex_size,
fpme->vertex_size);
(char *)pipeline_verts );
/* Run the shader, note that this overwrites the data[] parts of
- * the pipeline verts. If there is no shader, ie if
- * bypass_vs_clip_and_viewport, then the inputs == outputs, and are
- * already in the correct place.
+ * the pipeline verts.
*/
if (opt & PT_SHADE)
{
shader->run_linear(shader,
(const float (*)[4])pipeline_verts->data,
( float (*)[4])pipeline_verts->data,
- (const float (*)[4])draw->pt.user.vs_constants,
+ draw->pt.user.vs_constants,
count,
fpme->vertex_size,
fpme->vertex_size);
draw_geometry_shader_run(geometry_shader,
(const float (*)[4])pipeline_verts->data,
( float (*)[4])pipeline_verts->data,
- (const float (*)[4])draw->pt.user.gs_constants,
+ draw->pt.user.gs_constants,
count,
fpme->vertex_size,
fpme->vertex_size);