spirv: gl_PrimitiveID in the fragment shader is handled as an input
authorIago Toral Quiroga <itoral@igalia.com>
Mon, 9 Jan 2017 11:31:53 +0000 (12:31 +0100)
committerIago Toral Quiroga <itoral@igalia.com>
Wed, 11 Jan 2017 07:59:28 +0000 (08:59 +0100)
commita9f497c6787cb8a609f0214c698b396ecbb8742d
treed3aa2ebb346c1a54e2fd3f193b28b280a3dd6d7e
parent99e9dca149e2484c9472a0518eee5e2099bdb251
spirv: gl_PrimitiveID in the fragment shader is handled as an input

Geometry and Tessellation stages do handle this as a system value instead.

Fixes:
dEQP-VK.geometry.basic.primitive_id

Reviewed-by: Dave Airlie <ailried@redhat.com>
src/compiler/spirv/vtn_variables.c