add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
+ if (state->ARB_shader_draw_parameters_enable) {
+ add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
+ add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
+ add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
+ }
if (state->AMD_vertex_shader_layer_enable) {
var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
EXT(ARB_shader_atomic_counters, true, false, ARB_shader_atomic_counters),
EXT(ARB_shader_bit_encoding, true, false, ARB_shader_bit_encoding),
EXT(ARB_shader_clock, true, false, ARB_shader_clock),
+ EXT(ARB_shader_draw_parameters, true, false, ARB_shader_draw_parameters),
EXT(ARB_shader_image_load_store, true, false, ARB_shader_image_load_store),
EXT(ARB_shader_image_size, true, false, ARB_shader_image_size),
EXT(ARB_shader_precision, true, false, ARB_shader_precision),
bool ARB_shader_bit_encoding_warn;
bool ARB_shader_clock_enable;
bool ARB_shader_clock_warn;
+ bool ARB_shader_draw_parameters_enable;
+ bool ARB_shader_draw_parameters_warn;
bool ARB_shader_image_load_store_enable;
bool ARB_shader_image_load_store_warn;
bool ARB_shader_image_size_enable;
return nir_intrinsic_load_vertex_id;
case SYSTEM_VALUE_INSTANCE_ID:
return nir_intrinsic_load_instance_id;
+ case SYSTEM_VALUE_DRAW_ID:
+ return nir_intrinsic_load_draw_id;
+ case SYSTEM_VALUE_BASE_INSTANCE:
+ return nir_intrinsic_load_base_instance;
case SYSTEM_VALUE_VERTEX_ID_ZERO_BASE:
return nir_intrinsic_load_vertex_id_zero_base;
case SYSTEM_VALUE_BASE_VERTEX:
return SYSTEM_VALUE_VERTEX_ID;
case nir_intrinsic_load_instance_id:
return SYSTEM_VALUE_INSTANCE_ID;
+ case nir_intrinsic_load_draw_id:
+ return SYSTEM_VALUE_DRAW_ID;
+ case nir_intrinsic_load_base_instance:
+ return SYSTEM_VALUE_BASE_INSTANCE;
case nir_intrinsic_load_vertex_id_zero_base:
return SYSTEM_VALUE_VERTEX_ID_ZERO_BASE;
case nir_intrinsic_load_base_vertex:
SYSTEM_VALUE(vertex_id_zero_base, 1, 0)
SYSTEM_VALUE(base_vertex, 1, 0)
SYSTEM_VALUE(instance_id, 1, 0)
+SYSTEM_VALUE(base_instance, 1, 0)
+SYSTEM_VALUE(draw_id, 1, 0)
SYSTEM_VALUE(sample_id, 1, 0)
SYSTEM_VALUE(sample_pos, 2, 0)
SYSTEM_VALUE(sample_mask_in, 1, 0)
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
*/
SYSTEM_VALUE_BASE_VERTEX,
+
+ /**
+ * Value of \c baseinstance passed to instanced draw entry points
+ *
+ * \sa SYSTEM_VALUE_INSTANCE_ID
+ */
+ SYSTEM_VALUE_BASE_INSTANCE,
+
+ /**
+ * From _ARB_shader_draw_parameters:
+ *
+ * "Additionally, this extension adds a further built-in variable,
+ * gl_DrawID to the shading language. This variable contains the index
+ * of the draw currently being processed by a Multi* variant of a
+ * drawing command (such as MultiDrawElements or
+ * MultiDrawArraysIndirect)."
+ *
+ * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
+ */
+ SYSTEM_VALUE_DRAW_ID,
/*@}*/
/**
ctx->Extensions.ARB_gpu_shader_fp64 = true;
ctx->Extensions.ARB_sample_shading = true;
ctx->Extensions.ARB_shader_bit_encoding = true;
+ ctx->Extensions.ARB_shader_draw_parameters = true;
ctx->Extensions.ARB_shader_stencil_export = true;
ctx->Extensions.ARB_shader_subroutine = true;
ctx->Extensions.ARB_shader_texture_lod = true;
EXT(ARB_shader_atomic_counters , ARB_shader_atomic_counters , GLL, GLC, x , x , 2011)
EXT(ARB_shader_bit_encoding , ARB_shader_bit_encoding , GLL, GLC, x , x , 2010)
EXT(ARB_shader_clock , ARB_shader_clock , GLL, GLC, x , x , 2015)
+EXT(ARB_shader_draw_parameters , ARB_shader_draw_parameters , GLL, GLC, x , x , 2013)
EXT(ARB_shader_image_load_store , ARB_shader_image_load_store , GLL, GLC, x , x , 2011)
EXT(ARB_shader_image_size , ARB_shader_image_size , GLL, GLC, x , x , 2012)
EXT(ARB_shader_objects , dummy_true , GLL, GLC, x , x , 2002)
GLboolean ARB_shader_atomic_counters;
GLboolean ARB_shader_bit_encoding;
GLboolean ARB_shader_clock;
+ GLboolean ARB_shader_draw_parameters;
GLboolean ARB_shader_image_load_store;
GLboolean ARB_shader_image_size;
GLboolean ARB_shader_precision;