if (input_index < 0)
continue;
- /* We have to subtract two slots to accout for the URB entry output
- * read offset in the VS and GS stages.
- */
- int source_attr = fs_input_map->varying_to_slot[attr] - 2;
+ int source_attr = fs_input_map->varying_to_slot[attr];
max_source_attr = MAX2(max_source_attr, source_attr);
if (input_index >= 16)
continue;
- swiz.Attribute[input_index].SourceAttribute = source_attr;
+ if (source_attr == -1) {
+ /* This attribute does not exist in the VUE--that means that the
+ * vertex shader did not write to it. It could be that it's a
+ * regular varying read by the fragment shader but not written by the
+ * vertex shader or it's gl_PrimitiveID. In the first case the value
+ * is undefined, in the second it needs to be gl_PrimitiveID.
+ */
+ swiz.Attribute[input_index].ConstantSource = PRIM_ID;
+ swiz.Attribute[input_index].ComponentOverrideX = true;
+ swiz.Attribute[input_index].ComponentOverrideY = true;
+ swiz.Attribute[input_index].ComponentOverrideZ = true;
+ swiz.Attribute[input_index].ComponentOverrideW = true;
+ } else {
+ /* We have to subtract two slots to accout for the URB entry output
+ * read offset in the VS and GS stages.
+ */
+ swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
+ }
}
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE),