From: Iago Toral Quiroga Date: Mon, 9 Jan 2017 11:31:53 +0000 (+0100) Subject: spirv: gl_PrimitiveID in the fragment shader is handled as an input X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=a9f497c6787cb8a609f0214c698b396ecbb8742d;p=mesa.git 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 --- diff --git a/src/compiler/spirv/vtn_variables.c b/src/compiler/spirv/vtn_variables.c index e564fb03cbe..3ecb54f32db 100644 --- a/src/compiler/spirv/vtn_variables.c +++ b/src/compiler/spirv/vtn_variables.c @@ -908,7 +908,10 @@ vtn_get_builtin_location(struct vtn_builder *b, set_mode_system_value(mode); break; case SpvBuiltInPrimitiveId: - if (*mode == nir_var_shader_out) { + if (b->shader->stage == MESA_SHADER_FRAGMENT) { + assert(*mode == nir_var_shader_in); + *location = VARYING_SLOT_PRIMITIVE_ID; + } else if (*mode == nir_var_shader_out) { *location = VARYING_SLOT_PRIMITIVE_ID; } else { *location = SYSTEM_VALUE_PRIMITIVE_ID;