From a9f497c6787cb8a609f0214c698b396ecbb8742d Mon Sep 17 00:00:00 2001 From: Iago Toral Quiroga Date: Mon, 9 Jan 2017 12:31:53 +0100 Subject: [PATCH] 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 --- src/compiler/spirv/vtn_variables.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) 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; -- 2.30.2