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mesa: Document SYSTEM_VALUE_VERTEX_ID and SYSTEM_VALUE_INSTANCE_ID
v2: Additions to the documentation for SYSTEM_VALUE_VERTEX_ID. Quote
the GL_ARB_shader_draw_parameters spec and mention DirectX SV_VertexID.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
(cherry picked from commit 9afb5ae8ca)
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@ -2055,7 +2055,64 @@ typedef enum
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* \name Vertex shader system values
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*/
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/*@{*/
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/**
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* OpenGL-style vertex ID.
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*
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* Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
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* OpenGL 3.3 core profile spec says:
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*
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* "gl_VertexID holds the integer index i implicitly passed by
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* DrawArrays or one of the other drawing commands defined in section
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* 2.8.3."
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*
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* Section 2.8.3 (Drawing Commands) of the same spec says:
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*
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* "The commands....are equivalent to the commands with the same base
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* name (without the BaseVertex suffix), except that the ith element
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* transferred by the corresponding draw call will be taken from
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* element indices[i] + basevertex of each enabled array."
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*
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* Additionally, the overview in the GL_ARB_shader_draw_parameters spec
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* says:
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*
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* "In unextended GL, vertex shaders have inputs named gl_VertexID and
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* gl_InstanceID, which contain, respectively the index of the vertex
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* and instance. The value of gl_VertexID is the implicitly passed
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* index of the vertex being processed, which includes the value of
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* baseVertex, for those commands that accept it."
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*
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* gl_VertexID gets basevertex added in. This differs from DirectX where
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* SV_VertexID does \b not get basevertex added in.
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*/
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SYSTEM_VALUE_VERTEX_ID,
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/**
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* Instanced ID as supplied to gl_InstanceID
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*
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* Values assigned to gl_InstanceID always begin with zero, regardless of
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* the value of baseinstance.
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*
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* Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
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* says:
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*
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* "gl_InstanceID holds the integer instance number of the current
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* primitive in an instanced draw call (see section 10.5)."
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*
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* Through a big chain of pseudocode, section 10.5 describes that
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* baseinstance is not counted by gl_InstanceID. In that section, notice
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*
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* "If an enabled vertex attribute array is instanced (it has a
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* non-zero divisor as specified by VertexAttribDivisor), the element
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* index that is transferred to the GL, for all vertices, is given by
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*
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* floor(instance/divisor) + baseinstance
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*
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* If an array corresponding to an attribute required by a vertex
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* shader is not enabled, then the corresponding element is taken from
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* the current attribute state (see section 10.2)."
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*
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* Note that baseinstance is \b not included in the value of instance.
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*/
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SYSTEM_VALUE_INSTANCE_ID,
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/*@}*/
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