draw/vs: partly fix basevertex/vertex id

This gets the basevertex from the draw depending on whether
it's an indexed or non-indexed draw.

We still fail a transform feedback test for vertex id, as
the vertex id actually an index id, and isn't getting translated
properly to a vertex id, suggestions on how/where to fix that welcome.

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Dave Airlie 2019-03-25 15:38:18 +10:00
parent e16ac33f37
commit 7f7c9425a8

View file

@ -128,18 +128,17 @@ vs_exec_run_linear(struct draw_vertex_shader *shader,
input[slot][3]);
}
#endif
int basevertex = shader->draw->pt.user.eltSize ? shader->draw->pt.user.eltBias : shader->draw->start_index;
if (shader->info.uses_vertexid) {
unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID];
assert(vid < ARRAY_SIZE(machine->SystemValue));
machine->SystemValue[vid].xyzw[0].i[j] = i + j;
/* XXX this should include base vertex. Where to get it??? */
machine->SystemValue[vid].xyzw[0].i[j] = i + j + basevertex;
}
if (shader->info.uses_basevertex) {
unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_BASEVERTEX];
assert(vid < ARRAY_SIZE(machine->SystemValue));
machine->SystemValue[vid].xyzw[0].i[j] = 0;
/* XXX Where to get it??? */
machine->SystemValue[vid].xyzw[0].i[j] = basevertex;
}
if (shader->info.uses_vertexid_nobase) {
unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID_NOBASE];