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nir/spirv: Fix handling of gl_PrimitiveId
Before, we were always treating it as an output which bogus. The only stage in which this it can be an output is the geometry stage. In all other stages, it's an input which, in the back-end, we actually want to be a system value. Cc: "13.0" <mesa-stable@lists.freedesktop.org> Reviewed-by: Dave Airlie <airlied@redhat.com>
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1 changed files with 6 additions and 2 deletions
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@ -806,8 +806,12 @@ vtn_get_builtin_location(struct vtn_builder *b,
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set_mode_system_value(mode);
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break;
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case SpvBuiltInPrimitiveId:
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*location = VARYING_SLOT_PRIMITIVE_ID;
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*mode = nir_var_shader_out;
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if (*mode == nir_var_shader_out) {
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*location = VARYING_SLOT_PRIMITIVE_ID;
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} else {
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*location = SYSTEM_VALUE_PRIMITIVE_ID;
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set_mode_system_value(mode);
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}
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break;
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case SpvBuiltInInvocationId:
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*location = SYSTEM_VALUE_INVOCATION_ID;
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