On 12/17/2012 10:03 AM, Paul Berry wrote:
brw_emit_vertices contains special case logic to handle the case where
a vertex shader doesn't read any inputs.  This special case logic was
incorrectly activating in the case were the only vertex input is
gl_VertexID.  As a result, if a shader used gl_VertexID but used no
other inputs, then all vertices got a gl_VertexID of zero.

Fixes oglconform test "ubo-usage advanced.transform_feedback".
---
  src/mesa/drivers/dri/i965/brw_draw_upload.c | 6 +++---
  1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_draw_upload.c 
b/src/mesa/drivers/dri/i965/brw_draw_upload.c
index b6ce0bd..515a7a8 100644
--- a/src/mesa/drivers/dri/i965/brw_draw_upload.c
+++ b/src/mesa/drivers/dri/i965/brw_draw_upload.c
@@ -571,6 +571,8 @@ static void brw_emit_vertices(struct brw_context *brw)

     brw_emit_query_begin(brw);

+   nr_elements = brw->vb.nr_enabled + brw->vs.prog_data->uses_vertexid;
+
     /* If the VS doesn't read any inputs (calculating vertex position from
      * a state variable for some reason, for example), emit a single pad
      * VERTEX_ELEMENT struct and bail.
@@ -578,7 +580,7 @@ static void brw_emit_vertices(struct brw_context *brw)
      * The stale VB state stays in place, but they don't do anything unless
      * a VE loads from them.
      */
-   if (brw->vb.nr_enabled == 0) {
+   if (nr_elements == 0) {
        BEGIN_BATCH(3);
        OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | 1);
        if (intel->gen >= 6) {
@@ -642,8 +644,6 @@ static void brw_emit_vertices(struct brw_context *brw)
        ADVANCE_BATCH();
     }

-   nr_elements = brw->vb.nr_enabled + brw->vs.prog_data->uses_vertexid;
-
     /* The hardware allows one more VERTEX_ELEMENTS than VERTEX_BUFFERS, 
presumably
      * for VertexID/InstanceID.
      */

Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>

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