This patch is Reviewed-by: Ian Romanick <[email protected]>
But it raises an interesting question. If we lower gl_VertexID to gl_VertexIDMESA + gl_BaseVertex, are we going to report active attributes incorrectly through the API? On 08/08/2014 12:31 AM, Kenneth Graunke wrote: > This is more efficient. > > Signed-off-by: Kenneth Graunke <[email protected]> > --- > src/mesa/main/shader_query.cpp | 4 ++-- > 1 file changed, 2 insertions(+), 2 deletions(-) > > You can't see it in the diff, but this is in a switch statement on > var->data.mode, in the ir_var_system_value case. > > diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp > index 4267743..4871d09 100644 > --- a/src/mesa/main/shader_query.cpp > +++ b/src/mesa/main/shader_query.cpp > @@ -92,8 +92,8 @@ is_active_attrib(const ir_variable *var) > * are enumerated, including the special built-in inputs gl_VertexID > * and gl_InstanceID." > */ > - return !strcmp(var->name, "gl_VertexID") || > - !strcmp(var->name, "gl_InstanceID"); > + return var->data.location == SYSTEM_VALUE_VERTEX_ID || > + var->data.location == SYSTEM_VALUE_INSTANCE_ID; > > default: > return false; > _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
