Re: [Mesa-dev] [PATCH] gallium: add basevertex and vertexid_zerobase semantics

2014-10-13 Thread Roland Scheidegger
Ah yes that was it. We can't expose that yet though since it would also require baseinstance and not just basevertex shader var support (plus DrawID too actually). So I still don't know what caps should be added... Roland On 10/13/2014 11:52 AM, Ilia Mirkin wrote: Roland, is this the extens

Re: [Mesa-dev] [PATCH] gallium: add basevertex and vertexid_zerobase semantics

2014-10-13 Thread Ilia Mirkin
Roland, is this the extension you were looking for? https://www.opengl.org/registry/specs/ARB/shader_draw_parameters.txt On Mon, Oct 13, 2014 at 2:44 PM, Roland Scheidegger wrote: > Oh I actually thought that BASEVERTEX was available as an vs input in some > gl extension. Looks like that's not th

Re: [Mesa-dev] [PATCH] gallium: add basevertex and vertexid_zerobase semantics

2014-10-13 Thread Roland Scheidegger
Oh I actually thought that BASEVERTEX was available as an vs input in some gl extension. Looks like that's not the case. Still, I guess we'd need some cap bit so we can tell the glsl compiler if it actually should lower vertexid to vertexid_zerobase + basevertex or not. And even then that still

Re: [Mesa-dev] [PATCH] gallium: add basevertex and vertexid_zerobase semantics

2014-10-13 Thread Marek Olšák
radeonsi supports VERTEXID_ZEROBASE and BASEVERTEX. VERTEXID can be implemented trivially using the two. I don't think we need any cap bits, because this is required by OpenGL. In the worst case, drivers will have to store BASEVERTEX in a constant buffer. Marek On Mon, Oct 13, 2014 at 9:45 AM,

[Mesa-dev] [PATCH] gallium: add basevertex and vertexid_zerobase semantics

2014-10-13 Thread sroland
From: Roland Scheidegger Just like in core mesa, expose a separate vertexid which doesn't include the base vertex (aka d3d10 style). And expose basevertex too (vertexid is basevertex + vertexid_zerobase). This will be needed to fix the piglit vertexid failures in draw due to it following d3d10 se