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
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
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
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,
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