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authorTim Foley <tfoleyNV@users.noreply.github.com>2020-02-10 13:09:37 -0800
committerGitHub <noreply@github.com>2020-02-10 13:09:37 -0800
commit56771d655d77395e4fe879cc19771d461aa01190 (patch)
tree1ea915ae2db4a1e164f2676014c17f8c3c796629 /source/core/slang-memory-arena.cpp
parent60dfb62e638a06ebdcef27138b63033b828ec2ef (diff)
Fix output GLSL for primitive ID in a geometry shader (#1214)
We had been translating an `SV_PrimitiveID` input in a shader over to `gl_PrimitiveID` in GLSL. That translation seemed to work just fine for users, so we thought it was correct. It turns out that `gl_PrimitiveID` is the correct GLSL for a primitive ID input in every stage *except* a geometry shader. In a geometry shader, `gl_PrimitiveID` is a primitive ID *output*, and if you want the input case you have to write `gl_PrimitiveIDIn` (note the `In` suffix). This change sets aside my bewilderment at the above long enough to implement a workaround in the GLSL legalization step. I also modified our current geometry shader cross compilation test to make use of an input primitive ID.
Diffstat (limited to 'source/core/slang-memory-arena.cpp')
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