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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2020-02-10 13:09:37 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-02-10 13:09:37 -0800 |
| commit | 56771d655d77395e4fe879cc19771d461aa01190 (patch) | |
| tree | 1ea915ae2db4a1e164f2676014c17f8c3c796629 /source | |
| parent | 60dfb62e638a06ebdcef27138b63033b828ec2ef (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')
| -rw-r--r-- | source/slang/slang-ir-glsl-legalize.cpp | 31 |
1 files changed, 29 insertions, 2 deletions
diff --git a/source/slang/slang-ir-glsl-legalize.cpp b/source/slang/slang-ir-glsl-legalize.cpp index 263e56f55..2c889f341 100644 --- a/source/slang/slang-ir-glsl-legalize.cpp +++ b/source/slang/slang-ir-glsl-legalize.cpp @@ -414,9 +414,36 @@ GLSLSystemValueInfo* getGLSLSystemValueInfo( { // uint in hlsl, int in glsl // https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/gl_PrimitiveID.xhtml - name = "gl_PrimitiveID"; - requiredType = builder->getBasicType(BaseType::Int); + + switch( context->getStage() ) + { + default: + name = "gl_PrimitiveID"; + break; + + case Stage::Geometry: + // GLSL makes a confusing design choice here. + // + // All the non-GS stages use `gl_PrimitiveID` to access + // the *input* primitive ID, but a GS uses `gl_PrimitiveID` + // to acces an *output* primitive ID (that will be passed + // along to the fragment shader). + // + // For a GS to get an input primitive ID (the thing that + // other stages access with `gl_PrimitiveID`), the + // programmer must write `gl_PrimitiveIDIn`. + // + if( kind == LayoutResourceKind::VaryingInput ) + { + name = "gl_PrimitiveIDIn"; + } + else + { + name = "gl_PrimitiveID"; + } + break; + } } else if (semanticName == "sv_rendertargetarrayindex") { |
