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gl_VertexID is incorrect if offset argument to glDrawArrays is non-zero · eaf56133Jonah Ryan-Davis authored
On D3D the vertex ID is always indexed from 0, unlike GL. The D3D backend had assumed the wrong behavior. This forwards the true offset to D3D by using the ConstantsBuffer. Bug: angleproject:3090 Change-Id: Ia19e3490503c97541af14979b75af0c94c67ab6b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1520988 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org>
eaf56133
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