Commit d007720b by Chris Forbes

Set up VertexIndex builtin properly

Bug: b/124177079 Change-Id: Ie51c9e8865f12583ece35a1d1d6c558d2ed1281b Reviewed-on: https://swiftshader-review.googlesource.com/c/24590Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Reviewed-by: 's avatarBen Clayton <bclayton@google.com> Tested-by: 's avatarChris Forbes <chrisforbes@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
parent 78d2e664
......@@ -52,20 +52,13 @@ namespace sw
enableIndex = 0;
//if(shader->isVertexIdDeclared())
//{
// if(state.textureSampling)
// {
// vertexID = Int4(index);
// }
// else
// {
// vertexID = Insert(vertexID, As<Int>(index), 0);
// vertexID = Insert(vertexID, As<Int>(index + 1), 1);
// vertexID = Insert(vertexID, As<Int>(index + 2), 2);
// vertexID = Insert(vertexID, As<Int>(index + 3), 3);
// }
//}
auto it = spirvShader->inputBuiltins.find(spv::BuiltInVertexIndex);
if (it != spirvShader->inputBuiltins.end())
{
assert(it->second.SizeInComponents == 1);
(*routine.lvalues[it->second.Id])[it->second.FirstComponent] =
As<Float4>(Int4(index) + Int4(0, 1, 2, 3));
}
spirvShader->emit(&routine);
......
......@@ -37,9 +37,6 @@ namespace sw
Int enableIndex;
Array<Int4, 1 + 24> enableStack;
Int instanceID;
Int4 vertexID;
void program(UInt &index) override;
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int &offset);
......
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