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    • Antía Puentes's avatar
      compiler: Add SYSTEM_VALUE_FIRST_VERTEX and instrinsics · 5ff848df
      Antía Puentes authored
      
      
      This VS system value will contain the value passed as <basevertex> for
      indexed draw calls or the value passed as <first> for non-indexed draw
      calls. It can be used to calculate the gl_VertexID as
      SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus SYSTEM_VALUE_FIRST_VERTEX.
      
      From the OpenGL 4.6 spec, 10.4 "Drawing Commands Using Vertex Arrays":
      
      -  Page 352:
      "The index of any element transferred to the GL by DrawArraysOneInstance
      is referred to as its vertex ID, and may be read by a vertex shader as
      gl_VertexID.  The vertex ID of the ith element transferred is first +
      i."
      
      - Page 355:
      "The index of any element transferred to the GL by
      DrawElementsOneInstance is referred to as its vertex ID, and may be read
      by a vertex shader as gl_VertexID.  The vertex ID of the ith element
      transferred is the sum of basevertex and the value stored in the
      currently bound element array buffer at offset indices + i."
      
      Currently the gl_VertexID calculation uses SYSTEM_VALUE_BASE_VERTEX but
      this will have to change when the value of gl_BaseVertex is
      fixed. Currently its value is broken for non-indexed draw calls because
      it must be zero but we are setting it to <first>.
      
      v2: use SYSTEM_VALUE_FIRST_VERTEX as name for the value, instead of
      SYSTEM_VALUE_BASE_VERTEX_ID (Kenneth).
      
      v3 (idr): Rebase on Rob Clark converting nir_intrinsics.h to be
      generated.  Reformat commit message to 72 columns.
      Reviewed-by: Neil Roberts's avatarNeil Roberts <nroberts@igalia.com>
      Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
      5ff848df