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Józef Kucia authored
Based on a patch by Andrew Wesie. In Direct3D, SV_VertexID generally starts from zero. In OpenGL, gl_VertexID starts from "first" parameter passed to glDrawArrays(), or from "baseVertex" parameter for indexed draw calls. The GL_ARB_shader_draw_parameters extension doesn't help us much because gl_BaseVertexARB is zero for non-indexed draw calls [1]. If gl_BaseVertexARB would be equal to "first" for non-indexed draw calls, we could simply use gl_VertexID - gl_BaseVertexARB. After this commit, SV_VertexID is still wrong for indirect draw calls because we cannot easily access the "first" field from struct DrawArraysIndirectCommand in a vertex shader. [1] - The ARB_shader_draw_parameters spec says that "In the case where the command has no <baseVertex> parameter, the value of <gl_BaseVertexARB> is zero." Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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