wined3d: Handle WINED3DSPR_PRIMID in the GLSL shader backend.
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003622c015
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@ -1562,6 +1562,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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}
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break;
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case WINED3DSPR_PRIMID:
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sprintf(register_name, "uint(gl_PrimitiveIDIn)");
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break;
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default:
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FIXME("Unhandled register type %#x.\n", reg->type);
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sprintf(register_name, "unrecognized_register");
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@ -1649,7 +1653,7 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
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shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
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shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
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if (wined3d_src->reg.type == WINED3DSPR_IMMCONST)
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if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
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{
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shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
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}
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