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authorPaul Berry <stereotype441@gmail.com>2013-09-17 15:21:24 -0700
committerPaul Berry <stereotype441@gmail.com>2013-09-17 15:21:24 -0700
commit4d6a0cceadff993ff21d73d6a3320a46b1cd5f31 (patch)
treeddf39b63810671b5dade33012ed76af539d87da3
parentf00da9c7fedb37205946524dedd612b78c3fecf0 (diff)
gl_PrimitiveIDIn is now implemented in Mesa
-rw-r--r--gl32.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/gl32.xml b/gl32.xml
index 403467e..3cdbdee 100644
--- a/gl32.xml
+++ b/gl32.xml
@@ -1034,7 +1034,7 @@
Tested by
piglit/tests/spec/glsl-1.50/execution/geometry/primitive-id-out.shader_test
</task>
- <task name="GS123" specref="GLSL 1.50 7.1" piglit="done" mesa="on branch">
+ <task name="GS123" specref="GLSL 1.50 7.1" piglit="done" mesa="done">
Geometry shaders also contain the special input variable "in int
gl_PrimitiveIDIn", which is filled with the number of primitives
processed by the geometry shader since the current set of