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author | Timothy Arceri <[email protected]> | 2016-03-03 13:20:01 +1100 |
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committer | Timothy Arceri <[email protected]> | 2016-03-31 12:51:47 +1100 |
commit | 258299d87ad932246ae8b1aa979b4a1a398db155 (patch) | |
tree | b175213a10094353a7f7a2dfe60837b624df99dd /common.py | |
parent | 99cb5151ed2203842922027fe80512248abad914 (diff) |
glsl: use bitmask of active xfb buffer indices
This allows us to print the correct binding point when not all
buffers declared in the shader are bound.
For example if we use a single buffer:
layout(xfb_buffer=2, offset=0) out vec4 v;
We now print '2' when the buffer is not bound rather than '0'.
Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'common.py')
0 files changed, 0 insertions, 0 deletions