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authorTimothy Arceri <[email protected]>2016-03-03 13:20:01 +1100
committerTimothy Arceri <[email protected]>2016-03-31 12:51:47 +1100
commit258299d87ad932246ae8b1aa979b4a1a398db155 (patch)
treeb175213a10094353a7f7a2dfe60837b624df99dd /common.py
parent99cb5151ed2203842922027fe80512248abad914 (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]>
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