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author | Andres Gomez <[email protected]> | 2016-07-18 16:39:43 +0300 |
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committer | Andres Gomez <[email protected]> | 2016-07-22 17:30:25 +0300 |
commit | d068b38e460d69ca5992be4f812cc266dadac7d4 (patch) | |
tree | c0b7721a9e818b303318872584641cb20ac71153 /docs/llvmpipe.html | |
parent | a2b3c146d2017a626be66dcf43753d545e902c52 (diff) |
glsl: subroutine types cannot be compared
subroutine variables are to be used just in the way functions are
called. Although the spec doesn't say it explicitely, this means that
these variables are not to be used in any other way than those left
for function calls. Therefore, a comparison between 2 subroutine
variables should also cause a compilation error.
From The OpenGLĀ® Shading Language 4.40, page 117:
" To use subroutines, a subroutine type is declared, one or more
functions are associated with that subroutine type, and a
subroutine variable of that type is declared. The function
currently assigned to the variable function is then called by
using function calling syntax replacing a function name with the
name of the subroutine variable. Subroutine variables are
uniforms, and are assigned to specific functions only through
commands (UniformSubroutinesuiv) in the OpenGL API."
From The OpenGLĀ® Shading Language 4.40, page 118:
" Subroutine uniform variables are called the same way functions
are called. When a subroutine variable (or an element of a
subroutine variable array) is associated with a particular
function, all function calls through that variable will call that
particular function."
Fixes GL44-CTS.shader_subroutine.subroutines_cannot_be_assigned_float_int_values_or_be_compared
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'docs/llvmpipe.html')
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