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authorAndres Gomez <[email protected]>2016-07-18 16:39:43 +0300
committerAndres Gomez <[email protected]>2016-07-22 17:30:25 +0300
commitd068b38e460d69ca5992be4f812cc266dadac7d4 (patch)
treec0b7721a9e818b303318872584641cb20ac71153 /docs/llvmpipe.html
parenta2b3c146d2017a626be66dcf43753d545e902c52 (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]>
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