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authorLionel Landwerlin <[email protected]>2016-11-30 14:47:41 +0000
committerLionel Landwerlin <[email protected]>2016-12-07 11:02:16 +0000
commit039d836d6ea5621ede88ff3504be841a6dd865c6 (patch)
treeb3a34fad43bb1cb7b85b5641ce02fbcc6673a772 /src/compiler/glsl/glsl_parser_extras.cpp
parent0ff74a8990d9fe37365beb35ed8abacfbf3ed567 (diff)
mesa: add support for GL_INTEL_conservative_rasterization
Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
Diffstat (limited to 'src/compiler/glsl/glsl_parser_extras.cpp')
-rw-r--r--src/compiler/glsl/glsl_parser_extras.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index d1fc98dd14e..14b71539eb7 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -293,6 +293,7 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
this->in_qualifier = new(this) ast_type_qualifier();
this->out_qualifier = new(this) ast_type_qualifier();
this->fs_early_fragment_tests = false;
+ this->fs_inner_coverage = false;
this->fs_post_depth_coverage = false;
this->fs_blend_support = 0;
memset(this->atomic_counter_offsets, 0,
@@ -687,6 +688,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
EXT(EXT_texture_array),
EXT_AEP(EXT_texture_buffer),
EXT_AEP(EXT_texture_cube_map_array),
+ EXT(INTEL_conservative_rasterization),
EXT(MESA_shader_integer_functions),
EXT(NV_image_formats),
};
@@ -1692,6 +1694,7 @@ set_shader_inout_layout(struct gl_shader *shader,
assert(!state->fs_pixel_center_integer);
assert(!state->fs_origin_upper_left);
assert(!state->fs_early_fragment_tests);
+ assert(!state->fs_inner_coverage);
assert(!state->fs_post_depth_coverage);
}
@@ -1813,6 +1816,7 @@ set_shader_inout_layout(struct gl_shader *shader,
shader->info.ARB_fragment_coord_conventions_enable =
state->ARB_fragment_coord_conventions_enable;
shader->info.EarlyFragmentTests = state->fs_early_fragment_tests;
+ shader->info.InnerCoverage = state->fs_inner_coverage;
shader->info.PostDepthCoverage = state->fs_post_depth_coverage;
shader->info.BlendSupport = state->fs_blend_support;
break;