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authorDave Airlie <[email protected]>2016-05-23 14:18:03 +1000
committerAndres Gomez <[email protected]>2016-12-20 11:44:34 +0200
commitab8ea1b3d481ff39fbfc2b75a63b24838aaf7476 (patch)
tree70c7c6b45b7752340a33de23a02d8d17514436cf /src/compiler/glsl/opt_function_inlining.cpp
parentf562b13bc7d0b4fd954d285a9325e94167b16bf5 (diff)
glsl: allow invariant on fragment shader outputs.
From page 27 (page 33 of the PDF) of the GLSL 1.20 spec: " Only variables output from a vertex shader can be candidates for invariance." But this later changes to: From page 37 (page 43 of the PDF) of the GLSL 1.30 spec: " Only variables output from a shader can be candidates for invariance." We can also find: From page 37 (page 43 of the PDF) of the GLSL 1.30 spec: " Initially, by default, all output variables are allowed to be variant. To force all output variables to be invariant, use the pragma #pragma STDGL invariant(all) before all declarations in a shader. If this pragma is used after the declaration of any variables or functions, then the set of outputs that behave as invariant is undefined. It is an error to use this pragma in a fragment shader." But this needs to be corrected and it is being addressed at: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16140 Fixes GL45-CTS.shading_language_420pack.qualifier_order. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Andres Gomez <[email protected]>
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