diff options
author | Dave Airlie <[email protected]> | 2016-05-23 14:18:03 +1000 |
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committer | Andres Gomez <[email protected]> | 2016-12-20 11:44:34 +0200 |
commit | ab8ea1b3d481ff39fbfc2b75a63b24838aaf7476 (patch) | |
tree | 70c7c6b45b7752340a33de23a02d8d17514436cf /src/compiler/glsl/opt_function_inlining.cpp | |
parent | f562b13bc7d0b4fd954d285a9325e94167b16bf5 (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]>
Diffstat (limited to 'src/compiler/glsl/opt_function_inlining.cpp')
0 files changed, 0 insertions, 0 deletions