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author | Plamena Manolova <[email protected]> | 2018-04-27 14:12:30 +0100 |
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committer | Plamena Manolova <[email protected]> | 2018-06-01 16:36:36 +0100 |
commit | 60e843c4d5a5688196d13611a357cdc5b1b1141d (patch) | |
tree | d8df5f37248c6b7f8622b0e8bf1fa643b9f147f5 /src/compiler/shader_enums.h | |
parent | 53719f818cf320add55dc7ed3612725c2f6128ce (diff) |
mesa: Add GL/GLSL plumbing for ARB_fragment_shader_interlock.
This extension provides new GLSL built-in functions
beginInvocationInterlockARB() and endInvocationInterlockARB()
that delimit a critical section of fragment shader code. For
pairs of shader invocations with "overlapping" coverage in a
given pixel, the OpenGL implementation will guarantee that the
critical section of the fragment shader will be executed for
only one fragment at a time.
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Diffstat (limited to 'src/compiler/shader_enums.h')
0 files changed, 0 insertions, 0 deletions