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authorPlamena Manolova <[email protected]>2018-04-27 14:12:30 +0100
committerPlamena Manolova <[email protected]>2018-06-01 16:36:36 +0100
commit60e843c4d5a5688196d13611a357cdc5b1b1141d (patch)
treed8df5f37248c6b7f8622b0e8bf1fa643b9f147f5 /src/compiler/shader_info.h
parent53719f818cf320add55dc7ed3612725c2f6128ce (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_info.h')
-rw-r--r--src/compiler/shader_info.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/compiler/shader_info.h b/src/compiler/shader_info.h
index afc53a88405..961f0930c8d 100644
--- a/src/compiler/shader_info.h
+++ b/src/compiler/shader_info.h
@@ -179,6 +179,11 @@ typedef struct shader_info {
bool pixel_center_integer;
+ bool pixel_interlock_ordered;
+ bool pixel_interlock_unordered;
+ bool sample_interlock_ordered;
+ bool sample_interlock_unordered;
+
/** gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout depth_layout;
} fs;