diff options
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_info.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_info.h')
-rw-r--r-- | src/compiler/shader_info.h | 5 |
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; |