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authorTimothy Arceri <[email protected]>2015-08-30 21:08:22 +1000
committerTimothy Arceri <[email protected]>2015-10-15 21:21:27 +1100
commit2d7a98de18e4cdd69daa63b09b504d01ad4c9f50 (patch)
treea44708fc9fdcdcf6bf949f16524c84677fd2c70b /src/glsl/ir_set_program_inouts.cpp
parent261a434996079b29a476a3c67e1e580cf3db76ba (diff)
glsl: add AoA support for atomic counters
This marks all counters in an AoA as active. For AoA all but the innermost array are treated as separate counters/uniforms. The Nvidia binary also goes further and finds inactive counters in the AoA, in future we should do this too, however this gets things working for the time being. This change also removes the use of UniformHash for atomic counters, this avoids having to generate name strings used as hash keys. Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/ir_set_program_inouts.cpp')
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