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authorJordan Justen <[email protected]>2014-01-25 12:43:26 -0800
committerJordan Justen <[email protected]>2014-02-20 10:33:09 -0800
commitd09901993539385c015c6389310c186cba9bb263 (patch)
tree45a4aa16092d320467c4e3bcbe216cad9663b6fd /src/glsl
parent22388e2208a9a321240ec505f513fa5de5af8946 (diff)
glsl: add gl_InvocationID variable for ARB_gpu_shader5
v2: * Make gl_InvocationID a system value Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/builtin_variables.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index 2fa509f2765..4176ae6e640 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -854,6 +854,8 @@ builtin_variable_generator::generate_gs_special_vars()
add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
if (state->ARB_viewport_array_enable)
add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ if (state->ARB_gpu_shader5_enable)
+ add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
/* Although gl_PrimitiveID appears in tessellation control and tessellation
* evaluation shaders, it has a different function there than it has in