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authorKenneth Graunke <[email protected]>2017-11-07 00:57:52 -0800
committerKenneth Graunke <[email protected]>2017-11-08 23:11:48 -0800
commit688d6958682f96aaeb88aa8cc23cc5c9886a6be4 (patch)
tree43f3d58b5ebc8de45c99234450a4e096a239dbe2 /src/util/meson.build
parentc591b1e59454db2e8854e36852e0d413ce38b2f2 (diff)
glsl: Make #pragma STDGL invariant(all) only modify outputs.
According to the GLSL ES 3.20, GLSL 4.50, and GLSL 1.20 specs: "To force all output variables to be invariant, use the pragma #pragma STDGL invariant(all) before all declarations in a shader." Notably, this is only supposed to affect output variables. Furthermore, "Only variables output from a shader can be candidates for invariance." It looks like this has been wrong since we first supported the pragma in 2011 (commit 86b4398cd158024f6be9fa830554a11c2a7ebe0c). Fixes dEQP-GLES2.functional.shaders.preprocessor.pragmas.pragma_fragment. v2: Now that all cases are identical (other than compute shaders, which have no output variables anyway), we can drop the switch statement entirely. We also don't need the current_function == NULL check; this was a hold over from when we had a single var_mode_out for both function parameters and shader varyings, in the bad old days. Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
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