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 <plamena.manolova@intel.com> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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@@ -639,6 +639,8 @@ struct _mesa_glsl_parse_state {
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bool ARB_fragment_coord_conventions_warn;
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bool ARB_fragment_layer_viewport_enable;
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bool ARB_fragment_layer_viewport_warn;
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bool ARB_fragment_shader_interlock_enable;
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bool ARB_fragment_shader_interlock_warn;
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bool ARB_gpu_shader5_enable;
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bool ARB_gpu_shader5_warn;
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bool ARB_gpu_shader_fp64_enable;
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@@ -833,6 +835,11 @@ struct _mesa_glsl_parse_state {
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bool fs_post_depth_coverage;
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bool fs_pixel_interlock_ordered;
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bool fs_pixel_interlock_unordered;
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bool fs_sample_interlock_ordered;
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bool fs_sample_interlock_unordered;
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unsigned fs_blend_support;
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/**
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