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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@@ -179,6 +179,11 @@ typedef struct shader_info {
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bool pixel_center_integer;
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bool pixel_interlock_ordered;
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bool pixel_interlock_unordered;
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bool sample_interlock_ordered;
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bool sample_interlock_unordered;
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/** gl_FragDepth layout for ARB_conservative_depth. */
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enum gl_frag_depth_layout depth_layout;
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} fs;
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