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>
This commit is contained in:
@@ -626,6 +626,16 @@ struct ast_type_qualifier {
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* Flag set if GL_ARB_post_depth_coverage layout qualifier is used.
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*/
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unsigned post_depth_coverage:1;
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/**
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* Flags for the layout qualifers added by ARB_fragment_shader_interlock
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*/
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unsigned pixel_interlock_ordered:1;
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unsigned pixel_interlock_unordered:1;
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unsigned sample_interlock_ordered:1;
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unsigned sample_interlock_unordered:1;
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/**
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* Flag set if GL_INTEL_conservartive_rasterization layout qualifier
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* is used.
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@@ -3897,6 +3897,16 @@ apply_layout_qualifier_to_variable(const struct ast_type_qualifier *qual,
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if (state->has_bindless())
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apply_bindless_qualifier_to_variable(qual, var, state, loc);
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if (qual->flags.q.pixel_interlock_ordered ||
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qual->flags.q.pixel_interlock_unordered ||
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qual->flags.q.sample_interlock_ordered ||
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qual->flags.q.sample_interlock_unordered) {
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_mesa_glsl_error(loc, state, "interlock layout qualifiers: "
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"pixel_interlock_ordered, pixel_interlock_unordered, "
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"sample_interlock_ordered and sample_interlock_unordered, "
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"only valid in fragment shader input layout declaration.");
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}
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}
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static void
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@@ -637,6 +637,10 @@ ast_type_qualifier::validate_in_qualifier(YYLTYPE *loc,
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valid_in_mask.flags.q.early_fragment_tests = 1;
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valid_in_mask.flags.q.inner_coverage = 1;
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valid_in_mask.flags.q.post_depth_coverage = 1;
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valid_in_mask.flags.q.pixel_interlock_ordered = 1;
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valid_in_mask.flags.q.pixel_interlock_unordered = 1;
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valid_in_mask.flags.q.sample_interlock_ordered = 1;
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valid_in_mask.flags.q.sample_interlock_unordered = 1;
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break;
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case MESA_SHADER_COMPUTE:
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valid_in_mask.flags.q.local_size = 7;
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@@ -708,6 +712,35 @@ ast_type_qualifier::merge_into_in_qualifier(YYLTYPE *loc,
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r = false;
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}
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if (state->in_qualifier->flags.q.pixel_interlock_ordered) {
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state->fs_pixel_interlock_ordered = true;
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state->in_qualifier->flags.q.pixel_interlock_ordered = false;
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}
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if (state->in_qualifier->flags.q.pixel_interlock_unordered) {
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state->fs_pixel_interlock_unordered = true;
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state->in_qualifier->flags.q.pixel_interlock_unordered = false;
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}
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if (state->in_qualifier->flags.q.sample_interlock_ordered) {
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state->fs_sample_interlock_ordered = true;
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state->in_qualifier->flags.q.sample_interlock_ordered = false;
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}
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if (state->in_qualifier->flags.q.sample_interlock_unordered) {
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state->fs_sample_interlock_unordered = true;
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state->in_qualifier->flags.q.sample_interlock_unordered = false;
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}
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if (state->fs_pixel_interlock_ordered +
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state->fs_pixel_interlock_unordered +
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state->fs_sample_interlock_ordered +
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state->fs_sample_interlock_unordered > 1) {
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_mesa_glsl_error(loc, state,
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"only one interlock mode can be used at any time.");
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r = false;
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}
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/* We allow the creation of multiple cs_input_layout nodes. Coherence among
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* all existing nodes is checked later, when the AST node is transformed
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* into HIR.
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@@ -776,7 +809,7 @@ ast_type_qualifier::validate_flags(YYLTYPE *loc,
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"%s '%s':"
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"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s"
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"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s"
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"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
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"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
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message, name,
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bad.flags.q.invariant ? " invariant" : "",
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bad.flags.q.precise ? " precise" : "",
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@@ -840,6 +873,10 @@ ast_type_qualifier::validate_flags(YYLTYPE *loc,
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bad.flags.q.bound_sampler ? " bound_sampler" : "",
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bad.flags.q.bound_image ? " bound_image" : "",
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bad.flags.q.post_depth_coverage ? " post_depth_coverage" : "",
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bad.flags.q.pixel_interlock_ordered ? " pixel_interlock_ordered" : "",
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bad.flags.q.pixel_interlock_unordered ? " pixel_interlock_unordered": "",
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bad.flags.q.sample_interlock_ordered ? " sample_interlock_ordered": "",
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bad.flags.q.sample_interlock_unordered ? " sample_interlock_unordered": "",
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bad.flags.q.non_coherent ? " noncoherent" : "");
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return false;
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}
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@@ -512,6 +512,12 @@ shader_ballot(const _mesa_glsl_parse_state *state)
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return state->ARB_shader_ballot_enable;
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}
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static bool
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supports_arb_fragment_shader_interlock(const _mesa_glsl_parse_state *state)
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{
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return state->ARB_fragment_shader_interlock_enable;
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}
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static bool
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shader_clock(const _mesa_glsl_parse_state *state)
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{
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@@ -982,6 +988,14 @@ private:
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ir_function_signature *_read_invocation_intrinsic(const glsl_type *type);
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ir_function_signature *_read_invocation(const glsl_type *type);
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ir_function_signature *_invocation_interlock_intrinsic(
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builtin_available_predicate avail,
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enum ir_intrinsic_id id);
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ir_function_signature *_invocation_interlock(
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const char *intrinsic_name,
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builtin_available_predicate avail);
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ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
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const glsl_type *type);
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ir_function_signature *_shader_clock(builtin_available_predicate avail,
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@@ -1219,6 +1233,16 @@ builtin_builder::create_intrinsics()
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ir_intrinsic_memory_barrier_shared),
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NULL);
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add_function("__intrinsic_begin_invocation_interlock",
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_invocation_interlock_intrinsic(
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supports_arb_fragment_shader_interlock,
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ir_intrinsic_begin_invocation_interlock), NULL);
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add_function("__intrinsic_end_invocation_interlock",
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_invocation_interlock_intrinsic(
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supports_arb_fragment_shader_interlock,
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ir_intrinsic_end_invocation_interlock), NULL);
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add_function("__intrinsic_shader_clock",
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_shader_clock_intrinsic(shader_clock,
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glsl_type::uvec2_type),
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@@ -3294,6 +3318,18 @@ builtin_builder::create_builtins()
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glsl_type::uint64_t_type),
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NULL);
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add_function("beginInvocationInterlockARB",
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_invocation_interlock(
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"__intrinsic_begin_invocation_interlock",
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supports_arb_fragment_shader_interlock),
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NULL);
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add_function("endInvocationInterlockARB",
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_invocation_interlock(
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"__intrinsic_end_invocation_interlock",
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supports_arb_fragment_shader_interlock),
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NULL);
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add_function("anyInvocationARB",
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_vote("__intrinsic_vote_any", vote),
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NULL);
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@@ -6227,6 +6263,24 @@ builtin_builder::_read_invocation(const glsl_type *type)
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return sig;
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}
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ir_function_signature *
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builtin_builder::_invocation_interlock_intrinsic(builtin_available_predicate avail,
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enum ir_intrinsic_id id)
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{
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MAKE_INTRINSIC(glsl_type::void_type, id, avail, 0);
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return sig;
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}
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ir_function_signature *
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builtin_builder::_invocation_interlock(const char *intrinsic_name,
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builtin_available_predicate avail)
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{
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MAKE_SIG(glsl_type::void_type, avail, 0);
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body.emit(call(shader->symbols->get_function(intrinsic_name),
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NULL, sig->parameters));
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return sig;
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}
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ir_function_signature *
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builtin_builder::_shader_clock_intrinsic(builtin_available_predicate avail,
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const glsl_type *type)
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@@ -1432,6 +1432,36 @@ layout_qualifier_id:
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}
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}
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const bool pixel_interlock_ordered = match_layout_qualifier($1,
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"pixel_interlock_ordered", state) == 0;
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const bool pixel_interlock_unordered = match_layout_qualifier($1,
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"pixel_interlock_unordered", state) == 0;
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const bool sample_interlock_ordered = match_layout_qualifier($1,
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"sample_interlock_ordered", state) == 0;
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const bool sample_interlock_unordered = match_layout_qualifier($1,
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"sample_interlock_unordered", state) == 0;
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if (pixel_interlock_ordered + pixel_interlock_unordered +
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sample_interlock_ordered + sample_interlock_unordered > 0 &&
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state->stage != MESA_SHADER_FRAGMENT) {
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_mesa_glsl_error(& @1, state, "interlock layout qualifiers: "
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"pixel_interlock_ordered, pixel_interlock_unordered, "
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"sample_interlock_ordered and sample_interlock_unordered, "
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"only valid in fragment shader input layout declaration.");
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} else if (pixel_interlock_ordered + pixel_interlock_unordered +
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sample_interlock_ordered + sample_interlock_unordered > 0 &&
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!state->ARB_fragment_shader_interlock_enable) {
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_mesa_glsl_error(& @1, state,
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"interlock layout qualifier present, but the "
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"GL_ARB_fragment_shader_interlock extension is not "
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"enabled.");
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} else {
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$$.flags.q.pixel_interlock_ordered = pixel_interlock_ordered;
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$$.flags.q.pixel_interlock_unordered = pixel_interlock_unordered;
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$$.flags.q.sample_interlock_ordered = sample_interlock_ordered;
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$$.flags.q.sample_interlock_unordered = sample_interlock_unordered;
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}
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/* Layout qualifiers for tessellation evaluation shaders. */
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if (!$$.flags.i) {
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static const struct {
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@@ -299,6 +299,10 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
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this->fs_early_fragment_tests = false;
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this->fs_inner_coverage = false;
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this->fs_post_depth_coverage = false;
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this->fs_pixel_interlock_ordered = false;
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this->fs_pixel_interlock_unordered = false;
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this->fs_sample_interlock_ordered = false;
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this->fs_sample_interlock_unordered = false;
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this->fs_blend_support = 0;
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memset(this->atomic_counter_offsets, 0,
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sizeof(this->atomic_counter_offsets));
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@@ -630,6 +634,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
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EXT(ARB_explicit_uniform_location),
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EXT(ARB_fragment_coord_conventions),
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EXT(ARB_fragment_layer_viewport),
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EXT(ARB_fragment_shader_interlock),
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EXT(ARB_gpu_shader5),
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EXT(ARB_gpu_shader_fp64),
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EXT(ARB_gpu_shader_int64),
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@@ -1721,6 +1726,10 @@ set_shader_inout_layout(struct gl_shader *shader,
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assert(!state->fs_early_fragment_tests);
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assert(!state->fs_inner_coverage);
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assert(!state->fs_post_depth_coverage);
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assert(!state->fs_pixel_interlock_ordered);
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assert(!state->fs_pixel_interlock_unordered);
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assert(!state->fs_sample_interlock_ordered);
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assert(!state->fs_sample_interlock_unordered);
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}
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for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
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@@ -1842,6 +1851,10 @@ set_shader_inout_layout(struct gl_shader *shader,
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shader->EarlyFragmentTests = state->fs_early_fragment_tests;
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shader->InnerCoverage = state->fs_inner_coverage;
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shader->PostDepthCoverage = state->fs_post_depth_coverage;
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shader->PixelInterlockOrdered = state->fs_pixel_interlock_ordered;
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shader->PixelInterlockUnordered = state->fs_pixel_interlock_unordered;
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shader->SampleInterlockOrdered = state->fs_sample_interlock_ordered;
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shader->SampleInterlockUnordered = state->fs_sample_interlock_unordered;
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shader->BlendSupport = state->fs_blend_support;
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break;
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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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@@ -752,6 +752,12 @@ nir_visitor::visit(ir_call *ir)
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case ir_intrinsic_shader_clock:
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op = nir_intrinsic_shader_clock;
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break;
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case ir_intrinsic_begin_invocation_interlock:
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op = nir_intrinsic_begin_invocation_interlock;
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break;
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case ir_intrinsic_end_invocation_interlock:
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op = nir_intrinsic_end_invocation_interlock;
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break;
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case ir_intrinsic_group_memory_barrier:
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op = nir_intrinsic_group_memory_barrier;
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break;
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@@ -970,6 +976,12 @@ nir_visitor::visit(ir_call *ir)
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instr->num_components = 2;
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nir_builder_instr_insert(&b, &instr->instr);
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break;
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case nir_intrinsic_begin_invocation_interlock:
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nir_builder_instr_insert(&b, &instr->instr);
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break;
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case nir_intrinsic_end_invocation_interlock:
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nir_builder_instr_insert(&b, &instr->instr);
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break;
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case nir_intrinsic_store_ssbo: {
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exec_node *param = ir->actual_parameters.get_head();
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ir_rvalue *block = ((ir_instruction *)param)->as_rvalue();
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@@ -1120,6 +1120,8 @@ enum ir_intrinsic_id {
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ir_intrinsic_memory_barrier_buffer,
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ir_intrinsic_memory_barrier_image,
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ir_intrinsic_memory_barrier_shared,
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ir_intrinsic_begin_invocation_interlock,
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ir_intrinsic_end_invocation_interlock,
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ir_intrinsic_vote_all,
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ir_intrinsic_vote_any,
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@@ -1978,6 +1978,14 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
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linked_shader->Program->info.fs.inner_coverage |= shader->InnerCoverage;
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linked_shader->Program->info.fs.post_depth_coverage |=
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shader->PostDepthCoverage;
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linked_shader->Program->info.fs.pixel_interlock_ordered |=
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shader->PixelInterlockOrdered;
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linked_shader->Program->info.fs.pixel_interlock_unordered |=
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shader->PixelInterlockUnordered;
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linked_shader->Program->info.fs.sample_interlock_ordered |=
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shader->SampleInterlockOrdered;
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linked_shader->Program->info.fs.sample_interlock_unordered |=
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shader->SampleInterlockUnordered;
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linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
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}
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@@ -188,6 +188,8 @@ barrier("memory_barrier_atomic_counter")
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barrier("memory_barrier_buffer")
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barrier("memory_barrier_image")
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barrier("memory_barrier_shared")
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barrier("begin_invocation_interlock")
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barrier("end_invocation_interlock")
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# A conditional discard, with a single boolean source.
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intrinsic("discard_if", src_comp=[1])
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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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@@ -68,6 +68,7 @@ EXT(ARB_fragment_layer_viewport , ARB_fragment_layer_viewport
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EXT(ARB_fragment_program , ARB_fragment_program , GLL, x , x , x , 2002)
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EXT(ARB_fragment_program_shadow , ARB_fragment_program_shadow , GLL, x , x , x , 2003)
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EXT(ARB_fragment_shader , ARB_fragment_shader , GLL, GLC, x , x , 2002)
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EXT(ARB_fragment_shader_interlock , ARB_fragment_shader_interlock , GLL, GLC, x , x , 2015)
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EXT(ARB_framebuffer_no_attachments , ARB_framebuffer_no_attachments , GLL, GLC, x , x , 2012)
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EXT(ARB_framebuffer_object , ARB_framebuffer_object , GLL, GLC, x , x , 2005)
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EXT(ARB_framebuffer_sRGB , EXT_framebuffer_sRGB , GLL, GLC, x , x , 1998)
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@@ -2599,6 +2599,10 @@ struct gl_shader
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bool uses_gl_fragcoord;
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bool PostDepthCoverage;
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bool PixelInterlockOrdered;
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bool PixelInterlockUnordered;
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bool SampleInterlockOrdered;
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bool SampleInterlockUnordered;
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bool InnerCoverage;
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/**
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@@ -4074,6 +4078,7 @@ struct gl_extensions
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GLboolean ARB_fragment_shader;
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GLboolean ARB_framebuffer_no_attachments;
|
||||
GLboolean ARB_framebuffer_object;
|
||||
GLboolean ARB_fragment_shader_interlock;
|
||||
GLboolean ARB_enhanced_layouts;
|
||||
GLboolean ARB_explicit_attrib_location;
|
||||
GLboolean ARB_explicit_uniform_location;
|
||||
|
Reference in New Issue
Block a user