input_layout_mask.flags.q.precise = 1;
input_layout_mask.flags.q.sample = 1;
input_layout_mask.flags.q.smooth = 1;
+ input_layout_mask.flags.q.non_coherent = 1;
if (state->has_bindless()) {
/* Allow to use image qualifiers with shader inputs/outputs. */
"%s '%s':"
"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s"
"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s"
- "%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
+ "%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
message, name,
bad.flags.q.invariant ? " invariant" : "",
bad.flags.q.precise ? " precise" : "",
bad.flags.q.bindless_image ? " bindless_image" : "",
bad.flags.q.bound_sampler ? " bound_sampler" : "",
bad.flags.q.bound_image ? " bound_image" : "",
- bad.flags.q.post_depth_coverage ? " post_depth_coverage" : "");
+ bad.flags.q.post_depth_coverage ? " post_depth_coverage" : "",
+ bad.flags.q.non_coherent ? " noncoherent" : "");
return false;
}