bool descriptor_indexing;
bool device_group;
bool draw_parameters;
+ bool float32_atomic_add;
bool float64;
+ bool float64_atomic_add;
bool fragment_shader_sample_interlock;
bool fragment_shader_pixel_interlock;
bool geometry_streams;
bool amd_trinary_minmax;
bool amd_image_read_write_lod;
bool amd_shader_explicit_vertex_parameter;
+ bool amd_image_gather_bias_lod;
};
typedef struct shader_info {
uint8_t num_ssbos;
/* Number of images used by this shader */
uint8_t num_images;
- /* Index of the last MSAA image. */
- int8_t last_msaa_image;
/* Which inputs are actually read */
uint64_t inputs_read;
/** Bitfield of which images are used */
uint32_t images_used;
+ /** Bitfield of which images are buffers. */
+ uint32_t image_buffers;
+ /** Bitfield of which images are MSAA. */
+ uint32_t msaa_images;
/* SPV_KHR_float_controls: execution mode for floating point ops */
uint16_t float_controls_execution_mode;
/* Whether the shader writes memory, including transform feedback. */
bool writes_memory:1;
+ /* Whether gl_Layer is viewport-relative */
+ bool layer_viewport_relative:1;
+
union {
struct {
/* Which inputs are doubles */
/** Whether or not this shader uses EndPrimitive */
bool uses_end_primitive:1;
- /** Whether or not this shader uses non-zero streams */
- bool uses_streams:1;
+ /** The streams used in this shaders (max. 4) */
+ uint8_t active_stream_mask:4;
} gs;
struct {
struct {
uint16_t local_size[3];
- uint16_t max_variable_local_size;
bool local_size_variable:1;
uint8_t user_data_components_amd:3;