bool float64;
bool image_ms_array;
bool tessellation;
+ bool device_group;
bool draw_parameters;
bool image_read_without_format;
bool image_write_without_format;
bool multiview;
bool variable_pointers;
bool storage_16bit;
+ bool shader_viewport_index_layer;
+ bool subgroup_arithmetic;
+ bool subgroup_ballot;
+ bool subgroup_basic;
+ bool subgroup_quad;
+ bool subgroup_shuffle;
+ bool subgroup_vote;
+ bool gcn_shader;
+ bool trinary_minmax;
};
typedef struct shader_info {
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage;
+ /** The shader stage in a non SSO linked program that follows this stage,
+ * such as MESA_SHADER_FRAGMENT.
+ */
+ gl_shader_stage next_stage;
+
/* Number of textures used by this shader */
unsigned num_textures;
/* Number of uniform buffers used by this shader */
bool post_depth_coverage;
+ bool pixel_center_integer;
+
/** gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout depth_layout;
} fs;