*/
GLuint Negate:4;
- GLuint HasIndex2D:1;
- GLuint RelAddr2D:1;
- GLint Index2D:(INST_INDEX_BITS+1); /**< Extra bit here for sign bit.
+ /**
+ * Is the register two-dimensional.
+ * Two dimensional registers are of the
+ * REGISTER[index][index2] format.
+ * They are used by the geometry shaders where
+ * the first index is the index within an array
+ * and the second index is the semantic of the
+ * array, e.g. gl_PositionIn[index] would become
+ * INPUT[index][gl_PositionIn]
+ */
+ GLuint HasIndex2:1;
+ GLuint RelAddr2:1;
+ GLint Index2:(INST_INDEX_BITS+1); /**< Extra bit here for sign bit.
* May be negative for relative
* addressing. */
};
/**
* For BRA and CAL instructions, the location to jump to.
* For BGNLOOP, points to ENDLOOP (and vice-versa).
- * For BRK, points to BGNLOOP (which points to ENDLOOP).
+ * For BRK, points to ENDLOOP
* For IF, points to ELSE or ENDIF.
* For ELSE, points to ENDIF.
*/