glsl: Handle the inout qualifier in fragment shader output declarations.
authorFrancisco Jerez <currojerez@riseup.net>
Wed, 20 Jul 2016 03:10:21 +0000 (20:10 -0700)
committerFrancisco Jerez <currojerez@riseup.net>
Wed, 24 Aug 2016 20:28:30 +0000 (13:28 -0700)
commit19e929a1774938cb826f68592dc87c520d048597
treed554d347f79c36b88404ad6ba85b6fa898480361
parentb49d8f20f43ec429e6c17e7d92c7c2d3f926ee5e
glsl: Handle the inout qualifier in fragment shader output declarations.

According to the EXT_shader_framebuffer_fetch extension the inout
qualifier can be used on ESSL 3.0+ shaders to declare a special kind
of fragment output that gets implicitly initialized with the previous
framebuffer contents at the current fragment coordinates.  In addition
we allow using the same language to define FB fetch outputs in GLSL
1.3+ shaders in preparation for the desktop MESA_shader_framebuffer_fetch
extensions.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/compiler/glsl/ast_to_hir.cpp
src/compiler/glsl/glsl_parser.yy