var->data.image.restrict_flag = ir->data.memory_restrict;
var->data.image.format = ir->data.image_format;
var->data.fb_fetch_output = ir->data.fb_fetch_output;
+ var->data.explicit_xfb_buffer = ir->data.explicit_xfb_buffer;
+ var->data.explicit_xfb_stride = ir->data.explicit_xfb_stride;
+ var->data.xfb_buffer = ir->data.xfb_buffer;
+ var->data.xfb_stride = ir->data.xfb_stride;
var->num_state_slots = ir->get_num_state_slots();
if (var->num_state_slots > 0) {
*/
unsigned explicit_binding:1;
+ /**
+ * Was a transfer feedback buffer set in the shader?
+ */
+ unsigned explicit_xfb_buffer:1;
+
+ /**
+ * Was a transfer feedback stride set in the shader?
+ */
+ unsigned explicit_xfb_stride:1;
+
+ /**
+ * Was an explicit offset set in the shader?
+ */
+ unsigned explicit_offset:1;
+
/**
* \brief Layout qualifier for gl_FragDepth.
*
int binding;
/**
- * Location an atomic counter is stored at.
+ * Location an atomic counter or transform feedback is stored at.
*/
unsigned offset;
+ /**
+ * Transform feedback buffer.
+ */
+ unsigned xfb_buffer;
+
+ /**
+ * Transform feedback stride.
+ */
+ unsigned xfb_stride;
+
/**
* ARB_shader_image_load_store qualifiers.
*/