/** \{ */
unsigned blend_support:1; /**< Are there any blend_support_ qualifiers */
/** \} */
+
+ /**
+ * Flag set if GL_ARB_post_depth_coverage layout qualifier is used.
+ */
+ unsigned post_depth_coverage:1;
}
/** \brief Set of flags, accessed by name. */
q;
_mesa_glsl_error(loc, state, "early_fragment_tests layout qualifier only "
"valid in fragment shader input layout declaration.");
}
+
+ if (qual->flags.q.post_depth_coverage) {
+ _mesa_glsl_error(loc, state, "post_depth_coverage layout qualifier only "
+ "valid in fragment shader input layout declaration.");
+ }
}
static void
break;
case MESA_SHADER_FRAGMENT:
valid_in_mask.flags.q.early_fragment_tests = 1;
+ valid_in_mask.flags.q.post_depth_coverage = 1;
break;
case MESA_SHADER_COMPUTE:
valid_in_mask.flags.q.local_size = 7;
state->in_qualifier->flags.q.early_fragment_tests = false;
}
+ if (state->in_qualifier->flags.q.post_depth_coverage) {
+ state->fs_post_depth_coverage = true;
+ state->in_qualifier->flags.q.post_depth_coverage = false;
+ }
+
/* We allow the creation of multiple cs_input_layout nodes. Coherence among
* all existing nodes is checked later, when the AST node is transformed
* into HIR.
bad.flags.q.point_mode ? " point_mode" : "",
bad.flags.q.vertices ? " vertices" : "",
bad.flags.q.subroutine ? " subroutine" : "",
- bad.flags.q.subroutine_def ? " subroutine_def" : "");
+ bad.flags.q.subroutine_def ? " subroutine_def" : "",
+ bad.flags.q.post_depth_coverage ? " post_depth_coverage" : "");
return false;
}
$$.flags.q.early_fragment_tests = 1;
}
+
+ if (!$$.flags.i &&
+ match_layout_qualifier($1, "post_depth_coverage", state) == 0) {
+ if (state->stage != MESA_SHADER_FRAGMENT) {
+ _mesa_glsl_error(& @1, state,
+ "post_depth_coverage layout qualifier only "
+ "valid in fragment shaders");
+ }
+
+ if (state->ARB_post_depth_coverage_enable) {
+ $$.flags.q.post_depth_coverage = 1;
+ } else {
+ _mesa_glsl_error(& @1, state,
+ "post_depth_coverage layout qualifier present, "
+ "but the GL_ARB_post_depth_coverage extension "
+ "is not enabled.");
+ }
+ }
}
/* Layout qualifiers for tessellation evaluation shaders. */
this->in_qualifier = new(this) ast_type_qualifier();
this->out_qualifier = new(this) ast_type_qualifier();
this->fs_early_fragment_tests = false;
+ this->fs_post_depth_coverage = false;
this->fs_blend_support = 0;
memset(this->atomic_counter_offsets, 0,
sizeof(this->atomic_counter_offsets));
EXT(ARB_fragment_layer_viewport),
EXT(ARB_gpu_shader5),
EXT(ARB_gpu_shader_fp64),
+ EXT(ARB_post_depth_coverage),
EXT(ARB_sample_shading),
EXT(ARB_separate_shader_objects),
EXT(ARB_shader_atomic_counter_ops),
assert(!state->fs_pixel_center_integer);
assert(!state->fs_origin_upper_left);
assert(!state->fs_early_fragment_tests);
+ assert(!state->fs_post_depth_coverage);
}
for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
shader->info.ARB_fragment_coord_conventions_enable =
state->ARB_fragment_coord_conventions_enable;
shader->info.EarlyFragmentTests = state->fs_early_fragment_tests;
+ shader->info.PostDepthCoverage = state->fs_post_depth_coverage;
shader->info.BlendSupport = state->fs_blend_support;
break;
bool ARB_gpu_shader5_warn;
bool ARB_gpu_shader_fp64_enable;
bool ARB_gpu_shader_fp64_warn;
+ bool ARB_post_depth_coverage_enable;
+ bool ARB_post_depth_coverage_warn;
bool ARB_sample_shading_enable;
bool ARB_sample_shading_warn;
bool ARB_separate_shader_objects_enable;
bool fs_early_fragment_tests;
+ bool fs_post_depth_coverage;
+
unsigned fs_blend_support;
/**
linked_shader->info.EarlyFragmentTests |=
shader->info.EarlyFragmentTests;
+
+ linked_shader->Program->info.fs.post_depth_coverage |=
+ shader->info.PostDepthCoverage;
+
linked_shader->info.BlendSupport |= shader->info.BlendSupport;
}
}
* ARB_shader_image_load_store.
*/
bool early_fragment_tests;
+ bool post_depth_coverage;
/** gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout depth_layout;
EXT(ARB_pixel_buffer_object , EXT_pixel_buffer_object , GLL, GLC, x , x , 2004)
EXT(ARB_point_parameters , EXT_point_parameters , GLL, x , x , x , 1997)
EXT(ARB_point_sprite , ARB_point_sprite , GLL, GLC, x , x , 2003)
+EXT(ARB_post_depth_coverage , ARB_post_depth_coverage , x , GLC, x , x, 2015)
EXT(ARB_program_interface_query , dummy_true , GLL, GLC, x , x , 2012)
EXT(ARB_provoking_vertex , EXT_provoking_vertex , GLL, GLC, x , x , 2009)
EXT(ARB_query_buffer_object , ARB_query_buffer_object , GLL, GLC, x , x , 2013)
{
bool uses_gl_fragcoord;
bool redeclares_gl_fragcoord;
+ bool PostDepthCoverage;
bool ARB_fragment_coord_conventions_enable;
/**
GLboolean ARB_occlusion_query2;
GLboolean ARB_pipeline_statistics_query;
GLboolean ARB_point_sprite;
+ GLboolean ARB_post_depth_coverage;
GLboolean ARB_query_buffer_object;
GLboolean ARB_robust_buffer_access_behavior;
GLboolean ARB_sample_shading;
case MESA_SHADER_FRAGMENT: {
dst->info.fs.depth_layout = src->FragDepthLayout;
dst->info.fs.early_fragment_tests = dst_sh->info.EarlyFragmentTests;
+ dst->info.fs.post_depth_coverage = dst_sh->info.PostDepthCoverage;
break;
}
case MESA_SHADER_COMPUTE: {