this->fields[this->num_fields].memory_coherent = 0;
this->fields[this->num_fields].memory_volatile = 0;
this->fields[this->num_fields].memory_restrict = 0;
+ this->fields[this->num_fields].image_format = 0;
this->fields[this->num_fields].explicit_xfb_buffer = 0;
this->fields[this->num_fields].xfb_buffer = -1;
this->fields[this->num_fields].xfb_stride = -1;
if (this->fields.structure[i].memory_restrict
!= b->fields.structure[i].memory_restrict)
return false;
+ if (this->fields.structure[i].image_format
+ != b->fields.structure[i].image_format)
+ return false;
if (this->fields.structure[i].precision
!= b->fields.structure[i].precision)
return false;
unsigned memory_volatile:1;
unsigned memory_restrict:1;
+ /**
+ * Layout format, applicable to image variables only.
+ */
+ unsigned image_format:16;
+
/**
* Any of the xfb_* qualifiers trigger the shader to be in transform
* feedback mode so we need to keep track of whether the buffer was
sample(0), matrix_layout(GLSL_MATRIX_LAYOUT_INHERITED), patch(0),
precision(GLSL_PRECISION_NONE), memory_read_only(0),
memory_write_only(0), memory_coherent(0), memory_volatile(0),
- memory_restrict(0), explicit_xfb_buffer(0), implicit_sized_array(0)
+ memory_restrict(0), image_format(0), explicit_xfb_buffer(0),
+ implicit_sized_array(0)
{
/* empty */
}