*/
#define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
#define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
+#define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
/**
* Determine if the given gl_varying_slot appears in the fragment shader.
*/
typedef enum
{
- SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
- SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
- SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
- SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
- SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
- SYSTEM_VALUE_MAX /**< Number of values */
+ SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
+ SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
+ SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
+ SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
+ SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
+ SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
+ SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;