glsl: add gl_InvocationID variable for ARB_gpu_shader5
v2: * Make gl_InvocationID a system value Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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@@ -854,6 +854,8 @@ builtin_variable_generator::generate_gs_special_vars()
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add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
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if (state->ARB_viewport_array_enable)
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add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
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if (state->ARB_gpu_shader5_enable)
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add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
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/* Although gl_PrimitiveID appears in tessellation control and tessellation
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* evaluation shaders, it has a different function there than it has in
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@@ -2013,6 +2013,7 @@ typedef enum
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SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
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SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
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SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
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SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */
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SYSTEM_VALUE_MAX /**< Number of values */
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} gl_system_value;
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