mesa: Add GL/GLSL plumbing for INTEL_fragment_shader_ordering

This extension provides new GLSL built-in function
beginFragmentShaderOrderingIntel() that guarantees
(taking wording of GL_INTEL_fragment_shader_ordering
extension) that any memory transactions issued by
shader invocations from previous primitives mapped to
same xy window coordinates (and same sample when
per-sample shading is active), complete and are visible
to the shader invocation that called
beginFragmentShaderOrderingINTEL().

One advantage of INTEL_fragment_shader_ordering over
ARB_fragment_shader_interlock is that it provides a
function that operates as a memory barrie (instead
of a defining a critcial section) that can be called
under arbitary control flow from any function (in
contrast the begin/end of ARB_fragment_shader_interlock
may only be called once, from main(), under no control
flow.

Signed-off-by: Kevin Rogovin <kevin.rogovin@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
This commit is contained in:
Kevin Rogovin 2018-08-27 09:54:23 +03:00 committed by Plamena Manolova
parent 1b0df8a460
commit 119435c877
8 changed files with 30 additions and 0 deletions

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@ -525,6 +525,12 @@ supports_nv_fragment_shader_interlock(const _mesa_glsl_parse_state *state)
return state->NV_fragment_shader_interlock_enable;
}
static bool
supports_intel_fragment_shader_ordering(const _mesa_glsl_parse_state *state)
{
return state->INTEL_fragment_shader_ordering_enable;
}
static bool
shader_clock(const _mesa_glsl_parse_state *state)
{
@ -1305,6 +1311,11 @@ builtin_builder::create_intrinsics()
supports_arb_fragment_shader_interlock,
ir_intrinsic_end_invocation_interlock), NULL);
add_function("__intrinsic_begin_fragment_shader_ordering",
_invocation_interlock_intrinsic(
supports_intel_fragment_shader_ordering,
ir_intrinsic_begin_fragment_shader_ordering), NULL);
add_function("__intrinsic_shader_clock",
_shader_clock_intrinsic(shader_clock,
glsl_type::uvec2_type),
@ -3419,6 +3430,12 @@ builtin_builder::create_builtins()
supports_nv_fragment_shader_interlock),
NULL);
add_function("beginFragmentShaderOrderingINTEL",
_invocation_interlock(
"__intrinsic_begin_fragment_shader_ordering",
supports_intel_fragment_shader_ordering),
NULL);
add_function("anyInvocationARB",
_vote("__intrinsic_vote_any", vote),
NULL);

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@ -725,6 +725,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
EXT_AEP(EXT_texture_buffer),
EXT_AEP(EXT_texture_cube_map_array),
EXT(INTEL_conservative_rasterization),
EXT(INTEL_fragment_shader_ordering),
EXT(INTEL_shader_atomic_float_minmax),
EXT(MESA_shader_integer_functions),
EXT(NV_fragment_shader_interlock),

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@ -812,6 +812,8 @@ struct _mesa_glsl_parse_state {
bool EXT_texture_cube_map_array_warn;
bool INTEL_conservative_rasterization_enable;
bool INTEL_conservative_rasterization_warn;
bool INTEL_fragment_shader_ordering_enable;
bool INTEL_fragment_shader_ordering_warn;
bool INTEL_shader_atomic_float_minmax_enable;
bool INTEL_shader_atomic_float_minmax_warn;
bool MESA_shader_integer_functions_enable;

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@ -742,6 +742,9 @@ nir_visitor::visit(ir_call *ir)
case ir_intrinsic_end_invocation_interlock:
op = nir_intrinsic_end_invocation_interlock;
break;
case ir_intrinsic_begin_fragment_shader_ordering:
op = nir_intrinsic_begin_fragment_shader_ordering;
break;
case ir_intrinsic_group_memory_barrier:
op = nir_intrinsic_group_memory_barrier;
break;
@ -975,6 +978,9 @@ nir_visitor::visit(ir_call *ir)
case nir_intrinsic_end_invocation_interlock:
nir_builder_instr_insert(&b, &instr->instr);
break;
case nir_intrinsic_begin_fragment_shader_ordering:
nir_builder_instr_insert(&b, &instr->instr);
break;
case nir_intrinsic_store_ssbo: {
exec_node *param = ir->actual_parameters.get_head();
ir_rvalue *block = ((ir_instruction *)param)->as_rvalue();

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@ -1122,6 +1122,7 @@ enum ir_intrinsic_id {
ir_intrinsic_memory_barrier_shared,
ir_intrinsic_begin_invocation_interlock,
ir_intrinsic_end_invocation_interlock,
ir_intrinsic_begin_fragment_shader_ordering,
ir_intrinsic_vote_all,
ir_intrinsic_vote_any,

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@ -191,6 +191,7 @@ barrier("memory_barrier_image")
barrier("memory_barrier_shared")
barrier("begin_invocation_interlock")
barrier("end_invocation_interlock")
barrier("begin_fragment_shader_ordering")
# A conditional discard, with a single boolean source.
intrinsic("discard_if", src_comp=[1])

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@ -316,6 +316,7 @@ EXT(IBM_texture_mirrored_repeat , dummy_true
EXT(INGR_blend_func_separate , EXT_blend_func_separate , GLL, x , x , x , 1999)
EXT(INTEL_conservative_rasterization , INTEL_conservative_rasterization , x , GLC, x , 31, 2013)
EXT(INTEL_fragment_shader_ordering , INTEL_fragment_shader_ordering , GLL, GLC, x , x , 2013)
EXT(INTEL_performance_query , INTEL_performance_query , GLL, GLC, x , ES2, 2013)
EXT(INTEL_shader_atomic_float_minmax , INTEL_shader_atomic_float_minmax , GLL, GLC, x , x , 2018)

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@ -4271,6 +4271,7 @@ struct gl_extensions
GLboolean ATI_fragment_shader;
GLboolean GREMEDY_string_marker;
GLboolean INTEL_conservative_rasterization;
GLboolean INTEL_fragment_shader_ordering;
GLboolean INTEL_performance_query;
GLboolean INTEL_shader_atomic_float_minmax;
GLboolean KHR_blend_equation_advanced;