mesa: Add GL and GLSL plumbing for ARB_post_depth_coverage for i965 (gen9+).
This extension allows the fragment shader to control whether values in gl_SampleMaskIn[] reflect the coverage after application of the early depth and stencil tests. Signed-off-by: Plamena Manolova <plamena.manolova@intel.com> Reviewed-by: Chris Forbes <chrisforbes@google.com>
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@ -605,6 +605,11 @@ struct ast_type_qualifier {
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/** \{ */
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unsigned blend_support:1; /**< Are there any blend_support_ qualifiers */
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/** \} */
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/**
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* Flag set if GL_ARB_post_depth_coverage layout qualifier is used.
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*/
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unsigned post_depth_coverage:1;
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}
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/** \brief Set of flags, accessed by name. */
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q;
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@ -3632,6 +3632,11 @@ apply_layout_qualifier_to_variable(const struct ast_type_qualifier *qual,
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_mesa_glsl_error(loc, state, "early_fragment_tests layout qualifier only "
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"valid in fragment shader input layout declaration.");
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}
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if (qual->flags.q.post_depth_coverage) {
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_mesa_glsl_error(loc, state, "post_depth_coverage layout qualifier only "
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"valid in fragment shader input layout declaration.");
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}
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}
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static void
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@ -579,6 +579,7 @@ ast_type_qualifier::validate_in_qualifier(YYLTYPE *loc,
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break;
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case MESA_SHADER_FRAGMENT:
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valid_in_mask.flags.q.early_fragment_tests = 1;
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valid_in_mask.flags.q.post_depth_coverage = 1;
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break;
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case MESA_SHADER_COMPUTE:
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valid_in_mask.flags.q.local_size = 7;
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@ -633,6 +634,11 @@ ast_type_qualifier::merge_into_in_qualifier(YYLTYPE *loc,
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state->in_qualifier->flags.q.early_fragment_tests = false;
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}
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if (state->in_qualifier->flags.q.post_depth_coverage) {
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state->fs_post_depth_coverage = true;
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state->in_qualifier->flags.q.post_depth_coverage = false;
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}
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/* We allow the creation of multiple cs_input_layout nodes. Coherence among
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* all existing nodes is checked later, when the AST node is transformed
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* into HIR.
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@ -761,7 +767,8 @@ ast_type_qualifier::validate_flags(YYLTYPE *loc,
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bad.flags.q.point_mode ? " point_mode" : "",
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bad.flags.q.vertices ? " vertices" : "",
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bad.flags.q.subroutine ? " subroutine" : "",
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bad.flags.q.subroutine_def ? " subroutine_def" : "");
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bad.flags.q.subroutine_def ? " subroutine_def" : "",
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bad.flags.q.post_depth_coverage ? " post_depth_coverage" : "");
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return false;
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}
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@ -1392,6 +1392,24 @@ layout_qualifier_id:
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$$.flags.q.early_fragment_tests = 1;
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}
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if (!$$.flags.i &&
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match_layout_qualifier($1, "post_depth_coverage", state) == 0) {
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if (state->stage != MESA_SHADER_FRAGMENT) {
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_mesa_glsl_error(& @1, state,
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"post_depth_coverage layout qualifier only "
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"valid in fragment shaders");
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}
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if (state->ARB_post_depth_coverage_enable) {
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$$.flags.q.post_depth_coverage = 1;
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} else {
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_mesa_glsl_error(& @1, state,
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"post_depth_coverage layout qualifier present, "
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"but the GL_ARB_post_depth_coverage extension "
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"is not enabled.");
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}
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}
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}
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/* Layout qualifiers for tessellation evaluation shaders. */
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@ -293,6 +293,7 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
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this->in_qualifier = new(this) ast_type_qualifier();
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this->out_qualifier = new(this) ast_type_qualifier();
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this->fs_early_fragment_tests = false;
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this->fs_post_depth_coverage = false;
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this->fs_blend_support = 0;
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memset(this->atomic_counter_offsets, 0,
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sizeof(this->atomic_counter_offsets));
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@ -606,6 +607,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
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EXT(ARB_fragment_layer_viewport),
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EXT(ARB_gpu_shader5),
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EXT(ARB_gpu_shader_fp64),
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EXT(ARB_post_depth_coverage),
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EXT(ARB_sample_shading),
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EXT(ARB_separate_shader_objects),
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EXT(ARB_shader_atomic_counter_ops),
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@ -1690,6 +1692,7 @@ set_shader_inout_layout(struct gl_shader *shader,
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assert(!state->fs_pixel_center_integer);
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assert(!state->fs_origin_upper_left);
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assert(!state->fs_early_fragment_tests);
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assert(!state->fs_post_depth_coverage);
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}
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for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
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@ -1810,6 +1813,7 @@ set_shader_inout_layout(struct gl_shader *shader,
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shader->info.ARB_fragment_coord_conventions_enable =
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state->ARB_fragment_coord_conventions_enable;
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shader->info.EarlyFragmentTests = state->fs_early_fragment_tests;
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shader->info.PostDepthCoverage = state->fs_post_depth_coverage;
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shader->info.BlendSupport = state->fs_blend_support;
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break;
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@ -610,6 +610,8 @@ struct _mesa_glsl_parse_state {
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bool ARB_gpu_shader5_warn;
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bool ARB_gpu_shader_fp64_enable;
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bool ARB_gpu_shader_fp64_warn;
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bool ARB_post_depth_coverage_enable;
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bool ARB_post_depth_coverage_warn;
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bool ARB_sample_shading_enable;
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bool ARB_sample_shading_warn;
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bool ARB_separate_shader_objects_enable;
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@ -786,6 +788,8 @@ struct _mesa_glsl_parse_state {
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bool fs_early_fragment_tests;
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bool fs_post_depth_coverage;
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unsigned fs_blend_support;
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/**
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@ -1889,6 +1889,10 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
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linked_shader->info.EarlyFragmentTests |=
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shader->info.EarlyFragmentTests;
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linked_shader->Program->info.fs.post_depth_coverage |=
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shader->info.PostDepthCoverage;
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linked_shader->info.BlendSupport |= shader->info.BlendSupport;
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}
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}
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@ -116,6 +116,7 @@ typedef struct shader_info {
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* ARB_shader_image_load_store.
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*/
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bool early_fragment_tests;
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bool post_depth_coverage;
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/** gl_FragDepth layout for ARB_conservative_depth. */
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enum gl_frag_depth_layout depth_layout;
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@ -93,6 +93,7 @@ EXT(ARB_pipeline_statistics_query , ARB_pipeline_statistics_query
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EXT(ARB_pixel_buffer_object , EXT_pixel_buffer_object , GLL, GLC, x , x , 2004)
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EXT(ARB_point_parameters , EXT_point_parameters , GLL, x , x , x , 1997)
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EXT(ARB_point_sprite , ARB_point_sprite , GLL, GLC, x , x , 2003)
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EXT(ARB_post_depth_coverage , ARB_post_depth_coverage , x , GLC, x , x, 2015)
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EXT(ARB_program_interface_query , dummy_true , GLL, GLC, x , x , 2012)
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EXT(ARB_provoking_vertex , EXT_provoking_vertex , GLL, GLC, x , x , 2009)
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EXT(ARB_query_buffer_object , ARB_query_buffer_object , GLL, GLC, x , x , 2013)
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@ -2174,6 +2174,7 @@ struct gl_shader_info
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{
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bool uses_gl_fragcoord;
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bool redeclares_gl_fragcoord;
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bool PostDepthCoverage;
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bool ARB_fragment_coord_conventions_enable;
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/**
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@ -3819,6 +3820,7 @@ struct gl_extensions
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GLboolean ARB_occlusion_query2;
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GLboolean ARB_pipeline_statistics_query;
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GLboolean ARB_point_sprite;
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GLboolean ARB_post_depth_coverage;
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GLboolean ARB_query_buffer_object;
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GLboolean ARB_robust_buffer_access_behavior;
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GLboolean ARB_sample_shading;
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@ -2194,6 +2194,7 @@ _mesa_copy_linked_program_data(const struct gl_shader_program *src,
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case MESA_SHADER_FRAGMENT: {
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dst->info.fs.depth_layout = src->FragDepthLayout;
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dst->info.fs.early_fragment_tests = dst_sh->info.EarlyFragmentTests;
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dst->info.fs.post_depth_coverage = dst_sh->info.PostDepthCoverage;
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break;
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}
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case MESA_SHADER_COMPUTE: {
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