glsl: add ARB_shader_ballot builtin functions

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Nicolai Hähnle 2017-03-30 11:18:47 +02:00
parent d37b7b5232
commit 961b8e9afe
1 changed files with 77 additions and 0 deletions

View File

@ -486,6 +486,12 @@ shader_atomic_counter_ops(const _mesa_glsl_parse_state *state)
return state->ARB_shader_atomic_counter_ops_enable;
}
static bool
shader_ballot(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_ballot_enable;
}
static bool
shader_clock(const _mesa_glsl_parse_state *state)
{
@ -942,6 +948,10 @@ private:
ir_function_signature *_memory_barrier(const char *intrinsic_name,
builtin_available_predicate avail);
ir_function_signature *_ballot();
ir_function_signature *_read_first_invocation(const glsl_type *type);
ir_function_signature *_read_invocation(const glsl_type *type);
ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_shader_clock(builtin_available_predicate avail,
@ -3112,6 +3122,42 @@ builtin_builder::create_builtins()
compute_shader),
NULL);
add_function("ballotARB", _ballot(), NULL);
add_function("readInvocationARB",
_read_invocation(glsl_type::float_type),
_read_invocation(glsl_type::vec2_type),
_read_invocation(glsl_type::vec3_type),
_read_invocation(glsl_type::vec4_type),
_read_invocation(glsl_type::int_type),
_read_invocation(glsl_type::ivec2_type),
_read_invocation(glsl_type::ivec3_type),
_read_invocation(glsl_type::ivec4_type),
_read_invocation(glsl_type::uint_type),
_read_invocation(glsl_type::uvec2_type),
_read_invocation(glsl_type::uvec3_type),
_read_invocation(glsl_type::uvec4_type),
NULL);
add_function("readFirstInvocationARB",
_read_first_invocation(glsl_type::float_type),
_read_first_invocation(glsl_type::vec2_type),
_read_first_invocation(glsl_type::vec3_type),
_read_first_invocation(glsl_type::vec4_type),
_read_first_invocation(glsl_type::int_type),
_read_first_invocation(glsl_type::ivec2_type),
_read_first_invocation(glsl_type::ivec3_type),
_read_first_invocation(glsl_type::ivec4_type),
_read_first_invocation(glsl_type::uint_type),
_read_first_invocation(glsl_type::uvec2_type),
_read_first_invocation(glsl_type::uvec3_type),
_read_first_invocation(glsl_type::uvec4_type),
NULL);
add_function("clock2x32ARB",
_shader_clock(shader_clock,
glsl_type::uvec2_type),
@ -5953,6 +5999,37 @@ builtin_builder::_memory_barrier(const char *intrinsic_name,
return sig;
}
ir_function_signature *
builtin_builder::_ballot()
{
ir_variable *value = in_var(glsl_type::bool_type, "value");
MAKE_SIG(glsl_type::uint64_t_type, shader_ballot, 1, value);
body.emit(ret(expr(ir_unop_ballot, value)));
return sig;
}
ir_function_signature *
builtin_builder::_read_first_invocation(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
MAKE_SIG(type, shader_ballot, 1, value);
body.emit(ret(expr(ir_unop_read_first_invocation, value)));
return sig;
}
ir_function_signature *
builtin_builder::_read_invocation(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *invocation = in_var(glsl_type::uint_type, "invocation");
MAKE_SIG(type, shader_ballot, 2, value, invocation);
body.emit(ret(expr(ir_binop_read_invocation, value, invocation)));
return sig;
}
ir_function_signature *
builtin_builder::_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type)