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

View File

@@ -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])