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>
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Plamena Manolova

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