mesa: Add GL/GLSL plumbing for ARB_fragment_shader_interlock.

This extension provides new GLSL built-in functions
beginInvocationInterlockARB() and endInvocationInterlockARB()
that delimit a critical section of fragment shader code. For
pairs of shader invocations with "overlapping" coverage in a
given pixel, the OpenGL implementation will guarantee that the
critical section of the fragment shader will be executed for
only one fragment at a time.

Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
This commit is contained in:
Plamena Manolova
2018-04-27 14:12:30 +01:00
parent 53719f818c
commit 60e843c4d5
14 changed files with 197 additions and 1 deletions

View File

@@ -626,6 +626,16 @@ struct ast_type_qualifier {
* Flag set if GL_ARB_post_depth_coverage layout qualifier is used.
*/
unsigned post_depth_coverage:1;
/**
* Flags for the layout qualifers added by ARB_fragment_shader_interlock
*/
unsigned pixel_interlock_ordered:1;
unsigned pixel_interlock_unordered:1;
unsigned sample_interlock_ordered:1;
unsigned sample_interlock_unordered:1;
/**
* Flag set if GL_INTEL_conservartive_rasterization layout qualifier
* is used.

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@@ -3897,6 +3897,16 @@ apply_layout_qualifier_to_variable(const struct ast_type_qualifier *qual,
if (state->has_bindless())
apply_bindless_qualifier_to_variable(qual, var, state, loc);
if (qual->flags.q.pixel_interlock_ordered ||
qual->flags.q.pixel_interlock_unordered ||
qual->flags.q.sample_interlock_ordered ||
qual->flags.q.sample_interlock_unordered) {
_mesa_glsl_error(loc, state, "interlock layout qualifiers: "
"pixel_interlock_ordered, pixel_interlock_unordered, "
"sample_interlock_ordered and sample_interlock_unordered, "
"only valid in fragment shader input layout declaration.");
}
}
static void

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@@ -637,6 +637,10 @@ ast_type_qualifier::validate_in_qualifier(YYLTYPE *loc,
valid_in_mask.flags.q.early_fragment_tests = 1;
valid_in_mask.flags.q.inner_coverage = 1;
valid_in_mask.flags.q.post_depth_coverage = 1;
valid_in_mask.flags.q.pixel_interlock_ordered = 1;
valid_in_mask.flags.q.pixel_interlock_unordered = 1;
valid_in_mask.flags.q.sample_interlock_ordered = 1;
valid_in_mask.flags.q.sample_interlock_unordered = 1;
break;
case MESA_SHADER_COMPUTE:
valid_in_mask.flags.q.local_size = 7;
@@ -708,6 +712,35 @@ ast_type_qualifier::merge_into_in_qualifier(YYLTYPE *loc,
r = false;
}
if (state->in_qualifier->flags.q.pixel_interlock_ordered) {
state->fs_pixel_interlock_ordered = true;
state->in_qualifier->flags.q.pixel_interlock_ordered = false;
}
if (state->in_qualifier->flags.q.pixel_interlock_unordered) {
state->fs_pixel_interlock_unordered = true;
state->in_qualifier->flags.q.pixel_interlock_unordered = false;
}
if (state->in_qualifier->flags.q.sample_interlock_ordered) {
state->fs_sample_interlock_ordered = true;
state->in_qualifier->flags.q.sample_interlock_ordered = false;
}
if (state->in_qualifier->flags.q.sample_interlock_unordered) {
state->fs_sample_interlock_unordered = true;
state->in_qualifier->flags.q.sample_interlock_unordered = false;
}
if (state->fs_pixel_interlock_ordered +
state->fs_pixel_interlock_unordered +
state->fs_sample_interlock_ordered +
state->fs_sample_interlock_unordered > 1) {
_mesa_glsl_error(loc, state,
"only one interlock mode can be used at any time.");
r = false;
}
/* We allow the creation of multiple cs_input_layout nodes. Coherence among
* all existing nodes is checked later, when the AST node is transformed
* into HIR.
@@ -776,7 +809,7 @@ ast_type_qualifier::validate_flags(YYLTYPE *loc,
"%s '%s':"
"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s"
"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s"
"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
"%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
message, name,
bad.flags.q.invariant ? " invariant" : "",
bad.flags.q.precise ? " precise" : "",
@@ -840,6 +873,10 @@ ast_type_qualifier::validate_flags(YYLTYPE *loc,
bad.flags.q.bound_sampler ? " bound_sampler" : "",
bad.flags.q.bound_image ? " bound_image" : "",
bad.flags.q.post_depth_coverage ? " post_depth_coverage" : "",
bad.flags.q.pixel_interlock_ordered ? " pixel_interlock_ordered" : "",
bad.flags.q.pixel_interlock_unordered ? " pixel_interlock_unordered": "",
bad.flags.q.sample_interlock_ordered ? " sample_interlock_ordered": "",
bad.flags.q.sample_interlock_unordered ? " sample_interlock_unordered": "",
bad.flags.q.non_coherent ? " noncoherent" : "");
return false;
}

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@@ -512,6 +512,12 @@ shader_ballot(const _mesa_glsl_parse_state *state)
return state->ARB_shader_ballot_enable;
}
static bool
supports_arb_fragment_shader_interlock(const _mesa_glsl_parse_state *state)
{
return state->ARB_fragment_shader_interlock_enable;
}
static bool
shader_clock(const _mesa_glsl_parse_state *state)
{
@@ -982,6 +988,14 @@ private:
ir_function_signature *_read_invocation_intrinsic(const glsl_type *type);
ir_function_signature *_read_invocation(const glsl_type *type);
ir_function_signature *_invocation_interlock_intrinsic(
builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_invocation_interlock(
const char *intrinsic_name,
builtin_available_predicate avail);
ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_shader_clock(builtin_available_predicate avail,
@@ -1219,6 +1233,16 @@ builtin_builder::create_intrinsics()
ir_intrinsic_memory_barrier_shared),
NULL);
add_function("__intrinsic_begin_invocation_interlock",
_invocation_interlock_intrinsic(
supports_arb_fragment_shader_interlock,
ir_intrinsic_begin_invocation_interlock), NULL);
add_function("__intrinsic_end_invocation_interlock",
_invocation_interlock_intrinsic(
supports_arb_fragment_shader_interlock,
ir_intrinsic_end_invocation_interlock), NULL);
add_function("__intrinsic_shader_clock",
_shader_clock_intrinsic(shader_clock,
glsl_type::uvec2_type),
@@ -3294,6 +3318,18 @@ builtin_builder::create_builtins()
glsl_type::uint64_t_type),
NULL);
add_function("beginInvocationInterlockARB",
_invocation_interlock(
"__intrinsic_begin_invocation_interlock",
supports_arb_fragment_shader_interlock),
NULL);
add_function("endInvocationInterlockARB",
_invocation_interlock(
"__intrinsic_end_invocation_interlock",
supports_arb_fragment_shader_interlock),
NULL);
add_function("anyInvocationARB",
_vote("__intrinsic_vote_any", vote),
NULL);
@@ -6227,6 +6263,24 @@ builtin_builder::_read_invocation(const glsl_type *type)
return sig;
}
ir_function_signature *
builtin_builder::_invocation_interlock_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
MAKE_INTRINSIC(glsl_type::void_type, id, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_invocation_interlock(const char *intrinsic_name,
builtin_available_predicate avail)
{
MAKE_SIG(glsl_type::void_type, avail, 0);
body.emit(call(shader->symbols->get_function(intrinsic_name),
NULL, sig->parameters));
return sig;
}
ir_function_signature *
builtin_builder::_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type)

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@@ -1432,6 +1432,36 @@ layout_qualifier_id:
}
}
const bool pixel_interlock_ordered = match_layout_qualifier($1,
"pixel_interlock_ordered", state) == 0;
const bool pixel_interlock_unordered = match_layout_qualifier($1,
"pixel_interlock_unordered", state) == 0;
const bool sample_interlock_ordered = match_layout_qualifier($1,
"sample_interlock_ordered", state) == 0;
const bool sample_interlock_unordered = match_layout_qualifier($1,
"sample_interlock_unordered", state) == 0;
if (pixel_interlock_ordered + pixel_interlock_unordered +
sample_interlock_ordered + sample_interlock_unordered > 0 &&
state->stage != MESA_SHADER_FRAGMENT) {
_mesa_glsl_error(& @1, state, "interlock layout qualifiers: "
"pixel_interlock_ordered, pixel_interlock_unordered, "
"sample_interlock_ordered and sample_interlock_unordered, "
"only valid in fragment shader input layout declaration.");
} else if (pixel_interlock_ordered + pixel_interlock_unordered +
sample_interlock_ordered + sample_interlock_unordered > 0 &&
!state->ARB_fragment_shader_interlock_enable) {
_mesa_glsl_error(& @1, state,
"interlock layout qualifier present, but the "
"GL_ARB_fragment_shader_interlock extension is not "
"enabled.");
} else {
$$.flags.q.pixel_interlock_ordered = pixel_interlock_ordered;
$$.flags.q.pixel_interlock_unordered = pixel_interlock_unordered;
$$.flags.q.sample_interlock_ordered = sample_interlock_ordered;
$$.flags.q.sample_interlock_unordered = sample_interlock_unordered;
}
/* Layout qualifiers for tessellation evaluation shaders. */
if (!$$.flags.i) {
static const struct {

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@@ -299,6 +299,10 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
this->fs_early_fragment_tests = false;
this->fs_inner_coverage = false;
this->fs_post_depth_coverage = false;
this->fs_pixel_interlock_ordered = false;
this->fs_pixel_interlock_unordered = false;
this->fs_sample_interlock_ordered = false;
this->fs_sample_interlock_unordered = false;
this->fs_blend_support = 0;
memset(this->atomic_counter_offsets, 0,
sizeof(this->atomic_counter_offsets));
@@ -630,6 +634,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
EXT(ARB_explicit_uniform_location),
EXT(ARB_fragment_coord_conventions),
EXT(ARB_fragment_layer_viewport),
EXT(ARB_fragment_shader_interlock),
EXT(ARB_gpu_shader5),
EXT(ARB_gpu_shader_fp64),
EXT(ARB_gpu_shader_int64),
@@ -1721,6 +1726,10 @@ set_shader_inout_layout(struct gl_shader *shader,
assert(!state->fs_early_fragment_tests);
assert(!state->fs_inner_coverage);
assert(!state->fs_post_depth_coverage);
assert(!state->fs_pixel_interlock_ordered);
assert(!state->fs_pixel_interlock_unordered);
assert(!state->fs_sample_interlock_ordered);
assert(!state->fs_sample_interlock_unordered);
}
for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
@@ -1842,6 +1851,10 @@ set_shader_inout_layout(struct gl_shader *shader,
shader->EarlyFragmentTests = state->fs_early_fragment_tests;
shader->InnerCoverage = state->fs_inner_coverage;
shader->PostDepthCoverage = state->fs_post_depth_coverage;
shader->PixelInterlockOrdered = state->fs_pixel_interlock_ordered;
shader->PixelInterlockUnordered = state->fs_pixel_interlock_unordered;
shader->SampleInterlockOrdered = state->fs_sample_interlock_ordered;
shader->SampleInterlockUnordered = state->fs_sample_interlock_unordered;
shader->BlendSupport = state->fs_blend_support;
break;

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@@ -639,6 +639,8 @@ struct _mesa_glsl_parse_state {
bool ARB_fragment_coord_conventions_warn;
bool ARB_fragment_layer_viewport_enable;
bool ARB_fragment_layer_viewport_warn;
bool ARB_fragment_shader_interlock_enable;
bool ARB_fragment_shader_interlock_warn;
bool ARB_gpu_shader5_enable;
bool ARB_gpu_shader5_warn;
bool ARB_gpu_shader_fp64_enable;
@@ -833,6 +835,11 @@ struct _mesa_glsl_parse_state {
bool fs_post_depth_coverage;
bool fs_pixel_interlock_ordered;
bool fs_pixel_interlock_unordered;
bool fs_sample_interlock_ordered;
bool fs_sample_interlock_unordered;
unsigned fs_blend_support;
/**

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@@ -752,6 +752,12 @@ nir_visitor::visit(ir_call *ir)
case ir_intrinsic_shader_clock:
op = nir_intrinsic_shader_clock;
break;
case ir_intrinsic_begin_invocation_interlock:
op = nir_intrinsic_begin_invocation_interlock;
break;
case ir_intrinsic_end_invocation_interlock:
op = nir_intrinsic_end_invocation_interlock;
break;
case ir_intrinsic_group_memory_barrier:
op = nir_intrinsic_group_memory_barrier;
break;
@@ -970,6 +976,12 @@ nir_visitor::visit(ir_call *ir)
instr->num_components = 2;
nir_builder_instr_insert(&b, &instr->instr);
break;
case nir_intrinsic_begin_invocation_interlock:
nir_builder_instr_insert(&b, &instr->instr);
break;
case nir_intrinsic_end_invocation_interlock:
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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@@ -1120,6 +1120,8 @@ enum ir_intrinsic_id {
ir_intrinsic_memory_barrier_buffer,
ir_intrinsic_memory_barrier_image,
ir_intrinsic_memory_barrier_shared,
ir_intrinsic_begin_invocation_interlock,
ir_intrinsic_end_invocation_interlock,
ir_intrinsic_vote_all,
ir_intrinsic_vote_any,

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@@ -1978,6 +1978,14 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
linked_shader->Program->info.fs.inner_coverage |= shader->InnerCoverage;
linked_shader->Program->info.fs.post_depth_coverage |=
shader->PostDepthCoverage;
linked_shader->Program->info.fs.pixel_interlock_ordered |=
shader->PixelInterlockOrdered;
linked_shader->Program->info.fs.pixel_interlock_unordered |=
shader->PixelInterlockUnordered;
linked_shader->Program->info.fs.sample_interlock_ordered |=
shader->SampleInterlockOrdered;
linked_shader->Program->info.fs.sample_interlock_unordered |=
shader->SampleInterlockUnordered;
linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
}

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@@ -188,6 +188,8 @@ barrier("memory_barrier_atomic_counter")
barrier("memory_barrier_buffer")
barrier("memory_barrier_image")
barrier("memory_barrier_shared")
barrier("begin_invocation_interlock")
barrier("end_invocation_interlock")
# A conditional discard, with a single boolean source.
intrinsic("discard_if", src_comp=[1])

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@@ -179,6 +179,11 @@ typedef struct shader_info {
bool pixel_center_integer;
bool pixel_interlock_ordered;
bool pixel_interlock_unordered;
bool sample_interlock_ordered;
bool sample_interlock_unordered;
/** gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout depth_layout;
} fs;

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@@ -68,6 +68,7 @@ EXT(ARB_fragment_layer_viewport , ARB_fragment_layer_viewport
EXT(ARB_fragment_program , ARB_fragment_program , GLL, x , x , x , 2002)
EXT(ARB_fragment_program_shadow , ARB_fragment_program_shadow , GLL, x , x , x , 2003)
EXT(ARB_fragment_shader , ARB_fragment_shader , GLL, GLC, x , x , 2002)
EXT(ARB_fragment_shader_interlock , ARB_fragment_shader_interlock , GLL, GLC, x , x , 2015)
EXT(ARB_framebuffer_no_attachments , ARB_framebuffer_no_attachments , GLL, GLC, x , x , 2012)
EXT(ARB_framebuffer_object , ARB_framebuffer_object , GLL, GLC, x , x , 2005)
EXT(ARB_framebuffer_sRGB , EXT_framebuffer_sRGB , GLL, GLC, x , x , 1998)

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@@ -2599,6 +2599,10 @@ struct gl_shader
bool uses_gl_fragcoord;
bool PostDepthCoverage;
bool PixelInterlockOrdered;
bool PixelInterlockUnordered;
bool SampleInterlockOrdered;
bool SampleInterlockUnordered;
bool InnerCoverage;
/**
@@ -4074,6 +4078,7 @@ struct gl_extensions
GLboolean ARB_fragment_shader;
GLboolean ARB_framebuffer_no_attachments;
GLboolean ARB_framebuffer_object;
GLboolean ARB_fragment_shader_interlock;
GLboolean ARB_enhanced_layouts;
GLboolean ARB_explicit_attrib_location;
GLboolean ARB_explicit_uniform_location;