On 18.04.2017 03:25, Plamena Manolova wrote:
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.manol...@intel.com>
---
src/compiler/glsl/ast.h | 10 +++
src/compiler/glsl/ast_to_hir.cpp | 21 ++++++
src/compiler/glsl/ast_type.cpp | 90 ++++++++++++++++++++++++-
src/compiler/glsl/builtin_functions.cpp | 79 ++++++++++++++++++++++
src/compiler/glsl/glsl_parser.yy | 109 +++++++++++++++++++++++++++++++
src/compiler/glsl/glsl_parser_extras.cpp | 13 ++++
src/compiler/glsl/glsl_parser_extras.h | 7 ++
src/compiler/glsl/glsl_to_nir.cpp | 12 ++++
src/compiler/glsl/ir.h | 2 +
src/compiler/glsl/linker.cpp | 8 +++
src/compiler/nir/nir_intrinsics.h | 2 +
src/compiler/shader_info.h | 5 ++
src/mesa/main/extensions_table.h | 1 +
src/mesa/main/mtypes.h | 5 ++
14 files changed, 363 insertions(+), 1 deletion(-)
[snip]
@@ -651,6 +655,86 @@ ast_type_qualifier::merge_into_in_qualifier(YYLTYPE *loc,
r = false;
}
+ if (state->in_qualifier->flags.q.pixel_interlock_ordered) {
+ if (state->in_qualifier->flags.q.pixel_interlock_unordered ||
+ state->in_qualifier->flags.q.sample_interlock_ordered ||
+ state->in_qualifier->flags.q.sample_interlock_unordered) {
+ _mesa_glsl_error(loc, state, "only one interlock mode can be used at "
+ "any time.");
+ r = false;
+ } else {
+ if (!state->ctx->Multisample.Enabled) {
+ state->fs_pixel_interlock_ordered = true;
+ state->in_qualifier->flags.q.pixel_interlock_ordered = false;
+ } else {
+ _mesa_glsl_error(loc, state,
+ "pixel_interlock_ordered can only be used when "
+ "multisampling is disabled.");
+ r = false;
+ }
+ }
+ }
+
+ if (state->in_qualifier->flags.q.pixel_interlock_unordered) {
+ if (state->in_qualifier->flags.q.pixel_interlock_ordered ||
+ state->in_qualifier->flags.q.sample_interlock_ordered ||
+ state->in_qualifier->flags.q.sample_interlock_unordered) {
+ _mesa_glsl_error(loc, state, "only one interlock mode can be used at "
+ "any time.");
+ r = false;
+ } else {
+ if (!state->ctx->Multisample.Enabled) {
+ state->fs_pixel_interlock_unordered = true;
+ state->in_qualifier->flags.q.pixel_interlock_unordered = false;
+ } else {
+ _mesa_glsl_error(loc, state,
+ "pixel_interlock_unordered can only be used when "
+ "multisampling is disabled.");
+ r = false;
+ }
+ }
+ }
+
+ if (state->in_qualifier->flags.q.sample_interlock_ordered) {
+ if (state->in_qualifier->flags.q.pixel_interlock_ordered ||
+ state->in_qualifier->flags.q.pixel_interlock_unordered ||
+ state->in_qualifier->flags.q.sample_interlock_unordered) {
+ _mesa_glsl_error(loc, state, "only one interlock mode can be used at "
+ "any time.");
+ r = false;
+ } else {
+ if (state->ctx->Multisample.Enabled) {
+ state->fs_sample_interlock_ordered = true;
+ state->in_qualifier->flags.q.sample_interlock_ordered = false;
+ } else {
+ _mesa_glsl_error(loc, state,
+ "sample_interlock_ordered can only be used when "
+ "multisampling is enabled.");
+ r = false;
+ }
+ }
+ }
+
+ if (state->in_qualifier->flags.q.sample_interlock_unordered) {
+ if (state->in_qualifier->flags.q.pixel_interlock_ordered ||
+ state->in_qualifier->flags.q.pixel_interlock_unordered ||
+ state->in_qualifier->flags.q.sample_interlock_ordered) {
+ _mesa_glsl_error(loc, state, "only one interlock mode can be used at "
+ "any time.");
+ r = false;
+ } else {
+ if (state->ctx->Multisample.Enabled) {
+ state->fs_sample_interlock_unordered = true;
+ state->in_qualifier->flags.q.sample_interlock_unordered = false;
+ } else {
+ _mesa_glsl_error(loc, state,
+ "sample_interlock_unordered can only be used when
"
+ "multisampling is enabled.\n");
+ r = false;
+ }
+ }
+ }
There is a lot of code (almost-)duplication here.
At the very least, the "only one interlock mode" check should be
simplified by just checking
if (state->in_qualifier->flags.q.sample_interlock_ordered +
state->in_qualifier->flags.q.sample_interlock_unordered +
state->in_qualifier->flags.q.pixel_interlock_ordered +
state->in_qualifier->flags.q.pixel_interlock_unordered > 1)
...
The remaining duplication could be reduced by temporarily defining a
preprocessor macro. Personally, that's what I would do, but I'm okay
with other people have different stylistic preferences.
[snip]
diff --git a/src/compiler/glsl/glsl_parser.yy b/src/compiler/glsl/glsl_parser.yy
index e703073..1e23fd2 100644
--- a/src/compiler/glsl/glsl_parser.yy
+++ b/src/compiler/glsl/glsl_parser.yy
@@ -1456,6 +1456,115 @@ layout_qualifier_id:
}
}
+ $$.flags.q.pixel_interlock_ordered = match_layout_qualifier($1,
+ "pixel_interlock_ordered", state) == 0 ? 1 : 0;
+ $$.flags.q.pixel_interlock_unordered = match_layout_qualifier($1,
+ "pixel_interlock_unordered", state) == 0 ? 1 : 0;
+ $$.flags.q.sample_interlock_ordered = match_layout_qualifier($1,
+ "sample_interlock_ordered", state) == 0 ? 1 : 0;
+ $$.flags.q.sample_interlock_unordered = match_layout_qualifier($1,
+ "sample_interlock_unordered", state) == 0 ? 1 : 0;
+
+ if ($$.flags.q.pixel_interlock_ordered == 1) {
+ if (state->stage != MESA_SHADER_FRAGMENT) {
+ _mesa_glsl_error(& @1, state,
+ "pixel_interlock_ordered layout qualifier only "
+ "valid in fragment shaders.");
+ $$.flags.q.pixel_interlock_ordered = 0;
+ }
+
+ if ($$.flags.q.pixel_interlock_unordered == 1 ||
+ $$.flags.q.sample_interlock_ordered == 1 ||
+ $$.flags.q.sample_interlock_unordered == 1) {
+ _mesa_glsl_error(& @1, state,
+ "only one interlock mode can be used at any "
+ "time.");
+ $$.flags.q.pixel_interlock_ordered = 0;
+ }
+
+ if (state->ctx->Multisample.Enabled) {
+ _mesa_glsl_error(& @1, state,
+ "pixel_interlock_ordered can only be used when "
+ "multisampling is disabled.");
+ $$.flags.q.pixel_interlock_ordered = 0;
+ }
+ }
Are these checks redundant with the checks above?
Cheers,
Nicolai
+
+ if ($$.flags.q.pixel_interlock_unordered == 1) {
+ if (state->stage != MESA_SHADER_FRAGMENT) {
+ _mesa_glsl_error(& @1, state,
+ "pixel_interlock_unordered layout qualifier only "
+ "valid in fragment shaders.");
+ $$.flags.q.pixel_interlock_unordered = 0;
+ }
+
+ if ($$.flags.q.pixel_interlock_ordered == 1 ||
+ $$.flags.q.sample_interlock_ordered == 1 ||
+ $$.flags.q.sample_interlock_unordered == 1) {
+ _mesa_glsl_error(& @1, state,
+ "only one interlock mode can be used at any "
+ "time.");
+ $$.flags.q.pixel_interlock_unordered = 0;
+ }
+
+ if (state->ctx->Multisample.Enabled) {
+ _mesa_glsl_error(& @1, state,
+ "pixel_interlock_unordered can only be used when "
+ "multisampling is disabled.");
+ $$.flags.q.pixel_interlock_unordered = 0;
+ }
+ }
+
+ if ($$.flags.q.sample_interlock_ordered == 1) {
+ if (state->stage != MESA_SHADER_FRAGMENT) {
+ _mesa_glsl_error(& @1, state,
+ "sample_interlock_ordered layout qualifier only "
+ "valid in fragment shaders.");
+ $$.flags.q.sample_interlock_ordered = 0;
+ }
+
+ if ($$.flags.q.pixel_interlock_ordered == 1 ||
+ $$.flags.q.pixel_interlock_unordered == 1 ||
+ $$.flags.q.sample_interlock_unordered == 1) {
+ _mesa_glsl_error(& @1, state,
+ "only one interlock mode can be used at any "
+ "time.");
+ $$.flags.q.sample_interlock_ordered = 0;
+ }
+
+ if (!state->ctx->Multisample.Enabled) {
+ _mesa_glsl_error(& @1, state,
+ "sample_interlock_ordered can only be used when "
+ "multisampling is enabled.");
+ $$.flags.q.sample_interlock_ordered = 0;
+ }
+ }
+
+ if ($$.flags.q.sample_interlock_unordered == 1) {
+ if (state->stage != MESA_SHADER_FRAGMENT) {
+ _mesa_glsl_error(& @1, state,
+ "sample_interlock_unordered layout qualifier only
"
+ "valid in fragment shaders.");
+ $$.flags.q.sample_interlock_unordered = 0;
+ }
+
+ if ($$.flags.q.pixel_interlock_ordered == 1 ||
+ $$.flags.q.pixel_interlock_unordered == 1 ||
+ $$.flags.q.sample_interlock_ordered == 1) {
+ _mesa_glsl_error(& @1, state,
+ "only one interlock mode can be used at any "
+ "time.");
+ $$.flags.q.sample_interlock_unordered = 0;
+ }
+
+ if (!state->ctx->Multisample.Enabled) {
+ _mesa_glsl_error(& @1, state,
+ "sample_interlock_unordered can only be used when
"
+ "multisampling is enabled.");
+ $$.flags.q.sample_interlock_unordered = 0;
+ }
+ }
+
/* Layout qualifiers for tessellation evaluation shaders. */
if (!$$.flags.i) {
static const struct {
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp
b/src/compiler/glsl/glsl_parser_extras.cpp
index eb12eff..68ebd5c 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -300,6 +300,10 @@ _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));
@@ -619,6 +623,7 @@ 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),
@@ -1720,6 +1725,10 @@ 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++) {
@@ -1841,6 +1850,10 @@ 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;
diff --git a/src/compiler/glsl/glsl_parser_extras.h
b/src/compiler/glsl/glsl_parser_extras.h
index 6c3bc8a..56218cc 100644
--- a/src/compiler/glsl/glsl_parser_extras.h
+++ b/src/compiler/glsl/glsl_parser_extras.h
@@ -616,6 +616,8 @@ 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;
@@ -810,6 +812,11 @@ 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;
/**
diff --git a/src/compiler/glsl/glsl_to_nir.cpp
b/src/compiler/glsl/glsl_to_nir.cpp
index 870d457..82b872c 100644
--- a/src/compiler/glsl/glsl_to_nir.cpp
+++ b/src/compiler/glsl/glsl_to_nir.cpp
@@ -734,6 +734,12 @@ nir_visitor::visit(ir_call *ir)
case ir_intrinsic_shader_clock:
op = nir_intrinsic_shader_clock;
break;
+ case ir_intrinsic_begin_invocation_interlock_ARB:
+ op = nir_intrinsic_begin_invocation_interlock_ARB;
+ break;
+ case ir_intrinsic_end_invocation_interlock_ARB:
+ op = nir_intrinsic_end_invocation_interlock_ARB;
+ break;
case ir_intrinsic_group_memory_barrier:
op = nir_intrinsic_group_memory_barrier;
break;
@@ -934,6 +940,12 @@ nir_visitor::visit(ir_call *ir)
instr->num_components = 2;
nir_builder_instr_insert(&b, &instr->instr);
break;
+ case nir_intrinsic_begin_invocation_interlock_ARB:
+ nir_builder_instr_insert(&b, &instr->instr);
+ break;
+ case nir_intrinsic_end_invocation_interlock_ARB:
+ 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();
diff --git a/src/compiler/glsl/ir.h b/src/compiler/glsl/ir.h
index d7a81c5..a404d00 100644
--- a/src/compiler/glsl/ir.h
+++ b/src/compiler/glsl/ir.h
@@ -1097,6 +1097,8 @@ enum ir_intrinsic_id {
ir_intrinsic_memory_barrier_buffer,
ir_intrinsic_memory_barrier_image,
ir_intrinsic_memory_barrier_shared,
+ ir_intrinsic_begin_invocation_interlock_ARB,
+ ir_intrinsic_end_invocation_interlock_ARB,
ir_intrinsic_shared_load,
ir_intrinsic_shared_store = MAKE_INTRINSIC_FOR_TYPE(store, shared),
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 7ace01d..f06eaf7 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1895,6 +1895,14 @@ 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;
}
diff --git a/src/compiler/nir/nir_intrinsics.h
b/src/compiler/nir/nir_intrinsics.h
index 3a519a7..82dac3d 100644
--- a/src/compiler/nir/nir_intrinsics.h
+++ b/src/compiler/nir/nir_intrinsics.h
@@ -104,6 +104,8 @@ BARRIER(memory_barrier_buffer)
BARRIER(memory_barrier_image)
BARRIER(memory_barrier_shared)
+BARRIER(begin_invocation_interlock_ARB)
+BARRIER(end_invocation_interlock_ARB)
/** A conditional discard, with a single boolean source. */
INTRINSIC(discard_if, 1, ARR(1), false, 0, 0, 0, xx, xx, xx, 0)
diff --git a/src/compiler/shader_info.h b/src/compiler/shader_info.h
index a670841..3d7282f 100644
--- a/src/compiler/shader_info.h
+++ b/src/compiler/shader_info.h
@@ -127,6 +127,11 @@ typedef struct shader_info {
bool post_depth_coverage;
+ 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;
diff --git a/src/mesa/main/extensions_table.h b/src/mesa/main/extensions_table.h
index d11cb0f..e64a88a 100644
--- a/src/mesa/main/extensions_table.h
+++ b/src/mesa/main/extensions_table.h
@@ -67,6 +67,7 @@ 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)
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index c4fab9d..608345d 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2558,6 +2558,10 @@ struct gl_shader
bool uses_gl_fragcoord;
bool PostDepthCoverage;
+ bool PixelInterlockOrdered;
+ bool PixelInterlockUnordered;
+ bool SampleInterlockOrdered;
+ bool SampleInterlockUnordered;
bool InnerCoverage;
/**
@@ -3967,6 +3971,7 @@ 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;
--
2.9.3
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev
--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev