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authorJordan Justen <[email protected]>2015-10-09 14:16:05 -0700
committerJordan Justen <[email protected]>2015-11-06 13:14:44 -0800
commit91f188710ad8dce79936c5d28fd7b9a91b6d870a (patch)
tree20363dcfe9e086fef266741528490b3647ae0306
parent6bad554d98004e6c8ab46e8cbe73f3b3024e55c5 (diff)
glsl: Add new barrier functions for compute shaders
When these functions are called in GLSL code, we create an intrinsic function call: * groupMemoryBarrier => __intrinsic_group_memory_barrier * memoryBarrierAtomicCounter => __intrinsic_memory_barrier_atomic_counter * memoryBarrierBuffer => __intrinsic_memory_barrier_buffer * memoryBarrierImage => __intrinsic_memory_barrier_image * memoryBarrierShared => __intrinsic_memory_barrier_shared v2: * Consolidate with memoryBarrier function/intrinsic creation (curro) v3: * Instead of add_memory_barrier_function, add an intrinsic_name parameter to _memory_barrier (curro) Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
-rw-r--r--src/glsl/builtin_functions.cpp55
1 files changed, 49 insertions, 6 deletions
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index 509a57b8813..13494446b59 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -459,9 +459,15 @@ fp64(const _mesa_glsl_parse_state *state)
}
static bool
+compute_shader(const _mesa_glsl_parse_state *state)
+{
+ return state->stage == MESA_SHADER_COMPUTE;
+}
+
+static bool
barrier_supported(const _mesa_glsl_parse_state *state)
{
- return state->stage == MESA_SHADER_COMPUTE ||
+ return compute_shader(state) ||
state->stage == MESA_SHADER_TESS_CTRL;
}
@@ -785,8 +791,8 @@ private:
ir_function_signature *_memory_barrier_intrinsic(
builtin_available_predicate avail);
- ir_function_signature *_memory_barrier(
- builtin_available_predicate avail);
+ ir_function_signature *_memory_barrier(const char *intrinsic_name,
+ builtin_available_predicate avail);
ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type);
@@ -963,6 +969,21 @@ builtin_builder::create_intrinsics()
add_function("__intrinsic_memory_barrier",
_memory_barrier_intrinsic(shader_image_load_store),
NULL);
+ add_function("__intrinsic_group_memory_barrier",
+ _memory_barrier_intrinsic(compute_shader),
+ NULL);
+ add_function("__intrinsic_memory_barrier_atomic_counter",
+ _memory_barrier_intrinsic(compute_shader),
+ NULL);
+ add_function("__intrinsic_memory_barrier_buffer",
+ _memory_barrier_intrinsic(compute_shader),
+ NULL);
+ add_function("__intrinsic_memory_barrier_image",
+ _memory_barrier_intrinsic(compute_shader),
+ NULL);
+ add_function("__intrinsic_memory_barrier_shared",
+ _memory_barrier_intrinsic(compute_shader),
+ NULL);
add_function("__intrinsic_shader_clock",
_shader_clock_intrinsic(shader_clock,
@@ -2754,7 +2775,28 @@ builtin_builder::create_builtins()
add_image_functions(true);
add_function("memoryBarrier",
- _memory_barrier(shader_image_load_store),
+ _memory_barrier("__intrinsic_memory_barrier",
+ shader_image_load_store),
+ NULL);
+ add_function("groupMemoryBarrier",
+ _memory_barrier("__intrinsic_group_memory_barrier",
+ compute_shader),
+ NULL);
+ add_function("memoryBarrierAtomicCounter",
+ _memory_barrier("__intrinsic_memory_barrier_atomic_counter",
+ compute_shader),
+ NULL);
+ add_function("memoryBarrierBuffer",
+ _memory_barrier("__intrinsic_memory_barrier_buffer",
+ compute_shader),
+ NULL);
+ add_function("memoryBarrierImage",
+ _memory_barrier("__intrinsic_memory_barrier_image",
+ compute_shader),
+ NULL);
+ add_function("memoryBarrierShared",
+ _memory_barrier("__intrinsic_memory_barrier_shared",
+ compute_shader),
NULL);
add_function("clock2x32ARB",
@@ -5264,10 +5306,11 @@ builtin_builder::_memory_barrier_intrinsic(builtin_available_predicate avail)
}
ir_function_signature *
-builtin_builder::_memory_barrier(builtin_available_predicate avail)
+builtin_builder::_memory_barrier(const char *intrinsic_name,
+ builtin_available_predicate avail)
{
MAKE_SIG(glsl_type::void_type, avail, 0);
- body.emit(call(shader->symbols->get_function("__intrinsic_memory_barrier"),
+ body.emit(call(shader->symbols->get_function(intrinsic_name),
NULL, sig->parameters));
return sig;
}