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authorKevin Rogovin <[email protected]>2018-08-27 09:54:23 +0300
committerPlamena Manolova <[email protected]>2018-08-28 17:15:10 +0300
commit119435c8778dd26cb7c8bcde9f04b3982239fe60 (patch)
tree32ed0cc9c1fb30d72144be49574504632548d8cc /src/compiler/glsl/ir.h
parent1b0df8a46020cc88afeaa4decb42a782ab168afb (diff)
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 <[email protected]> Reviewed-by: Plamena Manolova <[email protected]>
Diffstat (limited to 'src/compiler/glsl/ir.h')
-rw-r--r--src/compiler/glsl/ir.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/compiler/glsl/ir.h b/src/compiler/glsl/ir.h
index d05d1998a50..f478b29a6b5 100644
--- a/src/compiler/glsl/ir.h
+++ b/src/compiler/glsl/ir.h
@@ -1122,6 +1122,7 @@ enum ir_intrinsic_id {
ir_intrinsic_memory_barrier_shared,
ir_intrinsic_begin_invocation_interlock,
ir_intrinsic_end_invocation_interlock,
+ ir_intrinsic_begin_fragment_shader_ordering,
ir_intrinsic_vote_all,
ir_intrinsic_vote_any,