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author | Kevin Rogovin <[email protected]> | 2018-08-27 09:54:23 +0300 |
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committer | Plamena Manolova <[email protected]> | 2018-08-28 17:15:10 +0300 |
commit | 119435c8778dd26cb7c8bcde9f04b3982239fe60 (patch) | |
tree | 32ed0cc9c1fb30d72144be49574504632548d8cc /src/compiler/glsl/opt_if_simplification.cpp | |
parent | 1b0df8a46020cc88afeaa4decb42a782ab168afb (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/opt_if_simplification.cpp')
0 files changed, 0 insertions, 0 deletions