[Mesa-dev] [PATCH 6/7] i965: ensure execution of fragment shader when fragment shader has atomic buffer access

Pohjolainen, Topi topi.pohjolainen at intel.com
Fri Apr 24 09:03:10 PDT 2015


On Fri, Apr 24, 2015 at 09:59:09AM +0300, kevin.rogovin at intel.com wrote:
> From: Kevin Rogovin <kevin.rogovin at intel.com>
> 
> Ensure that the GPU spawns the fragment shader thread for those
> fragment shaders with atomic buffer access. 
> 
> ---
>  src/mesa/drivers/dri/i965/gen7_wm_state.c | 7 +++++++
>  src/mesa/drivers/dri/i965/gen8_ps_state.c | 4 ++++
>  2 files changed, 11 insertions(+)
> 
> diff --git a/src/mesa/drivers/dri/i965/gen7_wm_state.c b/src/mesa/drivers/dri/i965/gen7_wm_state.c
> index 82e116c..fa04221 100644
> --- a/src/mesa/drivers/dri/i965/gen7_wm_state.c
> +++ b/src/mesa/drivers/dri/i965/gen7_wm_state.c
> @@ -77,6 +77,13 @@ upload_wm_state(struct brw_context *brw)
>        dw1 |= GEN7_WM_KILL_ENABLE;
>     }
>  
> +   /* pixel shader must run if it has side-effects
> +    */

One line comment style:

      /* pixel shader must run if it has side-effects */

> +   if (brw->ctx.Shader._CurrentFragmentProgram!=NULL &&

Add spaces around !=

> +       brw->ctx.Shader._CurrentFragmentProgram->NumAtomicBuffers > 0) {
> +     dw1 |= GEN7_WM_DISPATCH_ENABLE;
> +   }
> +
>     /* _NEW_BUFFERS | _NEW_COLOR */
>     if (brw_color_buffer_write_enabled(brw) || writes_depth ||
>         dw1 & GEN7_WM_KILL_ENABLE) {
> diff --git a/src/mesa/drivers/dri/i965/gen8_ps_state.c b/src/mesa/drivers/dri/i965/gen8_ps_state.c
> index 5f39e12..614bc9b 100644
> --- a/src/mesa/drivers/dri/i965/gen8_ps_state.c
> +++ b/src/mesa/drivers/dri/i965/gen8_ps_state.c
> @@ -62,6 +62,10 @@ upload_ps_extra(struct brw_context *brw)
>     if (prog_data->uses_omask)
>        dw1 |= GEN8_PSX_OMASK_TO_RENDER_TARGET;
>  
> +   if (brw->ctx.Shader._CurrentFragmentProgram!=NULL &&

Same here.

I'll check with Jordan and others. I have a faint recollection that
compute shaders have similar needs. I think your change is fine though, I
just want to understand the bigger picture first.

> +       brw->ctx.Shader._CurrentFragmentProgram->NumAtomicBuffers > 0)
> +      dw1 |= GEN8_PSX_SHADER_HAS_UAV;
> +
>     BEGIN_BATCH(2);
>     OUT_BATCH(_3DSTATE_PS_EXTRA << 16 | (2 - 2));
>     OUT_BATCH(dw1);
> -- 
> 1.9.1
> 
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