[Mesa-dev] [PATCH 6/7] i965: ensure execution of fragment shader when fragment shader has atomic buffer access
Kenneth Graunke
kenneth at whitecape.org
Fri Apr 24 10:39:07 PDT 2015
On Friday, April 24, 2015 09:59:09 AM 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
> + */
> + if (brw->ctx.Shader._CurrentFragmentProgram!=NULL &&
> + brw->ctx.Shader._CurrentFragmentProgram->NumAtomicBuffers > 0) {
> + dw1 |= GEN7_WM_DISPATCH_ENABLE;
> + }
> +
Hi Kevin,
Checking brw->ctx.Shader._CurrentFragmentProgram != NULL is unnecessary.
There is always a valid pixel shader. (If the application is using
fixed-function, we supply a fragment shader for them.) Please drop
that check.
Also, this patch conflicts with Curro's ARB_image_load_store series - he
was also setting the UAV bits. We'll have to sort out which should land
first. Yours is smaller, but I think he did this in a more complete
manner...
> /* _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 &&
> + brw->ctx.Shader._CurrentFragmentProgram->NumAtomicBuffers > 0)
> + dw1 |= GEN8_PSX_SHADER_HAS_UAV;
> +
I thought that UAVs were essentially for Images...I'm not clear why this
is needed. Perhaps Curro can confirm one way or another.
> BEGIN_BATCH(2);
> OUT_BATCH(_3DSTATE_PS_EXTRA << 16 | (2 - 2));
> OUT_BATCH(dw1);
>
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