[Mesa-dev] [PATCH v3 (part2) 35/56] glsl: Add atomic functions from ARB_shader_storage_buffer_object

Iago Toral Quiroga itoral at igalia.com
Tue Jul 14 00:46:37 PDT 2015


---
 src/glsl/builtin_functions.cpp | 185 +++++++++++++++++++++++++++++++++++++++++
 1 file changed, 185 insertions(+)

diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index 4ba6d6f..c8ecefe 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -386,6 +386,12 @@ shader_atomic_counters(const _mesa_glsl_parse_state *state)
 }
 
 static bool
+shader_storage_buffer_object(const _mesa_glsl_parse_state *state)
+{
+   return state->ARB_shader_storage_buffer_object_enable;
+}
+
+static bool
 shader_trinary_minmax(const _mesa_glsl_parse_state *state)
 {
    return state->AMD_shader_trinary_minmax_enable;
@@ -700,6 +706,17 @@ private:
    ir_function_signature *_atomic_counter_op(const char *intrinsic,
                                              builtin_available_predicate avail);
 
+   ir_function_signature *_atomic_ssbo_intrinsic2(builtin_available_predicate avail,
+                                                  const glsl_type *type);
+   ir_function_signature *_atomic_ssbo_op2(const char *intrinsic,
+                                           builtin_available_predicate avail,
+                                           const glsl_type *type);
+   ir_function_signature *_atomic_ssbo_intrinsic3(builtin_available_predicate avail,
+                                                  const glsl_type *type);
+   ir_function_signature *_atomic_ssbo_op3(const char *intrinsic,
+                                           builtin_available_predicate avail,
+                                           const glsl_type *type);
+
    B1(min3)
    B1(max3)
    B1(mid3)
@@ -834,6 +851,55 @@ builtin_builder::create_intrinsics()
                 _atomic_counter_intrinsic(shader_atomic_counters),
                 NULL);
 
+   add_function("__intrinsic_ssbo_atomic_add",
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::uint_type),
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::int_type),
+                NULL);
+   add_function("__intrinsic_ssbo_atomic_min",
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::uint_type),
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::int_type),
+                NULL);
+   add_function("__intrinsic_ssbo_atomic_max",
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::uint_type),
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::int_type),
+                NULL);
+   add_function("__intrinsic_ssbo_atomic_and",
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::uint_type),
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::int_type),
+                NULL);
+   add_function("__intrinsic_ssbo_atomic_or",
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::uint_type),
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::int_type),
+                NULL);
+   add_function("__intrinsic_ssbo_atomic_xor",
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::uint_type),
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::int_type),
+                NULL);
+   add_function("__intrinsic_ssbo_atomic_exchange",
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::uint_type),
+                _atomic_ssbo_intrinsic2(shader_storage_buffer_object,
+                                        glsl_type::int_type),
+                NULL);
+   add_function("__intrinsic_ssbo_atomic_comp_swap",
+                _atomic_ssbo_intrinsic3(shader_storage_buffer_object,
+                                        glsl_type::uint_type),
+                _atomic_ssbo_intrinsic3(shader_storage_buffer_object,
+                                        glsl_type::int_type),
+                NULL);
+
    add_image_functions(false);
 
    add_function("__intrinsic_memory_barrier",
@@ -2459,6 +2525,71 @@ builtin_builder::create_builtins()
                                    shader_atomic_counters),
                 NULL);
 
+   add_function("atomicAdd",
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_add",
+                                 shader_storage_buffer_object,
+                                 glsl_type::uint_type),
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_add",
+                                 shader_storage_buffer_object,
+                                 glsl_type::int_type),
+                NULL);
+   add_function("atomicMin",
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_min",
+                                 shader_storage_buffer_object,
+                                 glsl_type::uint_type),
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_min",
+                                 shader_storage_buffer_object,
+                                 glsl_type::int_type),
+                NULL);
+   add_function("atomicMax",
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_max",
+                                 shader_storage_buffer_object,
+                                 glsl_type::uint_type),
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_max",
+                                 shader_storage_buffer_object,
+                                 glsl_type::int_type),
+                NULL);
+   add_function("atomicAnd",
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_and",
+                                 shader_storage_buffer_object,
+                                 glsl_type::uint_type),
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_and",
+                                 shader_storage_buffer_object,
+                                 glsl_type::int_type),
+                NULL);
+   add_function("atomicOr",
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_or",
+                                 shader_storage_buffer_object,
+                                 glsl_type::uint_type),
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_or",
+                                 shader_storage_buffer_object,
+                                 glsl_type::int_type),
+                NULL);
+   add_function("atomicXor",
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_xor",
+                                 shader_storage_buffer_object,
+                                 glsl_type::uint_type),
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_xor",
+                                 shader_storage_buffer_object,
+                                 glsl_type::int_type),
+                NULL);
+   add_function("atomicExchange",
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_exchange",
+                                 shader_storage_buffer_object,
+                                 glsl_type::uint_type),
+                _atomic_ssbo_op2("__intrinsic_ssbo_atomic_exchange",
+                                 shader_storage_buffer_object,
+                                 glsl_type::int_type),
+                NULL);
+   add_function("atomicCompSwap",
+                _atomic_ssbo_op3("__intrinsic_ssbo_atomic_comp_swap",
+                                 shader_storage_buffer_object,
+                                 glsl_type::uint_type),
+                _atomic_ssbo_op3("__intrinsic_ssbo_atomic_comp_swap",
+                                 shader_storage_buffer_object,
+                                 glsl_type::int_type),
+                NULL);
+
    add_function("min3",
                 _min3(glsl_type::float_type),
                 _min3(glsl_type::vec2_type),
@@ -4714,6 +4845,27 @@ builtin_builder::_atomic_counter_intrinsic(builtin_available_predicate avail)
 }
 
 ir_function_signature *
+builtin_builder::_atomic_ssbo_intrinsic2(builtin_available_predicate avail,
+                                         const glsl_type *type)
+{
+   ir_variable *atomic = in_var(type, "atomic");
+   ir_variable *data = in_var(type, "data");
+   MAKE_INTRINSIC(type, avail, 2, atomic, data);
+   return sig;
+}
+
+ir_function_signature *
+builtin_builder::_atomic_ssbo_intrinsic3(builtin_available_predicate avail,
+                                         const glsl_type *type)
+{
+   ir_variable *atomic = in_var(type, "atomic");
+   ir_variable *data1 = in_var(type, "data1");
+   ir_variable *data2 = in_var(type, "data2");
+   MAKE_INTRINSIC(type, avail, 3, atomic, data1, data2);
+   return sig;
+}
+
+ir_function_signature *
 builtin_builder::_atomic_counter_op(const char *intrinsic,
                                     builtin_available_predicate avail)
 {
@@ -4728,6 +4880,39 @@ builtin_builder::_atomic_counter_op(const char *intrinsic,
 }
 
 ir_function_signature *
+builtin_builder::_atomic_ssbo_op2(const char *intrinsic,
+                                  builtin_available_predicate avail,
+                                  const glsl_type *type)
+{
+   ir_variable *atomic = in_var(type, "atomic_var");
+   ir_variable *data = in_var(type, "atomic_data");
+   MAKE_SIG(type, avail, 2, atomic, data);
+
+   ir_variable *retval = body.make_temp(type, "atomic_retval");
+   body.emit(call(shader->symbols->get_function(intrinsic), retval,
+                  sig->parameters));
+   body.emit(ret(retval));
+   return sig;
+}
+
+ir_function_signature *
+builtin_builder::_atomic_ssbo_op3(const char *intrinsic,
+                                  builtin_available_predicate avail,
+                                  const glsl_type *type)
+{
+   ir_variable *atomic = in_var(type, "atomic_var");
+   ir_variable *data1 = in_var(type, "atomic_data1");
+   ir_variable *data2 = in_var(type, "atomic_data2");
+   MAKE_SIG(type, avail, 3, atomic, data1, data2);
+
+   ir_variable *retval = body.make_temp(type, "atomic_retval");
+   body.emit(call(shader->symbols->get_function(intrinsic), retval,
+                  sig->parameters));
+   body.emit(ret(retval));
+   return sig;
+}
+
+ir_function_signature *
 builtin_builder::_min3(const glsl_type *type)
 {
    ir_variable *x = in_var(type, "x");
-- 
1.9.1



More information about the mesa-dev mailing list