[Mesa-dev] [PATCH v2 1/3] glsl: Add new barrier functions for compute shaders

Francisco Jerez currojerez at riseup.net
Thu Nov 5 06:07:02 PST 2015


Jordan Justen <jordan.l.justen at intel.com> writes:

> When these functions are called in GLSL code, we create an intrinsic
> function call:
>
>  * groupMemoryBarrier => __intrinsic_group_memory_barrier
>  * memoryBarrierAtomicCounter => __intrinsic_memory_barrier_atomic_counter
>  * memoryBarrierBuffer => __intrinsic_memory_barrier_buffer
>  * memoryBarrierImage => __intrinsic_memory_barrier_image
>  * memoryBarrierShared => __intrinsic_memory_barrier_shared
>
> v2:
>  * Consolidate with memoryBarrier function/intrinsic creation (curro)
>
> Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
> ---
>  src/glsl/builtin_functions.cpp | 58 +++++++++++++++++++++++++++++++++++-------
>  1 file changed, 49 insertions(+), 9 deletions(-)
>
> diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
> index 509a57b..21ae5ce 100644
> --- a/src/glsl/builtin_functions.cpp
> +++ b/src/glsl/builtin_functions.cpp
> @@ -459,9 +459,15 @@ fp64(const _mesa_glsl_parse_state *state)
>  }
>  
>  static bool
> +compute_shader(const _mesa_glsl_parse_state *state)
> +{
> +   return state->stage == MESA_SHADER_COMPUTE;
> +}
> +
> +static bool
>  barrier_supported(const _mesa_glsl_parse_state *state)
>  {
> -   return state->stage == MESA_SHADER_COMPUTE ||
> +   return compute_shader(state) ||
>            state->stage == MESA_SHADER_TESS_CTRL;
>  }
>  
> @@ -785,7 +791,9 @@ private:
>  
>     ir_function_signature *_memory_barrier_intrinsic(
>        builtin_available_predicate avail);
> -   ir_function_signature *_memory_barrier(
> +   void add_memory_barrier_function(
> +      const char *function_name,
> +      const char *intrinsic_name,
>        builtin_available_predicate avail);
>  
Do we need a separate add_*_function() method for these?  The most
consistent with the other builtin builder code would be to have a
_memory_barrier() method to construct the ir_function_signature given
the name of the intrinsic to call and an availability predicate, and
then pass it to the usual add_function() method, kind of like you did in
your v1.  Admittedly image load/store/atomic built-ins use a separate
add_image_function() for this because they need such a ridiculous amount
of overloads -- But that's the exception rather than the rule.

>     ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
> @@ -963,6 +971,21 @@ builtin_builder::create_intrinsics()
>     add_function("__intrinsic_memory_barrier",
>                  _memory_barrier_intrinsic(shader_image_load_store),
>                  NULL);
> +   add_function("__intrinsic_group_memory_barrier",
> +                _memory_barrier_intrinsic(compute_shader),
> +                NULL);
> +   add_function("__intrinsic_memory_barrier_atomic_counter",
> +                _memory_barrier_intrinsic(compute_shader),
> +                NULL);
> +   add_function("__intrinsic_memory_barrier_buffer",
> +                _memory_barrier_intrinsic(compute_shader),
> +                NULL);
> +   add_function("__intrinsic_memory_barrier_image",
> +                _memory_barrier_intrinsic(compute_shader),
> +                NULL);
> +   add_function("__intrinsic_memory_barrier_shared",
> +                _memory_barrier_intrinsic(compute_shader),
> +                NULL);
>  
>     add_function("__intrinsic_shader_clock",
>                  _shader_clock_intrinsic(shader_clock,
> @@ -2753,9 +2776,24 @@ builtin_builder::create_builtins()
>  
>     add_image_functions(true);
>  
> -   add_function("memoryBarrier",
> -                _memory_barrier(shader_image_load_store),
> -                NULL);
> +   add_memory_barrier_function("memoryBarrier",
> +                               "__intrinsic_memory_barrier",
> +                               shader_image_load_store);
> +   add_memory_barrier_function("groupMemoryBarrier",
> +                               "__intrinsic_group_memory_barrier",
> +                               compute_shader);
> +   add_memory_barrier_function("memoryBarrierAtomicCounter",
> +                               "__intrinsic_memory_barrier_atomic_counter",
> +                               compute_shader);
> +   add_memory_barrier_function("memoryBarrierBuffer",
> +                               "__intrinsic_memory_barrier_buffer",
> +                               compute_shader);
> +   add_memory_barrier_function("memoryBarrierImage",
> +                               "__intrinsic_memory_barrier_image",
> +                               compute_shader);
> +   add_memory_barrier_function("memoryBarrierShared",
> +                               "__intrinsic_memory_barrier_shared",
> +                               compute_shader);
>  
>     add_function("clock2x32ARB",
>                  _shader_clock(shader_clock,
> @@ -5263,13 +5301,15 @@ builtin_builder::_memory_barrier_intrinsic(builtin_available_predicate avail)
>     return sig;
>  }
>  
> -ir_function_signature *
> -builtin_builder::_memory_barrier(builtin_available_predicate avail)
> +void
> +builtin_builder::add_memory_barrier_function(const char *function_name,
> +                                             const char *intrinsic_name,
> +                                             builtin_available_predicate avail)
>  {
>     MAKE_SIG(glsl_type::void_type, avail, 0);
> -   body.emit(call(shader->symbols->get_function("__intrinsic_memory_barrier"),
> +   body.emit(call(shader->symbols->get_function(intrinsic_name),
>                    NULL, sig->parameters));
> -   return sig;
> +   add_function(function_name, sig, NULL);
>  }
>  
>  ir_function_signature *
> -- 
> 2.6.2
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