[Mesa-dev] [PATCH v3 1/3] glsl: Add new barrier functions for compute shaders
Francisco Jerez
currojerez at riseup.net
Fri Nov 6 02:26:35 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)
>
> v3:
> * Instead of add_memory_barrier_function, add an intrinsic_name
> parameter to _memory_barrier (curro)
>
> Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
> Cc: Francisco Jerez <currojerez at riseup.net>
Reviewed-by: Francisco Jerez <currojerez at riseup.net>
> ---
> src/glsl/builtin_functions.cpp | 55 +++++++++++++++++++++++++++++++++++++-----
> 1 file changed, 49 insertions(+), 6 deletions(-)
>
> diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
> index 509a57b..1349444 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;
> }
>
> @@ -785,8 +791,8 @@ private:
>
> ir_function_signature *_memory_barrier_intrinsic(
> builtin_available_predicate avail);
> - ir_function_signature *_memory_barrier(
> - builtin_available_predicate avail);
> + ir_function_signature *_memory_barrier(const char *intrinsic_name,
> + builtin_available_predicate avail);
>
> ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
> const glsl_type *type);
> @@ -963,6 +969,21 @@ 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,
> @@ -2754,7 +2775,28 @@ builtin_builder::create_builtins()
> add_image_functions(true);
>
> add_function("memoryBarrier",
> - _memory_barrier(shader_image_load_store),
> + _memory_barrier("__intrinsic_memory_barrier",
> + shader_image_load_store),
> + NULL);
> + add_function("groupMemoryBarrier",
> + _memory_barrier("__intrinsic_group_memory_barrier",
> + compute_shader),
> + NULL);
> + add_function("memoryBarrierAtomicCounter",
> + _memory_barrier("__intrinsic_memory_barrier_atomic_counter",
> + compute_shader),
> + NULL);
> + add_function("memoryBarrierBuffer",
> + _memory_barrier("__intrinsic_memory_barrier_buffer",
> + compute_shader),
> + NULL);
> + add_function("memoryBarrierImage",
> + _memory_barrier("__intrinsic_memory_barrier_image",
> + compute_shader),
> + NULL);
> + add_function("memoryBarrierShared",
> + _memory_barrier("__intrinsic_memory_barrier_shared",
> + compute_shader),
> NULL);
>
> add_function("clock2x32ARB",
> @@ -5264,10 +5306,11 @@ builtin_builder::_memory_barrier_intrinsic(builtin_available_predicate avail)
> }
>
> ir_function_signature *
> -builtin_builder::_memory_barrier(builtin_available_predicate avail)
> +builtin_builder::_memory_barrier(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;
> }
> --
> 2.6.2
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