<li>GL_EXT_vertex_attrib_64bit on i965, nvc0, radeonsi.</li>
<li>GL_EXT_window_rectangles on radeonsi.</li>
<li>GL_KHR_texture_compression_astc_sliced_3d on radeonsi.</li>
-<li>GL_INTEL_fragment_shader_ordering on i965.</li>
<li>GL_NV_fragment_shader_interlock on i965.</li>
<li>EGL_EXT_device_base for all drivers.</li>
<li>EGL_EXT_device_drm for all drivers.</li>
return state->NV_fragment_shader_interlock_enable;
}
-static bool
-supports_intel_fragment_shader_ordering(const _mesa_glsl_parse_state *state)
-{
- return state->INTEL_fragment_shader_ordering_enable;
-}
-
static bool
shader_clock(const _mesa_glsl_parse_state *state)
{
supports_arb_fragment_shader_interlock,
ir_intrinsic_end_invocation_interlock), NULL);
- add_function("__intrinsic_begin_fragment_shader_ordering",
- _invocation_interlock_intrinsic(
- supports_intel_fragment_shader_ordering,
- ir_intrinsic_begin_fragment_shader_ordering), NULL);
-
add_function("__intrinsic_shader_clock",
_shader_clock_intrinsic(shader_clock,
glsl_type::uvec2_type),
supports_nv_fragment_shader_interlock),
NULL);
- add_function("beginFragmentShaderOrderingINTEL",
- _invocation_interlock(
- "__intrinsic_begin_fragment_shader_ordering",
- supports_intel_fragment_shader_ordering),
- NULL);
-
add_function("anyInvocationARB",
_vote("__intrinsic_vote_any", vote),
NULL);
EXT_AEP(EXT_texture_buffer),
EXT_AEP(EXT_texture_cube_map_array),
EXT(INTEL_conservative_rasterization),
- EXT(INTEL_fragment_shader_ordering),
EXT(INTEL_shader_atomic_float_minmax),
EXT(MESA_shader_integer_functions),
EXT(NV_fragment_shader_interlock),
bool EXT_texture_cube_map_array_warn;
bool INTEL_conservative_rasterization_enable;
bool INTEL_conservative_rasterization_warn;
- bool INTEL_fragment_shader_ordering_enable;
- bool INTEL_fragment_shader_ordering_warn;
bool INTEL_shader_atomic_float_minmax_enable;
bool INTEL_shader_atomic_float_minmax_warn;
bool MESA_shader_integer_functions_enable;
case ir_intrinsic_end_invocation_interlock:
op = nir_intrinsic_end_invocation_interlock;
break;
- case ir_intrinsic_begin_fragment_shader_ordering:
- op = nir_intrinsic_begin_fragment_shader_ordering;
- break;
case ir_intrinsic_group_memory_barrier:
op = nir_intrinsic_group_memory_barrier;
break;
case nir_intrinsic_end_invocation_interlock:
nir_builder_instr_insert(&b, &instr->instr);
break;
- case nir_intrinsic_begin_fragment_shader_ordering:
- nir_builder_instr_insert(&b, &instr->instr);
- break;
case nir_intrinsic_store_ssbo: {
exec_node *param = ir->actual_parameters.get_head();
ir_rvalue *block = ((ir_instruction *)param)->as_rvalue();
ir_intrinsic_memory_barrier_shared,
ir_intrinsic_begin_invocation_interlock,
ir_intrinsic_end_invocation_interlock,
- ir_intrinsic_begin_fragment_shader_ordering,
ir_intrinsic_vote_all,
ir_intrinsic_vote_any,
barrier("memory_barrier_shared")
barrier("begin_invocation_interlock")
barrier("end_invocation_interlock")
-barrier("begin_fragment_shader_ordering")
# A conditional discard, with a single boolean source.
intrinsic("discard_if", src_comp=[1])
break;
}
- case nir_intrinsic_begin_fragment_shader_ordering:
case nir_intrinsic_begin_invocation_interlock: {
const fs_builder ubld = bld.group(8, 0);
const fs_reg tmp = ubld.vgrf(BRW_REGISTER_TYPE_UD, 2);
ctx->Extensions.OES_primitive_bounding_box = true;
ctx->Extensions.OES_texture_buffer = true;
ctx->Extensions.ARB_fragment_shader_interlock = true;
- ctx->Extensions.INTEL_fragment_shader_ordering = true;
if (can_do_pipelined_register_writes(brw->screen)) {
ctx->Extensions.ARB_draw_indirect = true;
EXT(INGR_blend_func_separate , EXT_blend_func_separate , GLL, x , x , x , 1999)
EXT(INTEL_conservative_rasterization , INTEL_conservative_rasterization , x , GLC, x , 31, 2013)
-EXT(INTEL_fragment_shader_ordering , INTEL_fragment_shader_ordering , GLL, GLC, x , x , 2013)
EXT(INTEL_performance_query , INTEL_performance_query , GLL, GLC, x , ES2, 2013)
EXT(INTEL_shader_atomic_float_minmax , INTEL_shader_atomic_float_minmax , GLL, GLC, x , x , 2018)
GLboolean ATI_fragment_shader;
GLboolean GREMEDY_string_marker;
GLboolean INTEL_conservative_rasterization;
- GLboolean INTEL_fragment_shader_ordering;
GLboolean INTEL_performance_query;
GLboolean INTEL_shader_atomic_float_minmax;
GLboolean KHR_blend_equation_advanced;