Adds suppport for INTEL_fragment_shader_ordering. We achieve
the fragment ordering by using the same instruction as for
beginInvocationInterlockARB() which is by issuing a memory
fence via sendc.
Signed-off-by: Kevin Rogovin <kevin.rogovin@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
<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>
</ul>
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;