return state->ARB_shader_atomic_counter_ops_enable;
}
+static bool
+shader_ballot(const _mesa_glsl_parse_state *state)
+{
+ return state->ARB_shader_ballot_enable;
+}
+
static bool
shader_clock(const _mesa_glsl_parse_state *state)
{
ir_function_signature *_memory_barrier(const char *intrinsic_name,
builtin_available_predicate avail);
+ ir_function_signature *_ballot();
+ ir_function_signature *_read_first_invocation(const glsl_type *type);
+ ir_function_signature *_read_invocation(const glsl_type *type);
+
ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_shader_clock(builtin_available_predicate avail,
compute_shader),
NULL);
+ add_function("ballotARB", _ballot(), NULL);
+
+ add_function("readInvocationARB",
+ _read_invocation(glsl_type::float_type),
+ _read_invocation(glsl_type::vec2_type),
+ _read_invocation(glsl_type::vec3_type),
+ _read_invocation(glsl_type::vec4_type),
+
+ _read_invocation(glsl_type::int_type),
+ _read_invocation(glsl_type::ivec2_type),
+ _read_invocation(glsl_type::ivec3_type),
+ _read_invocation(glsl_type::ivec4_type),
+
+ _read_invocation(glsl_type::uint_type),
+ _read_invocation(glsl_type::uvec2_type),
+ _read_invocation(glsl_type::uvec3_type),
+ _read_invocation(glsl_type::uvec4_type),
+ NULL);
+
+ add_function("readFirstInvocationARB",
+ _read_first_invocation(glsl_type::float_type),
+ _read_first_invocation(glsl_type::vec2_type),
+ _read_first_invocation(glsl_type::vec3_type),
+ _read_first_invocation(glsl_type::vec4_type),
+
+ _read_first_invocation(glsl_type::int_type),
+ _read_first_invocation(glsl_type::ivec2_type),
+ _read_first_invocation(glsl_type::ivec3_type),
+ _read_first_invocation(glsl_type::ivec4_type),
+
+ _read_first_invocation(glsl_type::uint_type),
+ _read_first_invocation(glsl_type::uvec2_type),
+ _read_first_invocation(glsl_type::uvec3_type),
+ _read_first_invocation(glsl_type::uvec4_type),
+ NULL);
+
add_function("clock2x32ARB",
_shader_clock(shader_clock,
glsl_type::uvec2_type),
return sig;
}
+ir_function_signature *
+builtin_builder::_ballot()
+{
+ ir_variable *value = in_var(glsl_type::bool_type, "value");
+
+ MAKE_SIG(glsl_type::uint64_t_type, shader_ballot, 1, value);
+ body.emit(ret(expr(ir_unop_ballot, value)));
+ return sig;
+}
+
+ir_function_signature *
+builtin_builder::_read_first_invocation(const glsl_type *type)
+{
+ ir_variable *value = in_var(type, "value");
+
+ MAKE_SIG(type, shader_ballot, 1, value);
+ body.emit(ret(expr(ir_unop_read_first_invocation, value)));
+ return sig;
+}
+
+ir_function_signature *
+builtin_builder::_read_invocation(const glsl_type *type)
+{
+ ir_variable *value = in_var(type, "value");
+ ir_variable *invocation = in_var(glsl_type::uint_type, "invocation");
+
+ MAKE_SIG(type, shader_ballot, 2, value, invocation);
+ body.emit(ret(expr(ir_binop_read_invocation, value, invocation)));
+ return sig;
+}
+
ir_function_signature *
builtin_builder::_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type)