From: Kevin Rogovin Date: Mon, 27 Aug 2018 06:54:24 +0000 (+0300) Subject: i965: Add INTEL_fragment_shader_ordering support. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=03ecec9ed2099f6e2b62994b33dc948dc731e7b8;p=mesa.git i965: Add INTEL_fragment_shader_ordering support. 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 Reviewed-by: Plamena Manolova --- diff --git a/docs/relnotes/18.3.0.html b/docs/relnotes/18.3.0.html index afcb0448177..71fb41ca86f 100644 --- a/docs/relnotes/18.3.0.html +++ b/docs/relnotes/18.3.0.html @@ -59,6 +59,7 @@ Note: some of the new features are only available with certain drivers.
  • GL_EXT_vertex_attrib_64bit on i965, nvc0, radeonsi.
  • GL_EXT_window_rectangles on radeonsi.
  • GL_KHR_texture_compression_astc_sliced_3d on radeonsi.
  • +
  • GL_INTEL_fragment_shader_ordering on i965.
  • GL_NV_fragment_shader_interlock on i965.
  • diff --git a/src/intel/compiler/brw_fs_nir.cpp b/src/intel/compiler/brw_fs_nir.cpp index 9c9df5ac09f..62bff2a323a 100644 --- a/src/intel/compiler/brw_fs_nir.cpp +++ b/src/intel/compiler/brw_fs_nir.cpp @@ -4836,6 +4836,7 @@ fs_visitor::nir_emit_intrinsic(const fs_builder &bld, nir_intrinsic_instr *instr 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); diff --git a/src/mesa/drivers/dri/i965/intel_extensions.c b/src/mesa/drivers/dri/i965/intel_extensions.c index 0b137664b0d..1ea8594c348 100644 --- a/src/mesa/drivers/dri/i965/intel_extensions.c +++ b/src/mesa/drivers/dri/i965/intel_extensions.c @@ -247,6 +247,7 @@ intelInitExtensions(struct gl_context *ctx) 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;