Jordan Justen <[email protected]> writes: > On 2015-11-05 06:07:02, Francisco Jerez wrote: >> Jordan Justen <[email protected]> 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) >> > >> > Signed-off-by: Jordan Justen <[email protected]> >> > --- >> > src/glsl/builtin_functions.cpp | 58 >> > +++++++++++++++++++++++++++++++++++------- >> > 1 file changed, 49 insertions(+), 9 deletions(-) >> > >> > diff --git a/src/glsl/builtin_functions.cpp >> > b/src/glsl/builtin_functions.cpp >> > index 509a57b..21ae5ce 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; >> > } >> > >> > @@ -785,7 +791,9 @@ private: >> > >> > ir_function_signature *_memory_barrier_intrinsic( >> > builtin_available_predicate avail); >> > - ir_function_signature *_memory_barrier( >> > + void add_memory_barrier_function( >> > + const char *function_name, >> > + const char *intrinsic_name, >> > builtin_available_predicate avail); >> > >> Do we need a separate add_*_function() method for these? The most >> consistent with the other builtin builder code would be to have a >> _memory_barrier() method to construct the ir_function_signature given >> the name of the intrinsic to call and an availability predicate, and >> then pass it to the usual add_function() method, kind of like you did in >> your v1. Admittedly image load/store/atomic built-ins use a separate >> add_image_function() for this because they need such a ridiculous amount >> of overloads -- But that's the exception rather than the rule. > > So, add the intrinsic name to lookup to _memory_barrier? > > Like this? > > add_function("memoryBarrierAtomicCounter", > _memory_barrier("__intrinsic_memory_barrier_atomic_counter", > compute_shader), > NULL); >
Yeah, I think that's the idiom used for all other built-ins generated in
this file, except image load/store/atomic.
> I thought add_memory_barrier_function looked a little better, but
> either is fine with me.
>
*Shrug*, I don't have a strong preference either, but in doubt would go
for the most consistent approach rather than the most convenient. ;)
> -Jordan
>
>>
>> > ir_function_signature
>> > *_shader_clock_intrinsic(builtin_available_predicate avail,
>> > @@ -963,6 +971,21 @@ 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,
>> > @@ -2753,9 +2776,24 @@ builtin_builder::create_builtins()
>> >
>> > add_image_functions(true);
>> >
>> > - add_function("memoryBarrier",
>> > - _memory_barrier(shader_image_load_store),
>> > - NULL);
>> > + add_memory_barrier_function("memoryBarrier",
>> > + "__intrinsic_memory_barrier",
>> > + shader_image_load_store);
>> > + add_memory_barrier_function("groupMemoryBarrier",
>> > + "__intrinsic_group_memory_barrier",
>> > + compute_shader);
>> > + add_memory_barrier_function("memoryBarrierAtomicCounter",
>> > +
>> > "__intrinsic_memory_barrier_atomic_counter",
>> > + compute_shader);
>> > + add_memory_barrier_function("memoryBarrierBuffer",
>> > + "__intrinsic_memory_barrier_buffer",
>> > + compute_shader);
>> > + add_memory_barrier_function("memoryBarrierImage",
>> > + "__intrinsic_memory_barrier_image",
>> > + compute_shader);
>> > + add_memory_barrier_function("memoryBarrierShared",
>> > + "__intrinsic_memory_barrier_shared",
>> > + compute_shader);
>> >
>> > add_function("clock2x32ARB",
>> > _shader_clock(shader_clock,
>> > @@ -5263,13 +5301,15 @@
>> > builtin_builder::_memory_barrier_intrinsic(builtin_available_predicate
>> > avail)
>> > return sig;
>> > }
>> >
>> > -ir_function_signature *
>> > -builtin_builder::_memory_barrier(builtin_available_predicate avail)
>> > +void
>> > +builtin_builder::add_memory_barrier_function(const char *function_name,
>> > + 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;
>> > + add_function(function_name, sig, NULL);
>> > }
>> >
>> > ir_function_signature *
>> > --
>> > 2.6.2
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