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haxwell's Issues

Help with INTEL_fragment_shader_ordering functions impact on shader assembly..

Hi,
it's not an issue per se but I'm trying to understant how to implement INTEL_fragment_shader_ordering or ARB_fragment_shader_interlock in Mesa and have a hard time deciphering Intel GFX docs..
your project would be nice to check a simple shader using "beginInvocationInterlockARB() and endInvocationInterlockARB() that delimit a critical section of fragment shader code" how it affects assembly code..
unfortunately as I have a Skylake iGPU can't get use project to test this idea..
can you please check if Haxwell supports disassembly and providing dissassembly of a simple fragment shader like this one from G-truc:
(and then commeting the begin() end() functions and comparing assembly)

#version 430 core
#extension GL_INTEL_fragment_shader_ordering : enable

#define DIFFUSE     0

precision highp float;
precision highp int;
layout(std140, column_major) uniform;

in vec4 gl_FragCoord;

in block
{
    vec2 Texcoord;
} In;

layout(binding = DIFFUSE) uniform sampler2D Diffuse;
layout(binding = 0, rgba8) uniform coherent image2D Attachment;

void main()
{
    beginFragmentShaderOrderingINTEL();
    vec4 FramebufferColor = imageLoad(Attachment, ivec2(gl_FragCoord.xy));
    vec4 TextureColor = texture(Diffuse, In.Texcoord.st);
    imageStore(Attachment, ivec2(gl_FragCoord.xy), TextureColor * 0.75 + FramebufferColor * 0.25);
    endFragmentShaderOrderingINTEL();

} 

thanks..

support using Intel ShaderAnalyzer..?

Hi,
now that Intel ShaderAnalyzer is released, in case it added suppor for OpenGL ISA dumps this project could use it for easier extraction and using IGA could be used for assembling even graphic shaders not only compute.. any plans to enhance it..
I opened request for OpenGL Vulkan support on IntelShaderAnalyzer
GameTechDev/IntelShaderAnalyzer#1

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