On Tuesday 26 November 2013, Francisco Jerez wrote:
> Fredrik Höglund <fred...@kde.org> writes:
> >[...]
> >> +}
> >> +
> >> +void GLAPIENTRY
> >> +_mesa_MemoryBarrier(GLbitfield barriers)
> >> +{
> >> +   GET_CURRENT_CONTEXT(ctx);
> >> +
> >> +   if (ctx->Driver.MemoryBarrier)
> >> +      ctx->Driver.MemoryBarrier(ctx, barriers);
> >> +}
> >
> > Is this the best place to implement this entry point?
> > It's not specific to ARB_shader_image_load_store.
> 
> Right.  It's also going to be used for shader storage blocks, which we
> don't support yet -- right now it's only going to have an effect on
> shader images, though I'm fine with moving the definition somewhere else
> now, if you have a better suggestion.  Any ideas?

And ARB_buffer_storage.

I think I would put it in texturebarrier.c and rename the file to
memorybarrier.c. _mesa_TextureBarrierNV can be changed to use
the same driver hook as _mesa_MemoryBarrier.

Fredrik

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