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?

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