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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