_mesa_set_add(state->vars_written, var);
state->buffers_written = true;
+ break;
case nir_intrinsic_memory_barrier:
state->buffer_barriers = true;
}
}
- nir_foreach_variable(var, &shader->uniforms)
+ nir_foreach_variable_with_modes(var, shader, nir_var_uniform |
+ nir_var_mem_ubo |
+ nir_var_mem_ssbo)
var_progress |= process_variable(&state, var);
nir_foreach_function(func, shader) {