break;
}
+ case nir_intrinsic_group_memory_barrier:
+ case nir_intrinsic_memory_barrier_shared:
case nir_intrinsic_memory_barrier_atomic_counter:
case nir_intrinsic_memory_barrier_buffer:
case nir_intrinsic_memory_barrier_image:
break;
}
- case nir_intrinsic_group_memory_barrier:
- case nir_intrinsic_memory_barrier_shared:
- /* We treat these workgroup-level barriers as no-ops. This should be
- * safe at present and as long as:
- *
- * - Memory access instructions are not subsequently reordered by the
- * compiler back-end.
- *
- * - All threads from a given compute shader workgroup fit within a
- * single subslice and therefore talk to the same HDC shared unit
- * what supposedly guarantees ordering and coherency between threads
- * from the same workgroup. This may change in the future when we
- * start splitting workgroups across multiple subslices.
- *
- * - The context is not in fault-and-stream mode, which could cause
- * memory transactions (including to SLM) prior to the barrier to be
- * replayed after the barrier if a pagefault occurs. This shouldn't
- * be a problem up to and including SKL because fault-and-stream is
- * not usable due to hardware issues, but that's likely to change in
- * the future.
- */
- break;
-
case nir_intrinsic_shader_clock: {
/* We cannot do anything if there is an event, so ignore it for now */
const fs_reg shader_clock = get_timestamp(bld);