void
nir_visitor::visit(ir_barrier *)
{
+ if (shader->info.stage == MESA_SHADER_COMPUTE) {
+ nir_intrinsic_instr *shared_barrier =
+ nir_intrinsic_instr_create(this->shader,
+ nir_intrinsic_memory_barrier_shared);
+ nir_builder_instr_insert(&b, &shared_barrier->instr);
+ } else if (shader->info.stage == MESA_SHADER_TESS_CTRL) {
+ nir_intrinsic_instr *patch_barrier =
+ nir_intrinsic_instr_create(this->shader,
+ nir_intrinsic_memory_barrier_tcs_patch);
+ nir_builder_instr_insert(&b, &patch_barrier->instr);
+ }
+
nir_intrinsic_instr *instr =
nir_intrinsic_instr_create(this->shader, nir_intrinsic_barrier);
nir_builder_instr_insert(&b, &instr->instr);