}
static void
-brw_blend_barrier(struct gl_context *ctx)
+brw_framebuffer_fetch_barrier(struct gl_context *ctx)
{
struct brw_context *brw = brw_context(ctx);
const struct gen_device_info *devinfo = &brw->screen->devinfo;
functions->LinkShader = brw_link_shader;
functions->MemoryBarrier = brw_memory_barrier;
- functions->BlendBarrier = brw_blend_barrier;
+ functions->FramebufferFetchBarrier = brw_framebuffer_fetch_barrier;
}
struct shader_times {
return;
}
- ctx->Driver.BlendBarrier(ctx);
+ ctx->Driver.FramebufferFetchBarrier(ctx);
}
/** @} */
/**
- * GL_MESA_shader_framebuffer_fetch_non_coherent rendering barrier.
+ * GL_EXT_shader_framebuffer_fetch_non_coherent rendering barrier.
*
* On return from this function any framebuffer contents written by
* previous draw commands are guaranteed to be visible from subsequent
* fragment shader invocations using the
- * MESA_shader_framebuffer_fetch_non_coherent interface.
+ * EXT_shader_framebuffer_fetch_non_coherent interface.
*/
/** @{ */
- void (*BlendBarrier)(struct gl_context *ctx);
+ void (*FramebufferFetchBarrier)(struct gl_context *ctx);
/** @} */
/**
/**
- * Called via ctx->Driver.BlendBarrier()
+ * Called via ctx->Driver.FramebufferFetchBarrier()
*/
static void
-st_BlendBarrier(struct gl_context *ctx)
+st_FramebufferFetchBarrier(struct gl_context *ctx)
{
struct pipe_context *pipe = st_context(ctx)->pipe;
void st_init_texture_barrier_functions(struct dd_function_table *functions)
{
functions->TextureBarrier = st_TextureBarrier;
- functions->BlendBarrier = st_BlendBarrier;
+ functions->FramebufferFetchBarrier = st_FramebufferFetchBarrier;
functions->MemoryBarrier = st_MemoryBarrier;
}