use __gl;
use Device;
bitflags!(
pub struct Barrier: u32 {
const VERTEX_ATRRIBUTE_READ = __gl::VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
const INDEX_READ = __gl::ELEMENT_ARRAY_BARRIER_BIT;
const UNIFORM_READ = __gl::UNIFORM_BARRIER_BIT;
const SAMPLED_IMAGE_READ = __gl::TEXTURE_FETCH_BARRIER_BIT;
const STORAGE_IMAGE_RW = __gl::SHADER_IMAGE_ACCESS_BARRIER_BIT;
const INDIRECT_COMMAND_READ = __gl::COMMAND_BARRIER_BIT;
const PIXEL_BUFFER_RW = __gl::PIXEL_BUFFER_BARRIER_BIT; const TEXTURE_TRANSFER = __gl::TEXTURE_UPDATE_BARRIER_BIT;
const BUFFER_TRANSFER = __gl::BUFFER_UPDATE_BARRIER_BIT;
const FRAMEBUFFER_RW = __gl::FRAMEBUFFER_BARRIER_BIT;
const TRANSFORM_FEEDBACK_WRITE = __gl::TRANSFORM_FEEDBACK_BARRIER_BIT;
const ATOMIC_COUNTER_RW = __gl::ATOMIC_COUNTER_BARRIER_BIT;
const STORAGE_BUFFER_RW = __gl::SHADER_STORAGE_BARRIER_BIT;
const INPUT_ATTACHMENT_READ = 0x80000000;
const ALL = __gl::ALL_BARRIER_BITS;
}
);
bitflags!(
pub struct RegionBarrier: u32 {
const UNIFORM_READ = __gl::UNIFORM_BARRIER_BIT;
const SAMPLED_IMAGE_READ = __gl::TEXTURE_FETCH_BARRIER_BIT;
const STORAGE_IMAGE_RW = __gl::SHADER_IMAGE_ACCESS_BARRIER_BIT;
const STORAGE_BUFFER_RW = __gl::SHADER_STORAGE_BARRIER_BIT;
const FRAMEBUFFER_RW = __gl::FRAMEBUFFER_BARRIER_BIT;
const ATOMIC_COUNTER_RW = __gl::ATOMIC_COUNTER_BARRIER_BIT;
}
);
impl Device {
pub fn memory_barrier(&self, mut flags: Barrier) {
if flags.contains(Barrier::INPUT_ATTACHMENT_READ) {
unsafe {
self.0.TextureBarrier();
}
}
flags.remove(Barrier::INPUT_ATTACHMENT_READ);
if flags.is_empty() {
return;
}
unsafe {
self.0.MemoryBarrier(flags.bits());
}
}
pub fn memory_barrier_by_region(&self, flags: RegionBarrier) {
unsafe {
self.0.MemoryBarrierByRegion(flags.bits());
}
}
}