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gpu/shaders: ensure dynamically uniform barriers when malloc fails
GPU APIs require that barrier() calls are dynamically uniform, that is for every barrier in the code, every shader invocation in a workgroup must all call it, or all not call it. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -176,10 +176,6 @@ shared uint sh_part_ix;
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shared State sh_prefix;
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void main() {
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if (mem_error != NO_ERROR) {
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return;
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}
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State th_state[N_ROWS];
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// Determine partition to process by atomic counter (described in Section
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// 4.4 of prefix sum paper).
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