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Slightly less heavy-handed compute memory barrier implementation.
Also validate whether there are any unbound writable resources when dispatching compute shader work.
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@@ -792,6 +792,13 @@ bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err,
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bufferReflection.stride = (size_t) info.size;
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bufferReflection.memberCount = (size_t) info.numMembers;
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if (qualifiers.isReadOnly())
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bufferReflection.access = ACCESS_READ;
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else if (qualifiers.isWriteOnly())
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bufferReflection.access = ACCESS_WRITE;
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else
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bufferReflection.access = (Access)(ACCESS_READ | ACCESS_WRITE);
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reflection.storageBuffers[info.name] = bufferReflection;
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}
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else
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