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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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@@ -99,6 +99,13 @@ public:
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ENTRYPOINT_RAW,
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};
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enum Access
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{
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ACCESS_NONE = 0,
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ACCESS_READ = (1 << 0),
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ACCESS_WRITE = (1 << 1),
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};
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struct SourceInfo
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{
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Language language;
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@@ -124,6 +131,7 @@ public:
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};
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UniformType baseType;
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Access access;
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TextureType textureType;
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DataBaseType texelBufferType;
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bool isDepthSampler;
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@@ -240,6 +248,7 @@ protected:
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{
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size_t stride;
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size_t memberCount;
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Access access;
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};
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struct ValidationReflection
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