Slightly less heavy-handed compute memory barrier implementation.

Also validate whether there are any unbound writable resources when dispatching compute shader work.
This commit is contained in:
Alex Szpakowski
2021-08-11 18:41:38 -03:00
parent 1cf8f1192c
commit 4caeb27047
8 changed files with 134 additions and 15 deletions
+9
View File
@@ -99,6 +99,13 @@ public:
ENTRYPOINT_RAW,
};
enum Access
{
ACCESS_NONE = 0,
ACCESS_READ = (1 << 0),
ACCESS_WRITE = (1 << 1),
};
struct SourceInfo
{
Language language;
@@ -124,6 +131,7 @@ public:
};
UniformType baseType;
Access access;
TextureType textureType;
DataBaseType texelBufferType;
bool isDepthSampler;
@@ -240,6 +248,7 @@ protected:
{
size_t stride;
size_t memberCount;
Access access;
};
struct ValidationReflection