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
+1 -1
View File
@@ -68,7 +68,7 @@ public:
void setActive(bool active) override;
void dispatch(int x, int y, int z) override;
bool dispatch(int x, int y, int z) override;
void draw(const DrawCommand &cmd) override;
void draw(const DrawIndexedCommand &cmd) override;