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