don't need memory barriers for readonly storage textures.

This commit is contained in:
Alex Szpakowski
2021-08-13 18:13:45 -03:00
parent a551fcd492
commit 601d4e120d
+3
View File
@@ -506,6 +506,9 @@ static bool computeDispatchBarriers(Shader *shader, GLbitfield &preDispatchBarri
if (binding.texture == nullptr)
return false;
if (binding.access == GL_READ_ONLY)
continue;
preDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
postDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT