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don't need memory barriers for readonly storage textures.
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@@ -506,6 +506,9 @@ static bool computeDispatchBarriers(Shader *shader, GLbitfield &preDispatchBarri
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if (binding.texture == nullptr)
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if (binding.texture == nullptr)
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return false;
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return false;
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if (binding.access == GL_READ_ONLY)
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continue;
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preDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
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preDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
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postDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
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postDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
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