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don't need memory barriers for readonly storage textures.

Alex Szpakowski 4 years ago
parent
commit
601d4e120d
1 changed files with 3 additions and 0 deletions
  1. 3 0
      src/modules/graphics/opengl/Graphics.cpp

+ 3 - 0
src/modules/graphics/opengl/Graphics.cpp

@@ -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