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don't need memory barriers for readonly storage textures.

Alex Szpakowski 4 年之前
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601d4e120d
共有 1 个文件被更改,包括 3 次插入0 次删除
  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