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zink: don't rely on implicit access for generated barriers
compute shaders will get this wrong, so calculate access manually using binding info Reviewed-by: Dave Airlie <airlied@redhat.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15827>
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@ -402,6 +402,11 @@ update_barriers(struct zink_context *ctx, bool is_compute)
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if (res->image_bind_count[is_compute] != res->bind_count[is_compute] ||
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res->write_bind_count[is_compute] != res->image_bind_count[is_compute])
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access |= VK_ACCESS_SHADER_READ_BIT;
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} else {
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if (res->bind_count[is_compute] != res->write_bind_count[is_compute])
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access |= VK_ACCESS_SHADER_READ_BIT;
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if (res->write_bind_count[is_compute])
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access |= VK_ACCESS_SHADER_WRITE_BIT;
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}
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if (is_compute)
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pipeline = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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