From 3bd9fcfa3d322b76d2e4e0b0a00691f8274b99ef Mon Sep 17 00:00:00 2001 From: Mike Blumenkrantz Date: Fri, 8 Apr 2022 10:26:37 -0400 Subject: [PATCH] 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 Part-of: --- src/gallium/drivers/zink/zink_draw.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/gallium/drivers/zink/zink_draw.cpp b/src/gallium/drivers/zink/zink_draw.cpp index 7dde95a0719..f79f13f1046 100644 --- a/src/gallium/drivers/zink/zink_draw.cpp +++ b/src/gallium/drivers/zink/zink_draw.cpp @@ -402,6 +402,11 @@ update_barriers(struct zink_context *ctx, bool is_compute) if (res->image_bind_count[is_compute] != res->bind_count[is_compute] || res->write_bind_count[is_compute] != res->image_bind_count[is_compute]) access |= VK_ACCESS_SHADER_READ_BIT; + } else { + if (res->bind_count[is_compute] != res->write_bind_count[is_compute]) + access |= VK_ACCESS_SHADER_READ_BIT; + if (res->write_bind_count[is_compute]) + access |= VK_ACCESS_SHADER_WRITE_BIT; } if (is_compute) pipeline = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;