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If an indirect arg buffer is being produced by a compute shader, then when we go to consume it as an SSBO in a compute transform pass, we need to insert a UAV barrier to prevent the two dispatches from overlapping. For app dispatches, this is the app's responsibility via explicit barrier APIs, and if they don't, then they're allowed to overlap. Reviewed-by: Sil Vilerino <sivileri@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14787> |
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| D3D12ResourceState.cpp | ||
| D3D12ResourceState.h | ||
| meson.build | ||