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util_shaders: Specify ASTC decoder memory barrier bits

This commit is contained in:
ameerj 2021-06-19 11:16:25 -04:00
parent ace20ba4a4
commit 851c76233d
1 changed files with 6 additions and 1 deletions

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@ -118,7 +118,12 @@ void UtilShaders::ASTCDecode(Image& image, const ImageBufferMap& map,
glDispatchCompute(num_dispatches_x, num_dispatches_y, image.info.resources.layers); glDispatchCompute(num_dispatches_x, num_dispatches_y, image.info.resources.layers);
} }
glMemoryBarrier(GL_ALL_BARRIER_BITS); // Precautionary barrier to ensure the compute shader is done decoding prior to texture access.
// GL_TEXTURE_FETCH_BARRIER_BIT and GL_SHADER_IMAGE_ACCESS_BARRIER_BIT are used in a separate
// glMemoryBarrier call by the texture cache runtime
glMemoryBarrier(GL_UNIFORM_BARRIER_BIT | GL_COMMAND_BARRIER_BIT | GL_PIXEL_BUFFER_BARRIER_BIT |
GL_TEXTURE_UPDATE_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT |
GL_SHADER_STORAGE_BARRIER_BIT | GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
program_manager.RestoreGuestCompute(); program_manager.RestoreGuestCompute();
} }