SPV: Update to spec. decisions (and issue #205) for barrier().
A barrier (ESSL/GLSL) or OpControlBarrier when in a tessellation control shader also means doing memory synchronization for output variables.
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@@ -3924,8 +3924,6 @@ spv::Id TGlslangToSpvTraverser::createNoArgOperation(glslang::TOperator op)
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builder.createNoResultOp(spv::OpEndPrimitive);
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return 0;
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case glslang::EOpBarrier:
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if (glslangIntermediate->getProfile() != EEsProfile)
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builder.createMemoryBarrier(spv::ScopeDevice, spv::MemorySemanticsAllMemory);
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builder.createControlBarrier(spv::ScopeDevice, spv::ScopeDevice, spv::MemorySemanticsMaskNone);
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return 0;
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case glslang::EOpMemoryBarrier:
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@@ -67,10 +67,7 @@ const Id NoType = 0;
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const unsigned int BadValue = 0xFFFFFFFF;
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const Decoration NoPrecision = (Decoration)BadValue;
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const MemorySemanticsMask MemorySemanticsAllMemory =
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(MemorySemanticsMask)(MemorySemanticsAcquireMask |
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MemorySemanticsReleaseMask |
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MemorySemanticsAcquireReleaseMask |
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MemorySemanticsSequentiallyConsistentMask |
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(MemorySemanticsMask)(MemorySemanticsSequentiallyConsistentMask |
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MemorySemanticsUniformMemoryMask |
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MemorySemanticsSubgroupMemoryMask |
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MemorySemanticsWorkgroupMemoryMask |
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