shader: acquire stored buffers and images at S_BARRIER

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shadowbeat070 authored and nmzik committed 2026-10-26 05:32:02 +01:00
1 parent 26ca609236
commit ceb154d9e4
2 files changed
+35 -3

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@@ -712,9 +712,16 @@ void EmitBarrier(EmitterState& state) {
return;
}
const auto memory_scope = tessellation ? spv::ScopeInvocation : spv::ScopeWorkgroup;
const auto memory = state.lds_storage_class == spv::StorageClassStorageBuffer
? spv::MemorySemanticsUniformMemoryMask
: spv::MemorySemanticsWorkgroupMemoryMask;
auto memory = state.lds_storage_class == spv::StorageClassStorageBuffer
? spv::MemorySemanticsUniformMemoryMask
: spv::MemorySemanticsWorkgroupMemoryMask;
// Shaders read other waves' buffer and image stores with plain loads right after S_BARRIER.
const auto written = [](const auto& resource) { return resource.written; };
if (std::ranges::any_of(state.program.info.buffers, written) ||
std::ranges::any_of(state.program.info.images, written)) {
memory = memory | spv::MemorySemanticsUniformMemoryMask |
spv::MemorySemanticsImageMemoryMask;
}
const auto semantics = tessellation ? spv::MemorySemanticsMaskNone
: spv::MemorySemanticsAcquireReleaseMask | memory;
state.builder.AddFunction(spv::OpControlBarrier, ConstantU32(state, spv::ScopeWorkgroup),