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