Add VK_ACCESS_SHADER_READ_BIT barrier access bit
authorPiers Daniell <pdaniell@nvidia.com>
Fri, 5 Jan 2018 21:04:29 +0000 (14:04 -0700)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Thu, 18 Jan 2018 09:48:26 +0000 (04:48 -0500)
commitd744f36832625e8762dce81f1c5e82e63b0d3b4c
tree1a9cf61af8f890f9f526bde9d3a9c834ab9a6ba0
parentcf0a23a0362b9354ab523fc2f9ce385b11ef2eb9
Add VK_ACCESS_SHADER_READ_BIT barrier access bit

The dEQP-VK.query_pool.statistics_query.compute_shader_invocations.secondary*
tests were missing a VK_ACCESS_SHADER_READ_BIT bit in the
pipeline barrier between compute dispatch calls. Each dispatch
was doing a read-modify-write of the same SSBO locations, but
the test only used the VK_ACCESS_SHADER_WRITE_BIT access bit.
This may cause the compute shader to read stale cache data
since the dependency between each dispatch was not expressed
correctly.

This fix simple adds the missing VK_ACCESS_SHADER_READ_BIT
access bit.

Affects:
dEQP-VK.query_pool.statistics_query.compute_shader_invocations.secondary*

Components: Vulkan

VK-GL-CTS issue: 927

Change-Id: I946d6113c897a03116db7a93a182e27497adfe6f
external/vulkancts/modules/vulkan/query_pool/vktQueryPoolStatisticsTests.cpp