if (!is_compute && res->vbo_bind_mask) {
access |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
pipeline |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
- if (res->write_bind_count[is_compute])
- pipeline |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
bind_count -= res->vbo_bind_count;
}
if (bind_count)
access |= VK_ACCESS_SHADER_READ_BIT;
- if (!res->write_bind_count[is_compute]) {
+ if (!is_compute) {
pipeline |= find_pipeline_bits(res->ssbo_bind_mask);
- if (res->ubo_bind_count[0])
+ if (res->ubo_bind_count[0] && (pipeline & GFX_SHADER_BITS) != GFX_SHADER_BITS)
pipeline |= find_pipeline_bits(res->ubo_bind_mask);
}
} else {
VkPipelineStageFlags gfx_stages = pipeline & ~(VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT);
/* images always need gfx stages, and buffers need gfx stages if non-vbo binds exist */
bool needs_stages = !is_buffer || (res->bind_count[0] - res->vbo_bind_count > 0);
- if (!gfx_stages && needs_stages) {
- gfx_stages = find_pipeline_bits(res->sampler_binds);
- if (!gfx_stages) //must be a shader image
- gfx_stages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
+ if (gfx_stages != GFX_SHADER_BITS && needs_stages) {
+ gfx_stages |= find_pipeline_bits(res->sampler_binds);
+ if (gfx_stages != GFX_SHADER_BITS) //must be a shader image
+ gfx_stages |= find_pipeline_bits(res->image_binds);
pipeline |= gfx_stages;
}
}