if (flags & (PIPE_BARRIER_TEXTURE | PIPE_BARRIER_SHADER_BUFFER | PIPE_BARRIER_IMAGE))
mem_barrier(batch, all_flags, all_flags, VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
- if (flags & PIPE_BARRIER_QUERY_BUFFER)
- mem_barrier(batch, all_flags, VK_PIPELINE_STAGE_TRANSFER_BIT,
- VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT);
-
if (flags & PIPE_BARRIER_VERTEX_BUFFER)
mem_barrier(batch, all_flags, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
VK_ACCESS_SHADER_WRITE_BIT,