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authorRibbit <ribbit@eden-emu.dev>2025-10-04 23:58:08 +0200
committercrueter <crueter@eden-emu.dev>2025-10-04 23:58:08 +0200
commit268918aeced185684d246a2eaaf8ffce3fb795b1 (patch)
tree26537013d73c014540d43a672251e546fc9fc85d /CMakeModules/FindFFmpeg.cmake
parent83730cd4c151bf88066bae0a3af846ae1f4eaa4c (diff)
[vk] Implement Shader Read Barrier (#2671)
Adding the shader read barrier keeps every render/compute/transfer write visible before the image is sampled, so it prevents the “read-before-writes-finish” hazards. Without it you can get random stale frames, flickering post process passes, partially updated HUD textures, and corrupted depth-to-color conversions especially in scenes that render into an offscreen image and immediately feed that image to a shader (reflections, bloom, dynamic resolution, depth visualizers, etc.). This fix makes those R2T chains deterministic again across all Vulkan drivers. Co-authored-by: Ribbit <ribbit@placeholder.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2671 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: Ribbit <ribbit@eden-emu.dev> Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Diffstat (limited to 'CMakeModules/FindFFmpeg.cmake')
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