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| author | Ribbit <ribbit@eden-emu.dev> | 2025-10-04 23:58:08 +0200 |
|---|---|---|
| committer | crueter <crueter@eden-emu.dev> | 2025-10-04 23:58:08 +0200 |
| commit | 268918aeced185684d246a2eaaf8ffce3fb795b1 (patch) | |
| tree | 26537013d73c014540d43a672251e546fc9fc85d /src/common/memory_detect.cpp | |
| parent | 83730cd4c151bf88066bae0a3af846ae1f4eaa4c (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 'src/common/memory_detect.cpp')
0 files changed, 0 insertions, 0 deletions
