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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - glMemoryBarrier is backwards"
href="https://bugs.freedesktop.org/show_bug.cgi?id=101572#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - glMemoryBarrier is backwards"
href="https://bugs.freedesktop.org/show_bug.cgi?id=101572">bug 101572</a>
from <span class="vcard"><a class="email" href="mailto:dark_sylinc@yahoo.com.ar" title="Matias N. Goldberg <dark_sylinc@yahoo.com.ar>"> <span class="fn">Matias N. Goldberg</span></a>
</span></b>
<pre>That can't be right.
You're suggesting that in order to synchronize writes from FBO with a Compute
Shader I am going to dispatch (which btw the Compute Shader is accessing this
fbo as a regular sample fetch, not via imageLoad/imageStore) then I either need
to:
1. Switch to a dummy FBO, something that is mentioned nowhere: neither on
manuals or online documentation, wikis, or tutorials; also it's not mentioned
to be a guarantee in the spec either.
2. Use a function that was added in OpenGL 4.5; when Compute Shaders were added
in 4.3.
I may be misinterpreting the spec; but these solution don't make any sense.
Best case Mesa should detect that I am trying to read from an FBO in a compute
shader being dispatched and issue a barrier for me; worst case one of the
functionality already present in 4.3 (like glMemoryBarrier) that doesn't look
esoteric (like switching FBOs) should be enough to synchronize.</pre>
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