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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Textures binded to framebuffer objects or images are not correctly updated."
href="https://bugs.freedesktop.org/show_bug.cgi?id=110229#c26">Comment # 26</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Textures binded to framebuffer objects or images are not correctly updated."
href="https://bugs.freedesktop.org/show_bug.cgi?id=110229">bug 110229</a>
from <span class="vcard"><a class="email" href="mailto:laurentduroisin@gmail.com" title="Laurent <laurentduroisin@gmail.com>"> <span class="fn">Laurent</span></a>
</span></b>
<pre>Hi! Is still someone here ?
I've found the function which doesn't work, it's glMemoryBarrier.
glCheck(glMemoryBarrier( GL_SHADER_STORAGE_BARRIER_BIT ));
It doesn't wait after the first shader have written all nodes to the SSBO
before the second shader read it!
This is why the per pixel linked list doesn't work.</pre>
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