}
st->compute_shader_may_be_dirty = false;
- pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK;
+
+ /*
+ * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
+ * acts as a barrier that breaks feedback loops between the framebuffer
+ * and textures bound to the framebuffer, even when those textures are
+ * accessed by compute shaders; so we must inform the driver of new
+ * framebuffer state.
+ */
+ pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
break;
}