v3d_flush_jobs_writing_resource(v3d, cb->buffer, false);
}
- /* Flush writes to our image views */
+ /* Flush reads/writes to our SSBOs */
+ foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+ struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
+ if (sb->buffer)
+ v3d_flush_jobs_reading_resource(v3d, sb->buffer);
+ }
+
+ /* Flush reads/writes to our image views */
foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
- v3d_flush_jobs_writing_resource(v3d, view->base.resource,
- false);
+ v3d_flush_jobs_reading_resource(v3d, view->base.resource);
}
/* Flush writes to our vertex buffers (i.e. from transform feedback) */