[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: #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>
This commit is contained in:
Ribbit 2025-10-04 23:58:08 +02:00 committed by crueter
parent 83730cd4c1
commit 268918aece
Signed by: crueter
GPG key ID: 425ACD2D4830EBC6
4 changed files with 95 additions and 20 deletions

View file

@ -156,6 +156,8 @@ void MaxwellDMA::Launch() {
}
void MaxwellDMA::CopyBlockLinearToPitch() {
u32 bytes_per_pixel = 1;
DMA::ImageOperand src_operand;
src_operand.bytes_per_pixel = bytes_per_pixel;