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Connor Abbott authored
I never really implemented this properly, because I wasn't aware of the clusters when doing the original pipeline barrier implementation. It turns out that the Vulkan stages we get as part of the barriers are actually good for something, because it turns out that the pipeline state is split into stages, so earlier stages can run ahead of later stages and sometimes we need to wait when an earlier stage depends on the result of a later stage. This happens most often whenever a shader reads the result of a color/depth attachment write, because attachment writes happen in a logically later stage. However this could also happen for a FS -> VS dependency. Part-of: <mesa/mesa!12475>
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