The only reason a dispatch call may need to break the render pass implicitly is for read-after-writes where the write originates from the render pass but is not through a storage buffer/image. There are only two such scenrios possible: - Framebuffer attachment write -> texture sample - Transform feedback write -> ubo read All other uses of the buffers and textures that require breaking the render pass are handled by `glMemoryBarrier`. Bug: angleproject:5070 Change-Id: I92b50d69d8782097ee8ff477ac57da6209c326a1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2698998 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by:Jamie Madill <jmadill@chromium.org> Reviewed-by:
Tim Van Patten <timvp@google.com>
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