I wrote to the first level mipmap textures using GL_ARB_shader_image_load_store. The documentation states that I need to call glMemoryBarrier before I use the contents of this image in other operations to properly hide the caches.
For example, before performing the glTexSubImage2D operation, I need to issue GL_TEXTURE_UPDATE_BARRIER_BIT, and before I output the draw call using the shader that samples this texture, I need to issue GL_TEXTURE_FETCH_BARRIER_BIT.
However, what barrier do I need to fulfill before I get glGenerateMipmap to use the most recent recorded data?
opengl mipmaps memory-barriers glsl
rdb
source share