cbcb6abfee87819dc5af592e85ce667de6d30acb
Render to Render workload depedency not correctly syncing in Metal. PR adds hard pass break where GPU_memory_barrier's occur during render workloads to ensure non-pixel-local writes are visible to subsequent render invocations as needed. This is required to support full pass dependencies on a tile-based GPU architecture. Note that these barriers are therefore expensive, so are skipped where dependencies are local and fragment execution order is well-represented via either blend order or explicit raster_order_groups. Authored by Apple: Michael Parkin-White Pull Request: https://projects.blender.org/blender/blender/pulls/116656
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