forked from MoonsideGames/Refresh
				
			Same-access-type barrier should not be a no-op
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				|  | @ -2672,11 +2672,6 @@ static void VULKAN_INTERNAL_BufferMemoryBarrier( | |||
| 	VulkanResourceAccessType prevAccess, nextAccess; | ||||
| 	const VulkanResourceAccessInfo *prevAccessInfo, *nextAccessInfo; | ||||
| 
 | ||||
| 	if (buffer->resourceAccessType == nextResourceAccessType) | ||||
| 	{ | ||||
| 		return; | ||||
| 	} | ||||
| 
 | ||||
| 	memoryBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER; | ||||
| 	memoryBarrier.pNext = NULL; | ||||
| 	memoryBarrier.srcAccessMask = 0; | ||||
|  | @ -2751,11 +2746,6 @@ static void VULKAN_INTERNAL_ImageMemoryBarrier( | |||
| 	VulkanResourceAccessType prevAccess; | ||||
| 	const VulkanResourceAccessInfo *pPrevAccessInfo, *pNextAccessInfo; | ||||
| 
 | ||||
| 	if (*resourceAccessType == nextAccess) | ||||
| 	{ | ||||
| 		return; | ||||
| 	} | ||||
| 
 | ||||
| 	memoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; | ||||
| 	memoryBarrier.pNext = NULL; | ||||
| 	memoryBarrier.srcAccessMask = 0; | ||||
|  |  | |||
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