// since they can be updated from there.
setup_uniforms(phase);
glDispatchCompute(x, y, z);
+ check_error();
+ glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT);
+ check_error();
} else {
// Uniforms need to come after set_gl_state(), since they can be updated
// from there.