VK_ACCESS_2_SHADER_STORAGE_READ_BIT specifies read access to a storage buffer, physical storage buffer, storage texel buffer, or storage image in any shader pipeline stage. Any storage buffers or images written to must be invalidated and flushed before the shader can access them. This fixes the following tests on LNL: - dEQP-VK.synchronization2.op.single_queue.barrier.write\*_specialized_access_flag Signed-off-by: Rohan Garg <rohan.garg@intel.com> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> cc: mesa-stable Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27212>