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NAME

       glMemoryBarrier - defines a barrier ordering memory transactions

C SPECIFICATION

       void glMemoryBarrier(GLbitfield barriers);

       void glMemoryBarrierByRegion(GLbitfield barriers);

PARAMETERS

       barriers
           Specifies the barriers to insert.

           For glMemoryBarrier, must be a bitwise combination of any of GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT,
           GL_ELEMENT_ARRAY_BARRIER_BIT, GL_UNIFORM_BARRIER_BIT, GL_TEXTURE_FETCH_BARRIER_BIT,
           GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_COMMAND_BARRIER_BIT, GL_PIXEL_BUFFER_BARRIER_BIT,
           GL_TEXTURE_UPDATE_BARRIER_BIT, GL_BUFFER_UPDATE_BARRIER_BIT, GL_FRAMEBUFFER_BARRIER_BIT,
           GL_TRANSFORM_FEEDBACK_BARRIER_BIT, GL_ATOMIC_COUNTER_BARRIER_BIT, or GL_SHADER_STORAGE_BARRIER_BIT.

           For glMemoryBarrier, must be a bitwise combination of any of GL_ATOMIC_COUNTER_BARRIER_BIT, or
           GL_FRAMEBUFFER_BARRIER_BIT, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, GL_SHADER_STORAGE_BARRIER_BIT.
           GL_TEXTURE_FETCH_BARRIER_BIT, or GL_UNIFORM_BARRIER_BIT.

           If the special value GL_ALL_BARRIER_BITS is specified, all supported barriers for the corresponding
           command will be inserted.

DESCRIPTION FOR GLMEMORYBARRIER

       glMemoryBarrier defines a barrier ordering the memory transactions issued prior to the command relative
       to those issued after the barrier. For the purposes of this ordering, memory transactions performed by
       shaders are considered to be issued by the rendering command that triggered the execution of the shader.
       barriers is a bitfield indicating the set of operations that are synchronized with shader stores; the
       bits used in barriers are as follows:

       GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
           If set, vertex data sourced from buffer objects after the barrier will reflect data written by
           shaders prior to the barrier. The set of buffer objects affected by this bit is derived from the
           buffer object bindings used for generic vertex attributes derived from the
           GL_VERTEX_ATTRIB_ARRAY_BUFFER bindings.

       GL_ELEMENT_ARRAY_BARRIER_BIT
           If set, vertex array indices sourced from buffer objects after the barrier will reflect data written
           by shaders prior to the barrier. The buffer objects affected by this bit are derived from the
           GL_ELEMENT_ARRAY_BUFFER binding.

       GL_UNIFORM_BARRIER_BIT
           Shader uniforms sourced from buffer objects after the barrier will reflect data written by shaders
           prior to the barrier.

       GL_TEXTURE_FETCH_BARRIER_BIT
           Texture fetches from shaders, including fetches from buffer object memory via buffer textures, after
           the barrier will reflect data written by shaders prior to the barrier.

       GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
           Memory accesses using shader image load, store, and atomic built-in functions issued after the
           barrier will reflect data written by shaders prior to the barrier. Additionally, image stores and
           atomics issued after the barrier will not execute until all memory accesses (e.g., loads, stores,
           texture fetches, vertex fetches) initiated prior to the barrier complete.

       GL_COMMAND_BARRIER_BIT
           Command data sourced from buffer objects by Draw*Indirect commands after the barrier will reflect
           data written by shaders prior to the barrier. The buffer objects affected by this bit are derived
           from the GL_DRAW_INDIRECT_BUFFER binding.

       GL_PIXEL_BUFFER_BARRIER_BIT
           Reads and writes of buffer objects via the GL_PIXEL_PACK_BUFFER and GL_PIXEL_UNPACK_BUFFER bindings
           (via glReadPixels(), glTexSubImage1D(), etc.) after the barrier will reflect data written by shaders
           prior to the barrier. Additionally, buffer object writes issued after the barrier will wait on the
           completion of all shader writes initiated prior to the barrier.

       GL_TEXTURE_UPDATE_BARRIER_BIT
           Writes to a texture via glTex(Sub)Image*, glCopyTex(Sub)Image*, glCompressedTex(Sub)Image*, and reads
           via glGetTexImage() after the barrier will reflect data written by shaders prior to the barrier.
           Additionally, texture writes from these commands issued after the barrier will not execute until all
           shader writes initiated prior to the barrier complete.

       GL_BUFFER_UPDATE_BARRIER_BIT
           Reads or writes via glBufferSubData(), glCopyBufferSubData(), or glGetBufferSubData(), or to buffer
           object memory mapped by glMapBuffer() or glMapBufferRange() after the barrier will reflect data
           written by shaders prior to the barrier. Additionally, writes via these commands issued after the
           barrier will wait on the completion of any shader writes to the same memory initiated prior to the
           barrier.

       GL_FRAMEBUFFER_BARRIER_BIT
           Reads and writes via framebuffer object attachments after the barrier will reflect data written by
           shaders prior to the barrier. Additionally, framebuffer writes issued after the barrier will wait on
           the completion of all shader writes issued prior to the barrier.

       GL_TRANSFORM_FEEDBACK_BARRIER_BIT
           Writes via transform feedback bindings after the barrier will reflect data written by shaders prior
           to the barrier. Additionally, transform feedback writes issued after the barrier will wait on the
           completion of all shader writes issued prior to the barrier.

       GL_ATOMIC_COUNTER_BARRIER_BIT
           Accesses to atomic counters after the barrier will reflect writes prior to the barrier.

       GL_SHADER_STORAGE_BARRIER_BIT
           Accesses to shader storage blocks after the barrier will reflect writes prior to the barrier.

       GL_QUERY_BUFFER_BARRIER_BIT
           Writes of buffer objects via the GL_QUERY_BUFFER binding after the barrier will reflect data written
           by shaders prior to the barrier. Additionally, buffer object writes issued after the barrier will
           wait on the completion of all shader writes initiated prior to the barrier.

       If barriers is GL_ALL_BARRIER_BITS, shader memory accesses will be synchronized relative to all the
       operations described above.

       Implementations may cache buffer object and texture image memory that could be written by shaders in
       multiple caches; for example, there may be separate caches for texture, vertex fetching, and one or more
       caches for shader memory accesses. Implementations are not required to keep these caches coherent with
       shader memory writes. Stores issued by one invocation may not be immediately observable by other pipeline
       stages or other shader invocations because the value stored may remain in a cache local to the processor
       executing the store, or because data overwritten by the store is still in a cache elsewhere in the
       system. When glMemoryBarrier is called, the GL flushes and/or invalidates any caches relevant to the
       operations specified by the barriers parameter to ensure consistent ordering of operations across the
       barrier.

       To allow for independent shader invocations to communicate by reads and writes to a common memory
       address, image variables in the OpenGL Shading Language may be declared as "coherent". Buffer object or
       texture image memory accessed through such variables may be cached only if caches are automatically
       updated due to stores issued by any other shader invocation. If the same address is accessed using both
       coherent and non-coherent variables, the accesses using variables declared as coherent will observe the
       results stored using coherent variables in other invocations. Using variables declared as "coherent"
       guarantees only that the results of stores will be immediately visible to shader invocations using
       similarly-declared variables; calling glMemoryBarrier is required to ensure that the stores are visible
       to other operations.

       The following guidelines may be helpful in choosing when to use coherent memory accesses and when to use
       barriers.

       •   Data that are read-only or constant may be accessed without using coherent variables or calling
           MemoryBarrier(). Updates to the read-only data via API calls such as glBufferSubData will invalidate
           shader caches implicitly as required.

       •   Data that are shared between shader invocations at a fine granularity (e.g., written by one
           invocation, consumed by another invocation) should use coherent variables to read and write the
           shared data.

       •   Data written by one shader invocation and consumed by other shader invocations launched as a result
           of its execution ("dependent invocations") should use coherent variables in the producing shader
           invocation and call memoryBarrier() after the last write. The consuming shader invocation should also
           use coherent variables.

       •   Data written to image variables in one rendering pass and read by the shader in a later pass need not
           use coherent variables or memoryBarrier(). Calling glMemoryBarrier with the
           SHADER_IMAGE_ACCESS_BARRIER_BIT set in barriers between passes is necessary.

       •   Data written by the shader in one rendering pass and read by another mechanism (e.g., vertex or index
           buffer pulling) in a later pass need not use coherent variables or memoryBarrier(). Calling
           glMemoryBarrier with the appropriate bits set in barriers between passes is necessary.

DESCRIPTION FOR GLMEMORYBARRIERBYREGION

       glMemoryBarrierByRegion behaves as described above for glMemoryBarrier, with two differences:

       First, it narrows the region under consideration so that only reads and writes of prior fragment shaders
       that are invoked for a smaller region of the framebuffer will be completed/reflected prior to subsequent
       reads and writes of following fragment shaders. The size of the region is implementation-dependent and
       may be as small as one framebuffer pixel.

       Second, it only applies to memory transactions that may be read by or written by a fragment shader.
       Therefore, only the barrier bits

       •   GL_ATOMIC_COUNTER_BARRIER_BITGL_FRAMEBUFFER_BARRIER_BITGL_SHADER_IMAGE_ACCESS_BARRIER_BITGL_SHADER_STORAGE_BARRIER_BITGL_TEXTURE_FETCH_BARRIER_BITGL_UNIFORM_BARRIER_BIT

       are supported.

       When barriers is GL_ALL_BARRIER_BITS, shader memory accesses will be synchronized relative to all these
       barrier bits, but not to other barrier bits specific to glMemoryBarrier. This implies that reads and
       writes for scatter/gather-like algorithms may or may not be completed/reflected after a
       glMemoryBarrierByRegion command. However, for uses such as deferred shading, where a linked list of
       visible surfaces with the head at a framebuffer address may be constructed, and the entirety of the list
       is only dependent on previous executions at that framebuffer address, glMemoryBarrierByRegion may be
       significantly more efficient than glMemoryBarrier.

NOTES

       GL_SHADER_STORAGE_BARRIER_BIT is available only if the GL version is 4.3 or higher.

       GL_QUERY_BUFFER_BARRIER_BIT is available only if the GL version is 4.4 or higher.

ERRORS

       GL_INVALID_VALUE is generated if barriers is not the special value GL_ALL_BARRIER_BITS, and has any bits
       set other than those described above for glMemoryBarrier or glMemoryBarrierByRegion respectively.

VERSION SUPPORT

       ┌────────────────────────┬───────────────────────────────────────────────────────────────────────┐
       │                        │                OpenGL Version                                         │
       ├────────────────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
       │Function2.02.13.03.13.23.34.04.14.24.34.44.5 │
       │/                       │     │     │     │     │     │     │     │     │     │     │     │     │
       │Feature                 │     │     │     │     │     │     │     │     │     │     │     │     │
       │Name                    │     │     │     │     │     │     │     │     │     │     │     │     │
       ├────────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glMemoryBarrier         │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │  ✔  │  ✔  │  ✔  │
       ├────────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glMemoryBarrierByRegion │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │
       └────────────────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

SEE ALSO

       glBindImageTexture(), glBufferData(), glMapBuffer(), glMapBufferRange(), glFlushMappedBufferRange(),
       memoryBarrier()

COPYRIGHT

       Copyright © 2011-2014 Khronos Group. This material may be distributed subject to the terms and conditions
       set forth in the Open Publication License, v 1.0, 8 June 1999.  http://opencontent.org/openpub/.

COPYRIGHT

       Copyright © 2011-2014 Khronos Group

[FIXME: source]                                    01/03/2018                                GLMEMORYBARRIER(3G)