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325 lines
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325 lines
18 KiB
XML
<!DOCTYPE refentry [ <!ENTITY % mathent SYSTEM "math.ent"> %mathent; ]>
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<!-- Converted by db4-upgrade version 1.1 -->
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<refentry xmlns="http://docbook.org/ns/docbook" version="5.0" xml:id="glMemoryBarrier">
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<info>
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<copyright>
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<year>2011-2013</year>
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<holder>Khronos Group</holder>
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</copyright>
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</info>
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<refmeta>
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<refentrytitle>glMemoryBarrier</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glMemoryBarrier</refname>
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<refpurpose>defines a barrier ordering memory transactions</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glMemoryBarrier</function></funcdef>
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<paramdef>GLbitfield <parameter>barriers</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 xml:id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>barriers</parameter></term>
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<listitem>
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<para>
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Specifies the barriers to insert. Must be a bitwise combination of <constant>GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT</constant>,
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<constant>GL_ELEMENT_ARRAY_BARRIER_BIT</constant>, <constant>GL_UNIFORM_BARRIER_BIT</constant>, <constant>GL_TEXTURE_FETCH_BARRIER_BIT</constant>,
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<constant>GL_SHADER_IMAGE_ACCESS_BARRIER_BIT</constant>, <constant>GL_COMMAND_BARRIER_BIT</constant>, <constant>GL_PIXEL_BUFFER_BARRIER_BIT</constant>,
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<constant>GL_TEXTURE_UPDATE_BARRIER_BIT</constant>, <constant>GL_BUFFER_UPDATE_BARRIER_BIT</constant>,
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<constant>GL_FRAMEBUFFER_BARRIER_BIT</constant>, <constant>GL_TRANSFORM_FEEDBACK_BARRIER_BIT</constant>, <constant>GL_ATOMIC_COUNTER_BARRIER_BIT</constant>,
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or <constant>GL_SHADER_STORAGE_BARRIER_BIT</constant>.
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If the special value <constant>GL_ALL_BARRIER_BITS</constant> is specified, all supported barriers will be inserted.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 xml:id="description"><title>Description</title>
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<para>
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<function>glMemoryBarrier</function> defines a barrier ordering the memory transactions issued prior to the
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command relative to those issued after the barrier. For the purposes of
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this ordering, memory transactions performed by shaders are considered to
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be issued by the rendering command that triggered the execution of the
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shader. <parameter>barriers</parameter> is a bitfield indicating the set of operations that
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are synchronized with shader stores; the bits used in <parameter>barriers</parameter> are as
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follows:
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</para>
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<para>
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<variablelist>
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<varlistentry>
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<term><constant>GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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If set, vertex data sourced from
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buffer objects after the barrier will reflect data written by shaders
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prior to the barrier. The set of buffer objects affected by this bit
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is derived from the buffer object bindings used for
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generic vertex attributes derived from the <constant>GL_VERTEX_ATTRIB_ARRAY_BUFFER</constant> bindings.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_ELEMENT_ARRAY_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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If set, vertex array indices sourced from
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buffer objects after the barrier will reflect data written by shaders
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prior to the barrier. The buffer objects affected by this bit are
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derived from the <constant>GL_ELEMENT_ARRAY_BUFFER</constant> binding.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_UNIFORM_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Shader uniforms sourced from buffer objects after the barrier will reflect data
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written by shaders prior to the barrier.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_TEXTURE_FETCH_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Texture fetches from shaders, including
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fetches from buffer object memory via buffer textures, after the
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barrier will reflect data written by shaders prior to the barrier.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_SHADER_IMAGE_ACCESS_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Memory accesses using shader image
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load, store, and atomic built-in functions issued after the barrier
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will reflect data written by shaders prior to the barrier.
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Additionally, image stores and atomics issued after the barrier will
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not execute until all memory accesses (e.g., loads, stores, texture
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fetches, vertex fetches) initiated prior to the barrier complete.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_COMMAND_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Command data sourced from buffer objects by
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Draw*Indirect commands after the barrier will reflect data written by
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shaders prior to the barrier. The buffer objects affected by this bit
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are derived from the <constant>GL_DRAW_INDIRECT_BUFFER</constant> binding.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_PIXEL_BUFFER_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Reads and writes of buffer objects via the
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<constant>GL_PIXEL_PACK_BUFFER</constant> and <constant>GL_PIXEL_UNPACK_BUFFER</constant>
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bindings (via <citerefentry><refentrytitle>glReadPixels</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glTexSubImage</refentrytitle></citerefentry>, etc.) after the
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barrier will reflect data written by shaders prior to the barrier.
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Additionally, buffer object writes issued after the barrier will wait
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on the completion of all shader writes initiated prior to the barrier.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_TEXTURE_UPDATE_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Writes to a texture via <function>glTex(Sub)Image*</function>,
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<function>glCopyTex(Sub)Image*</function>, <function>glCompressedTex(Sub)Image*</function>, and reads via
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<citerefentry><refentrytitle>glGetTexImage</refentrytitle></citerefentry> after the barrier will reflect data written by shaders
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prior to the barrier. Additionally, texture writes from these
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commands issued after the barrier will not execute until all shader
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writes initiated prior to the barrier complete.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_BUFFER_UPDATE_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Reads or writes via <citerefentry><refentrytitle>glBufferSubData</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glCopyBufferSubData</refentrytitle></citerefentry>,
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or <citerefentry><refentrytitle>glGetBufferSubData</refentrytitle></citerefentry>, or
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to buffer object memory mapped by <citerefentry><refentrytitle>glMapBuffer</refentrytitle></citerefentry>
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or <citerefentry><refentrytitle>glMapBufferRange</refentrytitle></citerefentry> after the barrier
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will reflect data written by shaders prior to the barrier.
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Additionally, writes via these commands issued after the barrier will
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wait on the completion of any shader writes to the same memory
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initiated prior to the barrier.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_FRAMEBUFFER_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Reads and writes via framebuffer object
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attachments after the barrier will reflect data written by shaders
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prior to the barrier. Additionally, framebuffer writes issued after
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the barrier will wait on the completion of all shader writes issued
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prior to the barrier.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_TRANSFORM_FEEDBACK_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Writes via transform feedback
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bindings after the barrier will reflect data written by shaders prior
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to the barrier. Additionally, transform feedback writes issued after
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the barrier will wait on the completion of all shader writes issued
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prior to the barrier.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_ATOMIC_COUNTER_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Accesses to atomic counters after the
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barrier will reflect writes prior to the barrier.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_SHADER_STORAGE_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Accesses to shader storage blocks after the
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barrier will reflect writes prior to the barrier.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_QUERY_BUFFER_BARRIER_BIT</constant></term>
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<listitem>
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<para>
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Writes of buffer objects via the <constant>GL_QUERY_BUFFER</constant>
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binding after the barrier will reflect data written
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by shaders prior to the barrier. Additionally, buffer object writes
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issued after the barrier will wait on the completion of all shader
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writes initiated prior to the barrier.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</para>
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<para>
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If <parameter>barriers</parameter> is <constant>GL_ALL_BARRIER_BITS</constant>, shader memory accesses
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will be synchronized relative to all the operations described above.
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</para>
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<para>
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Implementations may cache buffer object and texture image memory that
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could be written by shaders in multiple caches; for example, there may be
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separate caches for texture, vertex fetching, and one or more caches for
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shader memory accesses. Implementations are not required to keep these
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caches coherent with shader memory writes. Stores issued by one
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invocation may not be immediately observable by other pipeline stages or
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other shader invocations because the value stored may remain in a cache
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local to the processor executing the store, or because data overwritten by
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the store is still in a cache elsewhere in the system. When <function>glMemoryBarrier</function>
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is called, the GL flushes and/or invalidates any caches relevant to the
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operations specified by the <parameter>barriers</parameter> parameter to ensure consistent
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ordering of operations across the barrier.
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</para>
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<para>
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To allow for independent shader invocations to communicate by reads and
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writes to a common memory address, image variables in the OpenGL Shading
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Language may be declared as "coherent". Buffer object or texture image
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memory accessed through such variables may be cached only if caches are
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automatically updated due to stores issued by any other shader invocation.
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If the same address is accessed using both coherent and non-coherent
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variables, the accesses using variables declared as coherent will observe
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the results stored using coherent variables in other invocations. Using
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variables declared as "coherent" guarantees only that the results of
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stores will be immediately visible to shader invocations using
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similarly-declared variables; calling <function>glMemoryBarrier</function> is required to ensure
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that the stores are visible to other operations.
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</para>
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<para>
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The following guidelines may be helpful in choosing when to use coherent
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memory accesses and when to use barriers.
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</para>
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<para>
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<itemizedlist>
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<listitem><para>Data that are read-only or constant may be accessed without using
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coherent variables or calling MemoryBarrier(). Updates to the
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read-only data via API calls such as BufferSubData will invalidate
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shader caches implicitly as required.</para></listitem>
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<listitem><para>Data that are shared between shader invocations at a fine granularity
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(e.g., written by one invocation, consumed by another invocation) should
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use coherent variables to read and write the shared data.</para></listitem>
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<listitem><para>Data written by one shader invocation and consumed by other shader
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invocations launched as a result of its execution ("dependent
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invocations") should use coherent variables in the producing shader
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invocation and call memoryBarrier() after the last write. The consuming
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shader invocation should also use coherent variables.</para></listitem>
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<listitem><para>Data written to image variables in one rendering pass and read by the
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shader in a later pass need not use coherent variables or
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memoryBarrier(). Calling MemoryBarrier() with the
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SHADER_IMAGE_ACCESS_BARRIER_BIT set in <parameter>barriers</parameter> between passes is
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necessary.</para></listitem>
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<listitem><para>Data written by the shader in one rendering pass and read by another
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mechanism (e.g., vertex or index buffer pulling) in a later pass need
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not use coherent variables or memoryBarrier(). Calling
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<function>glMemoryBarrier</function> with the appropriate bits set in <parameter>barriers</parameter> between
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passes is necessary.</para></listitem>
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</itemizedlist>
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</para>
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</refsect1>
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<refsect1 xml:id="notes"><title>Notes</title>
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<para>
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<function>glMemoryBarrier</function> is available only if the GL version is 4.2 or higher.
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</para>
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<para>
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<constant>GL_SHADER_STORAGE_BARRIER_BIT</constant> is available only if the GL version is 4.3 or higher.
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</para>
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<para>
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<constant>GL_QUERY_BUFFER_BARRIER_BIT</constant> is available only if the GL version is 4.4 or higher.
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</para>
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</refsect1>
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<refsect1 xml:id="errors"><title>Errors</title>
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<para>
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<constant>GL_INVALID_VALUE</constant> is generated if <parameter>barriers</parameter> contains any unsupported
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bits, or is not the special value <constant>GL_ALL_BARRIER_BITS</constant>.
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</para>
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</refsect1>
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<refsect1 xml:id="seealso"><title>See Also</title>
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<para>
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<citerefentry><refentrytitle>glBindImageTexture</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glBufferData</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glMapBuffer</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glMapBufferRange</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glFlushMappedBufferRange</refentrytitle></citerefentry>
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</para>
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</refsect1>
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<refsect1 xml:id="Copyright"><title>Copyright</title>
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<para>
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Copyright <trademark class="copyright"/> 2011-2013 Khronos Group.
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This material may be distributed subject to the terms and conditions set forth in
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the Open Publication License, v 1.0, 8 June 1999.
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<link xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="http://opencontent.org/openpub/">http://opencontent.org/openpub/</link>.
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</para>
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</refsect1>
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</refentry>
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