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Vulkan version of DX12 UAVBarrier

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Does anyone know what is Vulkan's version of the UAVBarrier in DX12? In my situation, I have two compute shaders. The first one clears the uav and second one writes to the uav. void ComputePass(Cmd* pCmd) { cmdDispatch(pCmd, pClearBufferPipeline); // Barrier to make sure clear buffer shader and fill buffer shader dont execute in parallel cmdUavBarrier(pCmd, pUavBuffer); cmdDispatch(pCmd, pFillBufferPipeline); } My best guess was the VkMemoryBarrier but I am not very familiar with vulkan barriers. So any info on this would really help. Thank you.

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