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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