barrier — synchronize execution of multiple shader invocations
| ||void |
Available only in the Compute Shader,
barrier provides a partially defined order of execution between shader invocations. For any given static instance of
barrier in a compute shader, all invocations within a single work group must enter it before any are allowed to continue beyond it. This ensures that values written by one invocation prior to a given static instance of
barrier can be safely read by other invocations after their call to the same static instance of
barrier. Because invocations may execute in undefined order between these
barrier calls, the values of any shared variable will be undefined in a number of cases.
barrier may be placed anywhere in a compute shader, except within any control flow or after a return statement in the function
|OpenGL ES Shading Language Version|
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