#How does the pipelineBarrier work

18 messages · Page 1 of 1 (latest)

upper latch
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I understand how (or why) dependencies exist, and I'm just trying to layout-transition an Image.
Why are there so many accessMasks and stageMasks and all that?

also does the synchronisation2 make anything better?

jaunty sage
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sync2 adds some missing things

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and no, it doesn't make the mental model fundamentally easier

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sync in Vulkan is delibaretly explicit and something you need to get used to

upper latch
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sure, but what do the thingfs even mean

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whats an access mask and stage mask?

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why are there multiple of them, and why are they specified in many places?

jaunty sage
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it's all described in the spec

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maybe get comfortable with how GPUs work first

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that's why there are so many stage and access masks

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they mimic how current GPUs work

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if you want to fully leverage the advantages you get from Vulkan, knowing how these make your GPU work is crucial knowledge

trail escarp
# upper latch whats an access mask and stage mask?

My mental model is that a stage mask defines a bit of hardware in the GPU, and access masks define various caches in the GPU that need invalidating or flushing to vram.

But that's only a mental model for ease of programming. Ultimately those masks are abstract concepts defined in the memory model in the specification.

cinder swan
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Like do any vendors talk about how their devices are implemented? Because that seems like something they'd want to keep secret.

trail escarp
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AMD is the most open here. You can get their ISA docs for free.

soft herald