I'm trying to understand how the entire L1/L2 flushing works. Suppose I have a compute shader like this one
layout(std430, set = 0, binding = 2) buffer Particles{
Particle particles[];
};
layout(std430, set = 0, binding = 4) buffer Constraints{
Constraint constraints[];
};
void main(){
const uint gID = gl_GlobalInvocationID.x;
for (int pass=0;pass<GAUSS_SEIDEL_PASSES;pass++){
// first query the constraint, which contains particle_id_1 and particle_id_1
const Constraint c = constraints[gID*GAUSS_SEIDEL_PASSES+pass];
// read newest positions
vec3 position1 = particles[c.particle_id_1].position;
vec3 position2 = particles[c.particle_id_2].position;
// modify position1 and position2
position1 += something;
position2 -= something;
// update positions
particles[c.particle_id_1].position = position1;
particles[c.particle_id_2].position = position2;
// in the next iteration, different constraints may use the updated positions
}
}
From what I understand, initially all data resides in L2. When I read particles[c.particle_id_1].position
I copy some of the data from L2 to L1 (or directly to a register).
Then in position1 += something
I modify L1 (or the register). Finally in particles[c.particle_id_2].position = position1
, I flush the data from L1 (or a register) back to L2, right? So if I then have a second compute shader that I want to run afterward this one, and that second shader will read positions of particles, I do not need to synchronize Particles
. It would be enough to just put an execution barrier, without memory barrier
void vkCmdPipelineBarrier(
VkCommandBuffer commandBuffer,
VkPipelineStageFlags srcStageMask, // here I put VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
VkPipelineStageFlags dstStageMask, // here I put VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
VkDependencyFlags dependencyFlags, // here nothing
uint32_t memoryBarrierCount, // here 0
const VkMemoryBarrier* pMemoryBarriers, // nullptr
uint32_t bufferMemoryBarrierCount, // 0
const VkBufferMemoryBarrier* pBufferMemoryBarriers, // nullptr
uint32_t imageMemoryBarrierCount, // 0
const VkImageMemoryBarrier* pImageMemoryBarriers); // nullptr