C language function:GroupMemoryBarrier sample codes

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TITLE : OpenGL ES SDK for Android: Introduction to compute shaders
* groupMemoryBarrier().......
http://arm-software.github.io/opengl-es-sdk-for-android/computeIntro.html


TITLE : OpenGL ES SDK for Android: Introduction to compute shaders
The memoryBarrier*() functions control memory ordering for a particular memory type. memoryBarrier() enforces ordering for all memory accesses. groupMemoryBarrier() enforces memory ordering like memoryBarrier(), but only for threads in the same work group. All memory barriers except for groupMemoryBarrier() and memoryBarrierShared() enforce ordering for all threads in the compute dispatch........
http://arm-software.github.io/opengl-es-sdk-for-android/computeIntro.html
TITLE : Supported Features | Diligent Graphics
* GroupMemoryBarrier() ? calls group memory & shared memory barriers.......
http://diligentgraphics.com/diligent-engine/shader-converter/supported-features/
TITLE : OpenGL-Examples/13compute_shader_nbody.cpp at master progschj/OpenGL-Examples GitHub
" groupMemoryBarrier();\n".......
http://github.com/progschj/OpenGL-Examples/blob/master/13compute_shader_nbody.cpp
TITLE : GroupMemoryBarrier function (Windows)
void GroupMemoryBarrier(void);.......
http://msdn.microsoft.com/en-us/library/windows/desktop/ff471403(v=vs.85).aspx
TITLE : Average luminance calculation using a compute shader – The Danger Zone
You can use GroupMemoryBarrier() inside the parallel reductionfs for loop in ReductionCS(). I see 2-35% speedups on different AMD architectures with that for slightly different implementation with no explicit vectorization. Thanks for the articles and samples, much appreciated!.......
http://mynameismjp.wordpress.com/2011/08/10/average-luminance-compute-shader/
TITLE : сE Unity 3D Professional 2017.1.0 p4 x64 / 5.6.3 f1
Shaders: Applied improvements to Metal shaders performance when using GroupMemoryBarrier()........
http://rsload.net/soft/editor/13455-unity-3d.html
TITLE : Your Game Needs Direct3D 11, So Get Started Now! - ppt video online download
Shared between threads Think of it as fast local memory reserved for threads Read/write access at any location Declared in the shader groupshared float4 vCacheMemory[1024]; Limited to 32 KB Need synchronization before reading back data written by other threads To ensure all threads have finished writing GroupMemoryBarrier(); GroupMemoryBarrierWithGroupSync();.......
http://slideplayer.com/slide/1594628/
TITLE : glsl - Why does barrier synchronize shared memory when memoryBarrier doesn't? - Stack Overflow
The usual set of memory barriers is available to compute shaders, but they also have access to memoryBarrierShared(); this barrier is specifically for shared variable ordering. groupMemoryBarrier() acts like memoryBarrier(), ordering memory writes for all kinds of variables, but it only orders read/writes for the current work group........
http://stackoverflow.com/questions/17430443/why-does-barrier-synchronize-shared-memory-when-memorybarrier-doesnt
TITLE : glsl - OpenGL Compute shader atomic operations - Stack Overflow
groupMemoryBarrier();.......
http://stackoverflow.com/questions/20566598/opengl-compute-shader-atomic-operations
TITLE : glsl - OpenGL Compute shader atomic operations - Stack Overflow
Turns out using barrier() instead of groupMemoryBarrier() solved the problem. Why, I do not know so if anyone can enlighten me, that would be much appreciated........
http://stackoverflow.com/questions/20566598/opengl-compute-shader-atomic-operations
TITLE : glsl - OpenGL Compute shader atomic operations - Stack Overflow
IIRC groupMemoryBarrier() only makes sure that all previous writes are completed, but that does not make sure they actually happened before. Calling barrier() is the correct thing to do here. ? Gigo Jun 11 '14 at 11:16.......
http://stackoverflow.com/questions/20566598/opengl-compute-shader-atomic-operations
TITLE : Unity - What's new in Unity Patch Release 5.6.1p1
* (none) - Shaders: Applied improvements to Metal shaders performance when using GroupMemoryBarrier()........
http://unity3d.com/jp/unity/qa/patch-releases/5.6.1p1
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