Vulkan-Guide
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Clarify HLSL to GLSL comparison for compute shader barriers
Want to clarify compute shaders barriers. To do this, I compared the language mappings to SPIR-V:
- HLSL: https://github.com/Microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst#synchronization-intrinsics
- GLSL: https://docs.vulkan.org/glsl/latest/chapters/spirvmappings.html#_mapping_of_barriers
@SaschaWillems Could you kindly make a review?