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# docs.GL

GLSL 4
GLSL ES 3

# memoryBarrier

## Name

memoryBarrier — controls the ordering of memory transactions issued by a single shader invocation

## Declaration

`uint memoryBarrier(` | void`)`;

## Description

`memoryBarrier` waits on the completion of all memory accesses resulting from the use of image variables or atomic counters and then returns with no other effect. When this function returns, the results of any memory stores performed using coherent variables performed prior to the call will be visible to any future coherent memory access to the same addresses from other shader invocations. In particular, the values written this way in one shader stage are guaranteed to be visible to coherent memory accesses performed by shader invocations in subsequent stages when those invocations were triggered by the execution of the original shader invocation (e.g., fragment shader invocations for a primitive resulting from a particular geometry shader invocation).

## Version Support

| OpenGL ES Shading Language Version
--- | ---
Function Name | 1.00 | 3.00 | 3.10
`memoryBarrier` | - | - | ✔

## See Also

imageLoad, imageStore, imageAtomicAdd, imageAtomicMin, imageAtomicMax, imageAtomicXor, imageAtomicOr, imageAtomicAnd, imageAtomicExchange, imageAtomicCompSwap, memoryBarrier

## Copyright

Copyright © 2011-2014 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. https://opencontent.org/openpub/.

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