I'm generally familiar with Vulkan, but I don't quite understand the rules around vkCmdPipelineBarrier, specifically for buffer memory barriers. My understanding is that depending on the source and destination access masks, a pipeline barrier may not always be necessary. Why is this?
ChatGPT:
Short answer: because a barrier only solves hazards, and many access-mask pairs don’t describe a hazard.
In Vulkan, a pipeline barrier does two distinct things:
- 
Execution dependency It orders work from srcStageMask → dstStageMask (i.e., “don’t start these later stages until those earlier stages reach a point”). 
- 
Memory dependency It makes the results of the source writes (srcAccessMask) available, and makes them visible to the destination reads/writes (dstAccessMask) that follow. 
A memory dependency is only needed when there’s a hazard on the same memory range. The only true memory hazards are:
- Read-after-Write (RAW): later reads must see earlier writes → needs memory + execution dependency.
- Write-after-Read (WAR): later writes must not start until earlier reads are done → needs execution ordering, but no visibility of data is required.
- Write-after-Write (WAW): order of writes matters → needs execution ordering; visibility is only needed if the second op reads the first op’s data (rare).
By contrast:
- Read-after-Read (RAR) is not a hazard → no barrier needed.
- Accesses to disjoint ranges aren’t hazards → no barrier needed.
- If you already have a dependency another way (semaphore between submissions, a subpass dependency inside a render pass, queue-family transfer with an acquire/release), an extra barrier is redundant.
This ties directly to the access masks:
- If srcAccessMask doesn’t include a write that actually wrote the bytes you care about, there’s nothing to “make available”.
- If dstAccessMask doesn’t include a read (or a write that needs ordering like WAR/WAW), there’s nothing to “make visible”.
- If both masks are read-only (e.g., VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT → VK_ACCESS_SHADER_READ_BIT), that’s RAR → no memory barrier required (and usually no execution barrier either).
- Sometimes you only need execution ordering (e.g., WAR/WAW): you can set access masks to 0 and just use stages to sequence work, or use the precise access bits but know that visibility isn’t the point.
Concrete examples
- 
Transfer write → compute read of same buffer region Hazard: RAW. Use a barrier (e.g., srcStage=TRANSFER,srcAccess=TRANSFER_WRITE;dstStage=COMPUTE_SHADER,dstAccess=SHADER_READ).
- 
Vertex shader reads buffer A → fragment shader also reads buffer A RAR, no hazard. No barrier necessary. 
- 
Compute reads buffer A → later transfer overwrites same region WAR. You need to order them ( srcStage=COMPUTE_SHADER→dstStage=TRANSFER), but memory visibility isn’t required for correctness; an execution barrier (access masks 0) is sufficient. Many devs still specify access masks out of habit; it doesn’t harm, but it’s not needed for visibility.
- 
Two writes to the same region where the second overwrites the first and you don’t care about the first’s value WAW. You need execution ordering so they don’t race; no read visibility is needed. 
Practical checklist
- 
Do the ranges overlap? If no → no barrier. 
- 
Is there a write on either side? If no → no barrier. 
- 
If yes: - RAW → execution + memory dependency (src: write access, dst: read access).
- WAR/WAW → execution ordering only; memory visibility only if the later op also reads prior results.
 
- 
Already have a semaphore/fence/subpass dependency that orders these? If yes → no extra barrier. 
(If you use Synchronization2: think in terms of one struct that names the exact stages and access types on both sides. The same rules above apply; it’s just harder to do the wrong thing.)