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  • $\begingroup$ What are the memory barrier settings? Usually both src and dst stage masks are COMPUTE_SHADER_BIT and in the memory barrier src access mask is something like VK_ACCESS_SHADER_WRITE_BIT and the dest access mask is VK_ACCESS_SHADER_READ_BIT. If these are both in the same command buffer no external sync is needed, but if they span command buffers then a semaphore will be need. $\endgroup$ Commented Jun 17 at 11:18
  • $\begingroup$ right now it is like the following: VkMemoryBarrier memoryBarrier; memoryBarrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER; memoryBarrier.pNext = NULL; memoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT; memoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; $\endgroup$ Commented Jun 17 at 11:40
  • $\begingroup$ did you try: memoryBarrier.dstAccessMask = VK_ACCESS_INDIRECT_COMMAND_READ_BIT; $\endgroup$ Commented Jun 18 at 13:08