 deferred shading, where a linked list of visible surfaces with the head at a framebuffer address may be constructed, and
			the entirety of the list is only dependent on previous executions at that framebuffer address, <code class="function">glMemoryBarrierByRegion</code> may be significantly
			more efficient than <code class="function">glMemoryBarrier</code>.


  		</p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p>
            <code class="constant">GL_INVALID_