glTextureBarrier — controls the ordering of reads and writes to rendered fragments across drawing commands
The values of rendered fragments are undefined when a shader
stage fetches texels and the same texels are written via
fragment shader outputs, even if the reads and writes are not in
the same drawing command. To safely read the result of a written
texel via a texel fetch in a subsequent drawing command, call
glTextureBarrier between the two drawing
commands to guarantee that writes have completed and caches have
been invalidated before subsequent drawing commands are
The situation described above is referred to as a rendering feedback loop and is discussed in more detail in section 9.3 of the OpenGL 4.5 Specification.
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