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 executed.
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
Copyright © 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. http://opencontent.org/openpub/.
Copyright © 2014 Khronos Group
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