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DX11 How to handle incoherent memory access in Direct3D 11

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Is Direct3D 11 an api function like glMemoryBarrier in OpenGL? For example, if binds a texture to compute shader, compute shader writes some values to texture, then dispatchCompute, after that, read texture content to CPU side. I know, In OpenGL, we could call glMemoryBarrier before reading to assure that texture all content has been updated by compute shader.

How to handle incoherent memory access in Direct3D 11? Thank you.

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