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.