title: Texture3D created by glTexStorage3D() appears odd values after Compute Shader dispatch?
body: <p>First, a Texture3D is created by glTexStorage3D(). [Android (Open GL ES 3.1)]</p>
  <p>Every frame, the order of events is:</p>
  <ol>
  <li>Use this Texture3D for Compute Shader writes (glMemoryBarrier(ALL_BITS) did happen)</li>
  <li>Use thie Texture3D for Fragment Shader reads</li>
  </ol>
  <p>and then, between frame 1 and 2,
  says at the end of frame 1, this Texture3D still contains right values.
  but in frame 2, <strong>this Texture3D appears some random values</strong> that absolutely not written by me!</p>
  <p><a href="https://i.stack.imgur.com/sOzWJ.png" rel="nofollow noreferrer">frame1</a></p>
  <p><a href="https://i.stack.imgur.com/Iytfb.png" rel="nofollow noreferrer">frame2</a></p>
  <p>I really can't find out the reason...maybe the problem of gles immutable storage?</p>