Let’s create a buffer object, fill it with three reasonable
uints and bind it to two targets: to DISPATCH_INDIRECT_BUFFER and as SSBO to some binding point.
Then call DispatchComputeIndirect with a shader which references that SSBO in writeable fashion and writes new values there.
Is it a feedback loop or incoherent access?
If no, is it safe to do in practice, assuming the program may run with old and problematic drivers?