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    Does D3D11 allows that a texture was bound to a SRV and a UAV simultaneously Does D3D11 allows that a texture was bound to a SRV and a UAV simultaneously? And SRV is in render pipeline and UAV is in compute pipeline. The detail is as below, 1. Create a texture 'tex', and an UAV 'uav' for compute pipeline, which is bound to 'tex'. 2. In compute shader, dispatchCompute, change 'tex' content through compute shader. 3. Does not unbind the UAV to texture, then create a SRV for render pipeline, which is also bound to 'tex ' 4. In pixel shader, drawArrays, sample 'tex' content through pixel shader, and draw content to window. I had written a case, and found that compute shader had written correct content to texture 'tex', but seemed that sampler sampled an undefined content in pixel shader. https://ift.tt/eA8V8J

    Does D3D11 allows that a texture was bound to a SRV and a UAV simultaneously? And SRV is in render pipeline and UAV is in compute pipeline. The detail is as below, 1. Create a texture 'tex', and an UAV 'uav' for compute pipeline, which is bound to 'tex'. 2. In compute shader, dispatchCompute, change 'tex' content through compute shader. 3. Does not unbind the UAV to texture, then create a SRV for render pipeline, which is also bound to 'tex ' 4. In pixel shader, drawArrays, sample 'tex' content through pixel shader, and draw content to window. I had written a case, and found that compute shader had written correct content to texture 'tex', but seemed that sampler sampled an undefined content in pixel shader.

    from GameDev.net http://bit.ly/2V8JMcJ

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