D3D11 spews these warnings at me:
D3D11 WARNING: ID3D11DeviceContext::OMSetRenderTargets: Resource being set to OM RenderTarget slot 2 is still bound on input! [ STATE_SETTING WARNING #9: DEVICE_OMSETRENDERTARGETS_HAZARD] D3D11 WARNING: ID3D11DeviceContext::OMSetRenderTargets[AndUnorderedAccessViews]: Forcing PS shader resource slot 1 to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD]
I know what they mean and why it happens, I just want to know whether should I simply ignore these warnings, or it's better to set (all?) shader resources to NULL before reusing same texture?
Thank you in advance.