I am writing a rendering library and was wondering if it was possible to bind an ID3D11RenderTargetView to different OMSetRenderTargets() slots at the same time.
It would be easier for me if I did not have to support that case. I feel like it's impossible, but I am not completely sure.
I don't see any case where that would work, but I ask just to be sure. For example could a shader write to one part of the render target via one of the slots, and to an other part of the same target via an other slot?
I am not yet familiar with Unordered Access Views and wondered if they could be used to such a thing? Or am I safe in ignoring that case?