Some info:
- I use DXUT;
- I've implemented a class that represent a RenderTarget (ID3D11Texture2D, ID3D11RenderTargetView, ID3D11ShaderResourceView);
In particular, when I debug with PIX, I get those output log, but I don't understand the problem:
Time EID Type Context Message
0 126 Message Render D3D11: WARNING: ID3D11DeviceContext::OMSetRenderTargets: Resource being set to OM RenderTarget slot 0 is still bound on input! [ STATE_SETTING WARNING #9: DEVICE_OMSETRENDERTARGETS_HAZARD ]
1 126 Message Render D3D11: WARNING: ID3D11DeviceContext::OMSetRenderTargets[AndUnorderedAccessViews]: Forcing PS shader resource slot 0 to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD ]
2 126 Message Render D3D11: WARNING: ID3D11DeviceContext::OMSetRenderTargets: Resource being set to OM RenderTarget slot 1 is still bound on input! [ STATE_SETTING WARNING #9: DEVICE_OMSETRENDERTARGETS_HAZARD ]
3 126 Message Render D3D11: WARNING: ID3D11DeviceContext::OMSetRenderTargets[AndUnorderedAccessViews]: Forcing PS shader resource slot 1 to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD ]
4 126 Message Render D3D11: WARNING: ID3D11DeviceContext::OMSetRenderTargets: Resource being set to OM RenderTarget slot 2 is still bound on input! [ STATE_SETTING WARNING #9: DEVICE_OMSETRENDERTARGETS_HAZARD ]
5 126 Message Render D3D11: WARNING: ID3D11DeviceContext::OMSetRenderTargets[AndUnorderedAccessViews]: Forcing PS shader resource slot 2 to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD ]
Let me know if you need more info or some code.
Thanks.