When I bind a shader resource or a buffer using this method:
device->VSSetShaderResources(0, 1, rv);
The shader resouce is bound to vertex shader resource slot 0. But will it also be accessible by a pixel shader in the slot 0 or do I also have to call PSSetShaderResource?
When I bind a shader resource or a buffer using this method:
device->VSSetShaderResources(0, 1, rv);
The shader resouce is bound to vertex shader resource slot 0. But will it also be accessible by a pixel shader in the slot 0 or do I must also call PSSetShaderResource?
Kinda render PSSetShaderResources() redundant if it did
clb: At the end of 2012, the positions of jupiter, saturn, mercury, and deimos are aligned so as to cause a denormalized flush-to-zero bug when computing earth's gravitational force, slinging it to the sun.
That isn't correct - the set of resources that are bound to each stage don't influence each other (outside of the restrictions with UAVs being bound to multiple locations). So you could set a shader resource view to the same index on each stage, or different indices - they are independent of each other.