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Unbinding SRVs

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I render to a texture (render target view) and then use it as a shader input (shader resource view). I need to unbind the SRV before I can render to it again in the next frame. Is there overhead for how many null SRVs I bind? I am thinking of using a large number just to make sure all are cleared out, but I am wondering if it has extra overhead and I should be more precise.

ID3D11ShaderResourceView* srvs[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT] = {0}
deviceContext->PSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srvs);

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I think that the hardware is smart enough to keep the textures in the fast memory even if you assign null.

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