I have a weird situation. I am trying to use a single shader to write to two textures simultaneously. These textures are both dynamic; I pass in a time value and the textures change based on that. I've ensured that my call to OMSetRenderTargets is correct, and indeed when I look at the first texture I can see it changing as I'd expect. When I look at the second texture, it doesn't change. But if I set a breakpoint, let the code stop, clear the breakpoint and continue running... I see that the second texture has changed.
It seems like when I run I just see the first iteration of the second texture. Then when I break, I give the GPU time to complete it's work, and running again shows me that updated texture. But it's static again, until I do another break, etc. Both textures have ResourceBarrier Transitions inserted into the command list before being used as render targets or pixel shader resources.
I'm at a loss for how to proceed...