In Direct3D 11, Could I define two RWTexture2D resource variables which share the same register in pixel shader as below,
RWTexture2D<float4> tex1 : register(u0);
RWTexture2D<float4> tex2 : register(u0);
Compile error: error X4500: overlapping register semantics not yet implemented 'u0'
It seems that it is illegal to define as above. The reason to define as above is that I want to these two resource variable bind the same texture.
I try to create two different unodered access views, and their resources are the same texture. But Two UAVs conflict if they share a subresource (and therefore share the same resource), reference to https://msdn.microsoft.com/en-us/library/windows/desktop/ff476465(v=vs.85).aspx
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