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Unbind UAV, then write to it - DX 11 vs 12

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Hello! I can see that when there's a write to UAVs in CS or PS, and I bind a null ID3D11UnorderedAccessView into a used UAV slot, the GPU won't hang and the writes are silently dropped. I hope I amn't dreaming. With DX12, I can't seem to emulate this. I reckon it's impossible. The shader just reads the descriptor of the UAV (from a register/offset based on the root signature layout) and does an "image_store" at some offset from the base address. If it's unmapped, bang, we're dead. I tried zeroing out that GPU visible UAV's range in the table, same result. Such an all-zero UAV descriptor doesn't seem very legit. That's expected. Am I right? How does DX11 do it that it survives this? Does it silently patch the shader or what? Thanks, .P

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