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Setting render target unbinds textures?

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Hi, I'm moving my project from Direct3D 9 to Direct3D 11 so I'm learning some new concepts. It seems to me that every time you set a new render target all the previous shader resources are unbinded. Is this the intended behaviour or am I missing somehting?

 

So as an example I render my G-buffer and bind the resulting textures as shader resources, then I go about doing various post processing effects and everytime I set a new render target I need to rebind all the textures from the G-buffer (using PSSetShaderResources). This seems a bit wasteful and I read that binding textures is one of the more expensive operations, so is there a more optimal workflow for this?


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