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@@ -2229,15 +2229,9 @@ namespace bgfx { namespace d3d11
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void invalidateCompute()
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{
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m_deviceCtx->CSSetShader(NULL, NULL, 0);
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-
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- ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
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- m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
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-
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- ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
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- m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
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-
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- ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
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- m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
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+ m_deviceCtx->CSSetUnorderedAccessViews(0, BGFX_MAX_COMPUTE_BINDINGS, s_zero.m_uav, NULL);
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+ m_deviceCtx->CSSetShaderResources(0, BGFX_MAX_COMPUTE_BINDINGS, s_zero.m_srv);
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+ m_deviceCtx->CSSetSamplers(0, BGFX_MAX_COMPUTE_BINDINGS, s_zero.m_sampler);
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}
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void updateMsaa()
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@@ -5770,6 +5764,11 @@ namespace bgfx { namespace d3d11
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}
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}
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+ if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
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+ {
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+ // Quiet validation: Resource being set to CS UnorderedAccessView slot 0 is still bound on input!
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+ deviceCtx->CSSetShaderResources(0, BGFX_MAX_COMPUTE_BINDINGS, s_zero.m_srv);
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+ }
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deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
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deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
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deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
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