Hi,
Is there any explicit mechanism in DX 10 to prevent a resource read-after-write hazard?
For instance I am rendering a first batch of primitives specifying a texture render target, then I am using the texture as a shader resource to draw another bunch of primitives that are using the texture in the pixel shader. It seems that my application works irrespective of me binding the texture as a shader resource before the first batch is drawn or binding it just before drawing batch 2. Thinking that the HW pipeline is at least tenths of stages deep and can be a degree of overlap between the two drawings, my question is if the hazard detection happens automatically or do I have to do something about (flush the pipeline) and I am just lucky to have my app working?
Any answer will be appreciated (as any pointer in the DX10 documentation to shed some light on this issue),
Dan