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In a single shader instance, can one render target or resource alias the storage of another? #287

@dneto0

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@dneto0

For example, if a shader has storage buffers A and B, is any overlap allowed between the two?

How about different usages, e.g. A is a storage buffer, and B is a texel buffer, or B is a texture that we might be sampling.

I'm trying to get at whether data races can occur due to conflicting accesses across different resources. If this is disallowed, then it's a property to be verified at command buffer recording time. It would likely also simplify the memory model within the shader.

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