Is it good practice (readability, performance, ...) to unbind resources are usage?
For example:
- In my first pass, I use 5 vertex buffers, in my second pass, I use 2 vertex buffers. Is it wise to unbind 3 now unused vertex buffer slots after the first pass, even though the InputLayout does not use them?
- Shader resources, such as textures and constant buffers. Is there any reason to unbind them after usage, if their slots are not used in the following pass?
There are exceptions of course, such as drawing to render targets and then reading them, but more like the situations I described above. Any opinions?