Documentation for FXAA 3.11 recommend to combine FXAA with rest of the postprocessing (combine bloom, LUT, tonemapping, gamma correction) into a single pass shader. FXAA for HLSL SM 4.0 / 5.0 requires, obviously, texture2D and sampler state on input.
Inside shader all processing is done in float4 (after input textures were sampled). Is there some obvious trick I am missing how to get those data back in Texture2D so they can be send to FxaaPixelShader(… ? I would prefer not to split it into two full screen passes.