mirror of
https://github.com/gnif/LookingGlass.git
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[idd] project: organize driver sources by responsibility
Group the IDD sources and Visual Studio filters by subsystem. Split the device and swap-chain implementations into focused units, rename the context classes, and reduce header coupling.
This commit is contained in:
195
idd/LGIdd/postprocess/effect/CComputeEffect.cpp
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195
idd/LGIdd/postprocess/effect/CComputeEffect.cpp
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/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "CComputeEffect.h"
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#include "CDebug.h"
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#include <d3dcompiler.h>
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#include <cstring>
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namespace PostProcessUtil
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{
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static bool CreateDefaultResource(const ComPtr<ID3D12Device3>& device,
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const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource)
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{
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapProps.CreationNodeMask = 1;
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heapProps.VisibleNodeMask = 1;
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HRESULT hr = device->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
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&desc,
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D3D12_RESOURCE_STATE_COMMON,
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nullptr,
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IID_PPV_ARGS(&resource));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing destination resource");
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return false;
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}
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return true;
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}
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bool CreateDefaultTexture(const ComPtr<ID3D12Device3>& device,
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const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource)
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{
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return CreateDefaultResource(device, desc, resource);
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}
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bool CreateDefaultBuffer(const ComPtr<ID3D12Device3>& device,
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UINT64 size, ComPtr<ID3D12Resource>& resource)
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{
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D3D12_RESOURCE_DESC desc = {};
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = size;
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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return CreateDefaultResource(device, desc, resource);
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}
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}
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bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
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const D3D12_DESCRIPTOR_RANGE * ranges, UINT rangeCount,
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const D3D12_STATIC_SAMPLER_DESC * samplers, UINT samplerCount,
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const char * shader)
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{
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D3D12_ROOT_PARAMETER rootParam = {};
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rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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rootParam.DescriptorTable.NumDescriptorRanges = rangeCount;
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rootParam.DescriptorTable.pDescriptorRanges = ranges;
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D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.Version = D3D_ROOT_SIGNATURE_VERSION_1;
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rootSignatureDesc.Desc_1_0.NumParameters = 1;
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rootSignatureDesc.Desc_1_0.pParameters = &rootParam;
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rootSignatureDesc.Desc_1_0.NumStaticSamplers = samplerCount;
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rootSignatureDesc.Desc_1_0.pStaticSamplers = samplers;
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rootSignatureDesc.Desc_1_0.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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ComPtr<ID3DBlob> blob;
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ComPtr<ID3DBlob> error;
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HRESULT hr = D3D12SerializeVersionedRootSignature(
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&rootSignatureDesc, &blob, &error);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to serialize post-processing root signature");
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if (error)
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DEBUG_ERROR("%s", (const char *)error->GetBufferPointer());
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return false;
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}
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hr = device->CreateRootSignature(
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0,
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blob->GetBufferPointer(),
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blob->GetBufferSize(),
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IID_PPV_ARGS(&m_rootSignature));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing root signature");
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return false;
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}
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blob.Reset();
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error.Reset();
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hr = D3DCompile(
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shader,
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std::strlen(shader),
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nullptr,
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nullptr,
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nullptr,
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"main",
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"cs_5_0",
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0,
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0,
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&blob,
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&error);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to compile post-processing shader");
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if (error)
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DEBUG_ERROR("%s", (const char *)error->GetBufferPointer());
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return false;
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}
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D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.pRootSignature = m_rootSignature.Get();
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psoDesc.CS.pShaderBytecode = blob->GetBufferPointer();
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psoDesc.CS.BytecodeLength = blob->GetBufferSize();
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hr = device->CreateComputePipelineState(&psoDesc, IID_PPV_ARGS(&m_pso));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing PSO");
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return false;
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}
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UINT descriptorCount = 0;
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for (UINT i = 0; i < rangeCount; ++i)
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descriptorCount += ranges[i].NumDescriptors;
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heapDesc.NumDescriptors = descriptorCount;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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hr = device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_descHeap));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing descriptor heap");
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return false;
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}
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return true;
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}
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void CComputeEffect::Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList)
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{
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ID3D12DescriptorHeap * heaps[] = { m_descHeap.Get() };
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commandList->SetDescriptorHeaps(1, heaps);
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commandList->SetPipelineState(m_pso.Get());
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commandList->SetComputeRootSignature(m_rootSignature.Get());
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commandList->SetComputeRootDescriptorTable(
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0, m_descHeap->GetGPUDescriptorHandleForHeapStart());
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}
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void CComputeEffect::TransitionDst(
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after)
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{
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = m_dst.Get();
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barrier.Transition.StateBefore = before;
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barrier.Transition.StateAfter = after;
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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commandList->ResourceBarrier(1, &barrier);
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}
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