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[idd] capture: execute texture frame graphs
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@@ -280,11 +280,27 @@ void CComputeEffect::UAV(const ComPtr<ID3D12Device3>& device, UINT index,
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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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TransitionDst(commandList, m_dst.Get(), before, after);
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}
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bool CComputeEffect::IsDst(ID3D12Resource * dst) const
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{
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if (!dst)
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return false;
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return D12::Same(dst->GetDesc(), m_outDesc);
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}
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void CComputeEffect::TransitionDst(
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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ID3D12Resource * dst, D3D12_RESOURCE_STATES before,
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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.pResource = dst;
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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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