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@ -251,14 +251,16 @@ Enum(G_Layout)
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G_Layout_Undefined, // No access <-- D3D12_BARRIER_LAYOUT_UNDEFINED
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//////////////////////////////
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//- Queue-agnostic
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// Simultaneous layout allows a resource to be used on any queue with any
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// access type (except depth-stencil). Resources cannot transition to/from
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// this layout, they must be created with it. Allows concurrent reads
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// while up to 1 write is occuring to non-overlapping regions.
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// with up to 1 write to non-overlapping regions.
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G_Layout_Simultaneous, // Any access except depth-stencil <-- D3D12_BARRIER_LAYOUT_COMMON + D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS
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G_Layout_Common, // ShaderRead/CopyRead/CopyWrite/Present <-- D3D12_BARRIER_LAYOUT_COMMON
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//////////////////////////////
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@ -283,7 +285,7 @@ Enum(G_Layout)
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G_Layout_DirectComputeQueue_CopyWrite, // CopyWrite <-- D3D12_BARRIER_LAYOUT_COPY_DEST
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};
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// Barrier will execute after previous stages specified by `stage_prev`, and before next stages specified by `stage_next`.
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// Barrier will execute after stages specified by `stage_prev`, and before stages specified by `stage_next`.
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// When barrier executes:
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// - Necessary resource flushes will occur based on `access_prev` & `access_next`
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// - Texture layout will transition based on `layout` (if specified)
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@ -296,7 +298,7 @@ Struct(G_MemoryBarrierDesc)
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G_Access access_prev;
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G_Access access_next;
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G_Layout layout;
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RngI32 mips; // Inclusive range of texture mip indices to sync
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RngI32 mips; // Inclusive range of texture mip levels to sync
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};
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////////////////////////////////////////////////////////////
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