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Mark resource barrier overrides as volatile in XeSS
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@@ -105,7 +105,7 @@ bool XeSSFeatureDx12::Evaluate(ID3D12GraphicsCommandList* InCommandList, NVSDK_N
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else if (State::Instance().NVNGX_Engine == NVSDK_NGX_ENGINE_TYPE_UNREAL ||
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State::Instance().gameQuirks & GameQuirk::ForceUnrealEngine)
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{
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Config::Instance()->ColorResourceBarrier = (int) D3D12_RESOURCE_STATE_RENDER_TARGET;
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Config::Instance()->ColorResourceBarrier.set_volatile_value(D3D12_RESOURCE_STATE_RENDER_TARGET);
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ResourceBarrier(InCommandList, paramColor, D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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}
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@@ -135,7 +135,7 @@ bool XeSSFeatureDx12::Evaluate(ID3D12GraphicsCommandList* InCommandList, NVSDK_N
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else if (State::Instance().NVNGX_Engine == NVSDK_NGX_ENGINE_TYPE_UNREAL ||
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State::Instance().gameQuirks & GameQuirk::ForceUnrealEngine)
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{
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Config::Instance()->MVResourceBarrier = (int) D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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Config::Instance()->MVResourceBarrier.set_volatile_value(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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ResourceBarrier(InCommandList, params.pVelocityTexture, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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}
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