Mark resource barrier overrides as volatile in XeSS

This commit is contained in:
FakeMichau
2025-08-06 17:15:46 +02:00
parent 40d431824f
commit 356570a5eb
@@ -105,7 +105,7 @@ bool XeSSFeatureDx12::Evaluate(ID3D12GraphicsCommandList* InCommandList, NVSDK_N
else if (State::Instance().NVNGX_Engine == NVSDK_NGX_ENGINE_TYPE_UNREAL ||
State::Instance().gameQuirks & GameQuirk::ForceUnrealEngine)
{
Config::Instance()->ColorResourceBarrier = (int) D3D12_RESOURCE_STATE_RENDER_TARGET;
Config::Instance()->ColorResourceBarrier.set_volatile_value(D3D12_RESOURCE_STATE_RENDER_TARGET);
ResourceBarrier(InCommandList, paramColor, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
}
@@ -135,7 +135,7 @@ bool XeSSFeatureDx12::Evaluate(ID3D12GraphicsCommandList* InCommandList, NVSDK_N
else if (State::Instance().NVNGX_Engine == NVSDK_NGX_ENGINE_TYPE_UNREAL ||
State::Instance().gameQuirks & GameQuirk::ForceUnrealEngine)
{
Config::Instance()->MVResourceBarrier = (int) D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
Config::Instance()->MVResourceBarrier.set_volatile_value(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
ResourceBarrier(InCommandList, params.pVelocityTexture, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
}