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Fix depth resolve barrier in D3D12 renderpass api
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@@ -605,8 +605,7 @@ bool WrappedID3D12GraphicsCommandList::Serialise_EndRenderPass(SerialiserType &s
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Transition.pResource = Unwrap(state.rpDSV.DepthEndingAccess.Resolve.pSrcResource);
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barrier.Transition.StateBefore =
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D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_DEPTH_WRITE;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RESOLVE_SOURCE;
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Unwrap4(m_Cmd->RerecordCmdList(m_Cmd->m_LastCmdListID))->ResourceBarrier(1, &barrier);
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