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Ensure D3D12 barrier API is kept happy by matching access to layout
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@@ -803,6 +803,8 @@ void AddStateResetBarrier(D3D12ResourceLayout srcState, D3D12ResourceLayout dstS
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b.AccessAfter = D3D12_BARRIER_ACCESS_COMMON;
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b.SyncAfter = D3D12_BARRIER_SYNC_ALL;
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b.LayoutAfter = dstState.ToLayout();
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if(b.LayoutBefore == D3D12_BARRIER_LAYOUT_UNDEFINED)
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b.AccessBefore = D3D12_BARRIER_ACCESS_NO_ACCESS;
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if(b.LayoutAfter == D3D12_BARRIER_LAYOUT_UNDEFINED)
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b.AccessAfter = D3D12_BARRIER_ACCESS_NO_ACCESS;
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b.Subresources.IndexOrFirstMipLevel = (UINT)subresource;
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@@ -838,6 +840,8 @@ void AddStateResetBarrier(D3D12ResourceLayout srcState, D3D12ResourceLayout dstS
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b.AccessAfter = D3D12_BARRIER_ACCESS_COMMON;
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b.SyncAfter = D3D12_BARRIER_SYNC_ALL;
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b.LayoutAfter = dstState.ToLayout();
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if(b.LayoutBefore == D3D12_BARRIER_LAYOUT_UNDEFINED)
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b.AccessBefore = D3D12_BARRIER_ACCESS_NO_ACCESS;
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if(b.LayoutAfter == D3D12_BARRIER_LAYOUT_UNDEFINED)
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b.AccessAfter = D3D12_BARRIER_ACCESS_NO_ACCESS;
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b.Subresources.IndexOrFirstMipLevel = (UINT)subresource;
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