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Most of the time, resources are exclusive and they make the transition on first use to another queue, tipically during PostSubmitUpdateState() -> SetSharedResourceState(). Does I undertand right that we have to copy actual exclusive state to shared in order to be sure that next transition as shared resource will be with correct state "before" ?
The text was updated successfully, but these errors were encountered:
Shared resource states are only used on resources that are "simultaneous access." For these resources, states "decay" to COMMON at the end of every ExecuteCommandLists group. A shared state means that no barriers have actually been issued, but the resource has been read from in a "promotable" way. So, no, I don't think anything is missing here.
D3D12TranslationLayer/src/ResourceState.cpp
Line 105 in 4a4b40d
Most of the time, resources are exclusive and they make the transition on first use to another queue, tipically during PostSubmitUpdateState() -> SetSharedResourceState(). Does I undertand right that we have to copy actual exclusive state to shared in order to be sure that next transition as shared resource will be with correct state "before" ?
The text was updated successfully, but these errors were encountered: