blob: 3822c7ceb3d188eb9316d4524a6b599104fd640f [file] [log] [blame]
// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "backend/d3d12/CommandBufferD3D12.h"
#include "backend/Commands.h"
#include "backend/d3d12/D3D12Backend.h"
#include "backend/d3d12/BindGroupD3D12.h"
#include "backend/d3d12/BindGroupLayoutD3D12.h"
#include "backend/d3d12/BufferD3D12.h"
#include "backend/d3d12/ComputePipelineD3D12.h"
#include "backend/d3d12/DescriptorHeapAllocator.h"
#include "backend/d3d12/FramebufferD3D12.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"
#include "backend/d3d12/RenderPipelineD3D12.h"
#include "backend/d3d12/ResourceAllocator.h"
#include "backend/d3d12/SamplerD3D12.h"
#include "backend/d3d12/TextureCopySplitter.h"
#include "backend/d3d12/TextureD3D12.h"
#include "common/Assert.h"
namespace backend {
namespace d3d12 {
namespace {
DXGI_FORMAT DXGIIndexFormat(nxt::IndexFormat format) {
switch (format) {
case nxt::IndexFormat::Uint16:
return DXGI_FORMAT_R16_UINT;
case nxt::IndexFormat::Uint32:
return DXGI_FORMAT_R32_UINT;
default:
UNREACHABLE();
}
}
struct BindGroupStateTracker {
uint32_t cbvSrvUavDescriptorIndex = 0;
uint32_t samplerDescriptorIndex = 0;
DescriptorHeapHandle cbvSrvUavCPUDescriptorHeap = {};
DescriptorHeapHandle samplerCPUDescriptorHeap = {};
DescriptorHeapHandle cbvSrvUavGPUDescriptorHeap = {};
DescriptorHeapHandle samplerGPUDescriptorHeap = {};
std::array<BindGroup*, kMaxBindGroups> bindGroups = {};
bool inCompute = false;
Device* device;
BindGroupStateTracker(Device* device) : device(device) {
}
void SetInComputePass(bool inCompute) {
this->inCompute = inCompute;
}
void TrackSetBindGroup(BindGroup* group, uint32_t index) {
if (bindGroups[index] != group) {
bindGroups[index] = group;
// Descriptors don't need to be recorded if they have already been recorded in the heap. Indices are only updated when descriptors are recorded
const uint64_t serial = device->GetSerial();
if (group->GetHeapSerial() != serial) {
group->RecordDescriptors(cbvSrvUavCPUDescriptorHeap, &cbvSrvUavDescriptorIndex, samplerCPUDescriptorHeap, &samplerDescriptorIndex, serial);
}
}
}
void TrackInheritedGroups(PipelineLayout* oldLayout, PipelineLayout* newLayout) {
if (oldLayout == nullptr) {
return;
}
uint32_t inheritUntil = oldLayout->GroupsInheritUpTo(newLayout);
for (uint32_t i = 0; i < inheritUntil; ++i) {
TrackSetBindGroup(bindGroups[i], i);
}
}
void SetBindGroup(ComPtr<ID3D12GraphicsCommandList> commandList, PipelineLayout* pipelineLayout, BindGroup* group,
uint32_t index, bool force = false) {
if (bindGroups[index] != group || force) {
bindGroups[index] = group;
uint32_t cbvUavSrvCount = ToBackend(group->GetLayout())->GetCbvUavSrvDescriptorCount();
uint32_t samplerCount = ToBackend(group->GetLayout())->GetSamplerDescriptorCount();
if (cbvUavSrvCount > 0) {
uint32_t parameterIndex = pipelineLayout->GetCbvUavSrvRootParameterIndex(index);
if (inCompute) {
commandList->SetComputeRootDescriptorTable(parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(group->GetCbvUavSrvHeapOffset()));
} else {
commandList->SetGraphicsRootDescriptorTable(parameterIndex, cbvSrvUavGPUDescriptorHeap.GetGPUHandle(group->GetCbvUavSrvHeapOffset()));
}
}
if (samplerCount > 0) {
uint32_t parameterIndex = pipelineLayout->GetSamplerRootParameterIndex(index);
if (inCompute) {
commandList->SetComputeRootDescriptorTable(parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
} else {
commandList->SetGraphicsRootDescriptorTable(parameterIndex, samplerGPUDescriptorHeap.GetGPUHandle(group->GetSamplerHeapOffset()));
}
}
}
}
void SetInheritedBindGroups(ComPtr<ID3D12GraphicsCommandList> commandList, PipelineLayout* oldLayout, PipelineLayout* newLayout) {
if (oldLayout == nullptr) {
return;
}
uint32_t inheritUntil = oldLayout->GroupsInheritUpTo(newLayout);
for (uint32_t i = 0; i < inheritUntil; ++i) {
SetBindGroup(commandList, newLayout, bindGroups[i], i, true);
}
}
void Reset() {
for (uint32_t i = 0; i < kMaxBindGroups; ++i) {
bindGroups[i] = nullptr;
}
}
};
void AllocateAndSetDescriptorHeaps(Device* device, BindGroupStateTracker* bindingTracker, CommandIterator* commands) {
auto* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
// TODO(enga@google.com): This currently allocates CPU heaps of arbitrarily chosen sizes
// This will not work if there are too many descriptors
bindingTracker->cbvSrvUavCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 8192);
bindingTracker->samplerCPUDescriptorHeap = descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048);
{
Command type;
PipelineLayout* lastLayout = nullptr;
while (commands->NextCommandId(&type)) {
switch (type) {
case Command::SetComputePipeline:
{
SetComputePipelineCmd* cmd = commands->NextCommand<SetComputePipelineCmd>();
PipelineLayout* layout = ToBackend(cmd->pipeline->GetLayout());
bindingTracker->TrackInheritedGroups(lastLayout, layout);
lastLayout = layout;
}
break;
case Command::SetRenderPipeline:
{
SetRenderPipelineCmd* cmd = commands->NextCommand<SetRenderPipelineCmd>();
PipelineLayout* layout = ToBackend(cmd->pipeline->GetLayout());
bindingTracker->TrackInheritedGroups(lastLayout, layout);
lastLayout = layout;
}
break;
case Command::SetBindGroup:
{
SetBindGroupCmd* cmd = commands->NextCommand<SetBindGroupCmd>();
BindGroup* group = ToBackend(cmd->group.Get());
bindingTracker->TrackSetBindGroup(group, cmd->index);
}
break;
default:
SkipCommand(commands, type);
}
}
commands->Reset();
}
if (bindingTracker->cbvSrvUavDescriptorIndex > 0) {
// Allocate a GPU-visible heap and copy from the CPU-only heap to the GPU-visible heap
bindingTracker->cbvSrvUavGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, bindingTracker->cbvSrvUavDescriptorIndex);
device->GetD3D12Device()->CopyDescriptorsSimple(
bindingTracker->cbvSrvUavDescriptorIndex,
bindingTracker->cbvSrvUavGPUDescriptorHeap.GetCPUHandle(0),
bindingTracker->cbvSrvUavCPUDescriptorHeap.GetCPUHandle(0),
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
if (bindingTracker->samplerDescriptorIndex > 0) {
bindingTracker->samplerGPUDescriptorHeap = descriptorHeapAllocator->AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, bindingTracker->samplerDescriptorIndex);
device->GetD3D12Device()->CopyDescriptorsSimple(
bindingTracker->samplerDescriptorIndex,
bindingTracker->samplerGPUDescriptorHeap.GetCPUHandle(0),
bindingTracker->samplerCPUDescriptorHeap.GetCPUHandle(0),
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
}
}
}
CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
: CommandBufferBase(builder), device(device), commands(builder->AcquireCommands()) {
}
CommandBuffer::~CommandBuffer() {
FreeCommands(&commands);
}
void CommandBuffer::FillCommands(ComPtr<ID3D12GraphicsCommandList> commandList) {
BindGroupStateTracker bindingTracker(device);
AllocateAndSetDescriptorHeaps(device, &bindingTracker, &commands);
bindingTracker.Reset();
ID3D12DescriptorHeap* descriptorHeaps[2] = { bindingTracker.cbvSrvUavGPUDescriptorHeap.Get(), bindingTracker.samplerGPUDescriptorHeap.Get() };
if (descriptorHeaps[0] && descriptorHeaps[1]) {
commandList->SetDescriptorHeaps(2, descriptorHeaps);
} else if (descriptorHeaps[0]) {
commandList->SetDescriptorHeaps(1, descriptorHeaps);
} else if (descriptorHeaps[1]) {
commandList->SetDescriptorHeaps(2, &descriptorHeaps[1]);
}
Command type;
RenderPipeline* lastRenderPipeline = nullptr;
PipelineLayout* lastLayout = nullptr;
RenderPass* currentRenderPass = nullptr;
Framebuffer* currentFramebuffer = nullptr;
uint32_t currentSubpass = 0;
while(commands.NextCommandId(&type)) {
switch (type) {
case Command::BeginComputePass:
{
commands.NextCommand<BeginComputePassCmd>();
bindingTracker.SetInComputePass(true);
}
break;
case Command::BeginRenderPass:
{
BeginRenderPassCmd* beginRenderPassCmd = commands.NextCommand<BeginRenderPassCmd>();
currentRenderPass = ToBackend(beginRenderPassCmd->renderPass.Get());
currentFramebuffer = ToBackend(beginRenderPassCmd->framebuffer.Get());
currentSubpass = 0;
uint32_t width = currentFramebuffer->GetWidth();
uint32_t height = currentFramebuffer->GetHeight();
D3D12_VIEWPORT viewport = { 0.f, 0.f, static_cast<float>(width), static_cast<float>(height), 0.f, 1.f };
D3D12_RECT scissorRect = { 0, 0, static_cast<long>(width), static_cast<long>(height) };
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
}
break;
case Command::BeginRenderSubpass:
{
commands.NextCommand<BeginRenderSubpassCmd>();
const auto& subpass = currentRenderPass->GetSubpassInfo(currentSubpass);
Framebuffer::OMSetRenderTargetArgs args = currentFramebuffer->GetSubpassOMSetRenderTargetArgs(currentSubpass);
if (args.dsv.ptr) {
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, &args.dsv);
} else {
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, nullptr);
}
// Clear framebuffer attachments as needed
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
uint32_t attachmentSlot = subpass.colorAttachments[location];
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
// Only perform load op on first use
if (attachmentInfo.firstSubpass == currentSubpass) {
// Load op - color
if (attachmentInfo.colorLoadOp == nxt::LoadOp::Clear) {
auto handle = currentFramebuffer->GetRTVDescriptor(attachmentSlot);
const auto& clear = currentFramebuffer->GetClearColor(attachmentSlot);
commandList->ClearRenderTargetView(handle, clear.color, 0, nullptr);
}
}
}
if (subpass.depthStencilAttachmentSet) {
uint32_t attachmentSlot = subpass.depthStencilAttachment;
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
// Only perform load op on first use
if (attachmentInfo.firstSubpass == currentSubpass) {
// Load op - depth/stencil
bool doDepthClear = TextureFormatHasDepth(attachmentInfo.format) &&
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
bool doStencilClear = TextureFormatHasStencil(attachmentInfo.format) &&
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
D3D12_CLEAR_FLAGS clearFlags = {};
if (doDepthClear) {
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
}
if (doStencilClear) {
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
}
if (clearFlags) {
auto handle = currentFramebuffer->GetDSVDescriptor(attachmentSlot);
const auto& clear = currentFramebuffer->GetClearDepthStencil(attachmentSlot);
// TODO(kainino@chromium.org): investigate: should the NXT clear stencil type be uint8_t?
uint8_t clearStencil = static_cast<uint8_t>(clear.stencil);
commandList->ClearDepthStencilView(handle, clearFlags, clear.depth, clearStencil, 0, nullptr);
}
}
}
static constexpr std::array<float, 4> defaultBlendFactor = { 0, 0, 0, 0 };
commandList->OMSetBlendFactor(&defaultBlendFactor[0]);
}
break;
case Command::CopyBufferToBuffer:
{
CopyBufferToBufferCmd* copy = commands.NextCommand<CopyBufferToBufferCmd>();
auto src = ToBackend(copy->source.buffer.Get())->GetD3D12Resource();
auto dst = ToBackend(copy->destination.buffer.Get())->GetD3D12Resource();
commandList->CopyBufferRegion(dst.Get(), copy->destination.offset, src.Get(), copy->source.offset, copy->size);
}
break;
case Command::CopyBufferToTexture:
{
CopyBufferToTextureCmd* copy = commands.NextCommand<CopyBufferToTextureCmd>();
Buffer* buffer = ToBackend(copy->source.buffer.Get());
Texture* texture = ToBackend(copy->destination.texture.Get());
auto copySplit = ComputeTextureCopySplit(
copy->destination.x,
copy->destination.y,
copy->destination.z,
copy->destination.width,
copy->destination.height,
copy->destination.depth,
static_cast<uint32_t>(TextureFormatPixelSize(texture->GetFormat())),
copy->source.offset,
copy->rowPitch
);
D3D12_TEXTURE_COPY_LOCATION textureLocation;
textureLocation.pResource = texture->GetD3D12Resource();
textureLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
textureLocation.SubresourceIndex = copy->destination.level;
for (uint32_t i = 0; i < copySplit.count; ++i) {
auto& info = copySplit.copies[i];
D3D12_TEXTURE_COPY_LOCATION bufferLocation;
bufferLocation.pResource = buffer->GetD3D12Resource().Get();
bufferLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
bufferLocation.PlacedFootprint.Offset = copySplit.offset;
bufferLocation.PlacedFootprint.Footprint.Format = texture->GetD3D12Format();
bufferLocation.PlacedFootprint.Footprint.Width = info.bufferSize.width;
bufferLocation.PlacedFootprint.Footprint.Height = info.bufferSize.height;
bufferLocation.PlacedFootprint.Footprint.Depth = info.bufferSize.depth;
bufferLocation.PlacedFootprint.Footprint.RowPitch = copy->rowPitch;
D3D12_BOX sourceRegion;
sourceRegion.left = info.bufferOffset.x;
sourceRegion.top = info.bufferOffset.y;
sourceRegion.front = info.bufferOffset.z;
sourceRegion.right = info.bufferOffset.x + info.copySize.width;
sourceRegion.bottom = info.bufferOffset.y + info.copySize.height;
sourceRegion.back = info.bufferOffset.z + info.copySize.depth;
commandList->CopyTextureRegion(&textureLocation, info.textureOffset.x, info.textureOffset.y, info.textureOffset.z, &bufferLocation, &sourceRegion);
}
}
break;
case Command::CopyTextureToBuffer:
{
CopyTextureToBufferCmd* copy = commands.NextCommand<CopyTextureToBufferCmd>();
Texture* texture = ToBackend(copy->source.texture.Get());
Buffer* buffer = ToBackend(copy->destination.buffer.Get());
auto copySplit = ComputeTextureCopySplit(
copy->source.x,
copy->source.y,
copy->source.z,
copy->source.width,
copy->source.height,
copy->source.depth,
static_cast<uint32_t>(TextureFormatPixelSize(texture->GetFormat())),
copy->destination.offset,
copy->rowPitch
);
D3D12_TEXTURE_COPY_LOCATION textureLocation;
textureLocation.pResource = texture->GetD3D12Resource();
textureLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
textureLocation.SubresourceIndex = copy->source.level;
for (uint32_t i = 0; i < copySplit.count; ++i) {
auto& info = copySplit.copies[i];
D3D12_TEXTURE_COPY_LOCATION bufferLocation;
bufferLocation.pResource = buffer->GetD3D12Resource().Get();
bufferLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
bufferLocation.PlacedFootprint.Offset = copySplit.offset;
bufferLocation.PlacedFootprint.Footprint.Format = texture->GetD3D12Format();
bufferLocation.PlacedFootprint.Footprint.Width = info.bufferSize.width;
bufferLocation.PlacedFootprint.Footprint.Height = info.bufferSize.height;
bufferLocation.PlacedFootprint.Footprint.Depth = info.bufferSize.depth;
bufferLocation.PlacedFootprint.Footprint.RowPitch = copy->rowPitch;
D3D12_BOX sourceRegion;
sourceRegion.left = info.textureOffset.x;
sourceRegion.top = info.textureOffset.y;
sourceRegion.front = info.textureOffset.z;
sourceRegion.right = info.textureOffset.x + info.copySize.width;
sourceRegion.bottom = info.textureOffset.y + info.copySize.height;
sourceRegion.back = info.textureOffset.z + info.copySize.depth;
commandList->CopyTextureRegion(&bufferLocation, info.bufferOffset.x, info.bufferOffset.y, info.bufferOffset.z, &textureLocation, &sourceRegion);
}
}
break;
case Command::Dispatch:
{
DispatchCmd* dispatch = commands.NextCommand<DispatchCmd>();
commandList->Dispatch(dispatch->x, dispatch->y, dispatch->z);
}
break;
case Command::DrawArrays:
{
DrawArraysCmd* draw = commands.NextCommand<DrawArraysCmd>();
commandList->DrawInstanced(
draw->vertexCount,
draw->instanceCount,
draw->firstVertex,
draw->firstInstance
);
}
break;
case Command::DrawElements:
{
DrawElementsCmd* draw = commands.NextCommand<DrawElementsCmd>();
commandList->DrawIndexedInstanced(
draw->indexCount,
draw->instanceCount,
draw->firstIndex,
0,
draw->firstInstance
);
}
break;
case Command::EndComputePass:
{
commands.NextCommand<EndComputePassCmd>();
bindingTracker.SetInComputePass(false);
}
break;
case Command::EndRenderPass:
{
commands.NextCommand<EndRenderPassCmd>();
}
break;
case Command::EndRenderSubpass:
{
commands.NextCommand<EndRenderSubpassCmd>();
currentSubpass += 1;
}
break;
case Command::SetComputePipeline:
{
SetComputePipelineCmd* cmd = commands.NextCommand<SetComputePipelineCmd>();
ComputePipeline* pipeline = ToBackend(cmd->pipeline).Get();
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
// TODO(enga@google.com): Implement compute pipelines
bindingTracker.SetInheritedBindGroups(commandList, lastLayout, layout);
lastLayout = layout;
}
break;
case Command::SetRenderPipeline:
{
SetRenderPipelineCmd* cmd = commands.NextCommand<SetRenderPipelineCmd>();
RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
commandList->SetGraphicsRootSignature(layout->GetRootSignature().Get());
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
commandList->IASetPrimitiveTopology(pipeline->GetD3D12PrimitiveTopology());
bindingTracker.SetInheritedBindGroups(commandList, lastLayout, layout);
lastRenderPipeline = pipeline;
lastLayout = layout;
}
break;
case Command::SetPushConstants:
{
commands.NextCommand<SetPushConstantsCmd>();
}
break;
case Command::SetStencilReference:
{
SetStencilReferenceCmd *cmd = commands.NextCommand<SetStencilReferenceCmd>();
commandList->OMSetStencilRef(cmd->reference);
}
break;
case Command::SetBlendColor:
{
SetBlendColorCmd* cmd = commands.NextCommand<SetBlendColorCmd>();
ASSERT(lastRenderPipeline);
commandList->OMSetBlendFactor(static_cast<const FLOAT*>(&cmd->r));
}
break;
case Command::SetBindGroup:
{
SetBindGroupCmd* cmd = commands.NextCommand<SetBindGroupCmd>();
BindGroup* group = ToBackend(cmd->group.Get());
bindingTracker.SetBindGroup(commandList, lastLayout, group, cmd->index);
}
break;
case Command::SetIndexBuffer:
{
SetIndexBufferCmd* cmd = commands.NextCommand<SetIndexBufferCmd>();
Buffer* buffer = ToBackend(cmd->buffer.Get());
D3D12_INDEX_BUFFER_VIEW bufferView;
bufferView.BufferLocation = buffer->GetVA() + cmd->offset;
bufferView.SizeInBytes = buffer->GetSize() - cmd->offset;
bufferView.Format = DXGIIndexFormat(cmd->format);
commandList->IASetIndexBuffer(&bufferView);
}
break;
case Command::SetVertexBuffers:
{
SetVertexBuffersCmd* cmd = commands.NextCommand<SetVertexBuffersCmd>();
auto buffers = commands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = commands.NextData<uint32_t>(cmd->count);
auto inputState = ToBackend(lastRenderPipeline->GetInputState());
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews;
for (uint32_t i = 0; i < cmd->count; ++i) {
auto input = inputState->GetInput(cmd->startSlot + i);
Buffer* buffer = ToBackend(buffers[i].Get());
d3d12BufferViews[i].BufferLocation = buffer->GetVA() + offsets[i];
d3d12BufferViews[i].StrideInBytes = input.stride;
d3d12BufferViews[i].SizeInBytes = buffer->GetSize() - offsets[i];
}
commandList->IASetVertexBuffers(cmd->startSlot, cmd->count, d3d12BufferViews.data());
}
break;
case Command::TransitionBufferUsage:
{
TransitionBufferUsageCmd* cmd = commands.NextCommand<TransitionBufferUsageCmd>();
Buffer* buffer = ToBackend(cmd->buffer.Get());
D3D12_RESOURCE_BARRIER barrier;
if (buffer->GetResourceTransitionBarrier(buffer->GetUsage(), cmd->usage, &barrier)) {
commandList->ResourceBarrier(1, &barrier);
}
buffer->UpdateUsageInternal(cmd->usage);
}
break;
case Command::TransitionTextureUsage:
{
TransitionTextureUsageCmd* cmd = commands.NextCommand<TransitionTextureUsageCmd>();
Texture* texture = ToBackend(cmd->texture.Get());
D3D12_RESOURCE_BARRIER barrier;
if (texture->GetResourceTransitionBarrier(texture->GetUsage(), cmd->usage, &barrier)) {
commandList->ResourceBarrier(1, &barrier);
}
texture->UpdateUsageInternal(cmd->usage);
}
break;
}
}
}
}
}