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Currently, the D3D12 backend does not collapse ResourceBarrier commands. This is inefficient. CommandBufferD3D12 handles all barrier usage automatically. We may want to consider an approach similar to what CommandBufferVk does in order to satisfy Vulkan's (more strict) barrier rules.
The text was updated successfully, but these errors were encountered:
Currently, the D3D12 backend does not collapse
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ResourceBarrier
commands. This is inefficient.CommandBufferD3D12
handles all barrier usage automatically. We may want to consider an approach similar to whatCommandBufferVk
does in order to satisfy Vulkan's (more strict) barrier rules.The text was updated successfully, but these errors were encountered: