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Samples not using optimal barrier state and missing new D3D12 features #6

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purplemunster opened this issue Jul 27, 2016 · 0 comments

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@purplemunster
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Almost all samples are using GENERIC_READ when transitioning to texture read state. It is better and more correct to use PIXEL_SHADER_READ for reading from the pixel shader and NON_PIXEL_SHADER_READ for all other shader stages.

Also, since this is a D3D12 book, I was expecting Chapter 18's cube map sample to use the new VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation feature instead of rendering to each slice individually.

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