mesa/src/microsoft/resource_state_manager
Jesse Natalie 1d43e75228 d3d12: Add UAV barriers for UAVs that are being used by compute transforms
If an indirect arg buffer is being produced by a compute shader, then when
we go to consume it as an SSBO in a compute transform pass, we need to insert
a UAV barrier to prevent the two dispatches from overlapping. For app dispatches,
this is the app's responsibility via explicit barrier APIs, and if they don't,
then they're allowed to overlap.

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14787>
2022-01-31 13:13:33 -08:00
..
D3D12ResourceState.cpp d3d12: Add UAV barriers for UAVs that are being used by compute transforms 2022-01-31 13:13:33 -08:00
D3D12ResourceState.h d3d12: Add UAV barriers for UAVs that are being used by compute transforms 2022-01-31 13:13:33 -08:00
meson.build d3d12: Use DirectX-Headers wrap for d3d12.h 2020-12-16 16:25:54 +00:00