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Merge pull request #119 from microsoft/billkris/eb-update
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D3D12: EnhancedBarriers: Update to the latest spec
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billkris-ms authored Mar 1, 2023
2 parents 4b38471 + 805bac5 commit 520d767
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions d3d/D3D12EnhancedBarriers.md
Original file line number Diff line number Diff line change
Expand Up @@ -705,15 +705,15 @@ Split barrier pairs must use identical `LayoutBefore`, `LayoutAfter`, `AccessBef
splitBarrierBegin.SyncBefore = D3D12_BARRIER_SYNC_COMPUTE
splitBarrierBegin.SyncAfter = D3D12_BARRIER_SYNC_SPLIT
splitBarrierBegin.AccessBefore = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS
splitBarrierBegin.AccessAfter = D3D12_BARRIER_ACCESS_DIRECT_QUEUE_SHADER_RESOURCE
splitBarrierBegin.AccessAfter = D3D12_BARRIER_ACCESS_SHADER_RESOURCE
splitBarrierBegin.LayoutBefore = D3D12_BARRIER_LAYOUT_UNORDERED_ACCESS
splitBarrierBegin.LayoutAfter = D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE

// END split from compute shader UAV to pixel shader SRV
splitBarrierEnd.SyncBefore = D3D12_BARRIER_SYNC_SPLIT
splitBarrierEnd.SyncAfter = D3D12_BARRIER_SYNC_PIXEL_SHADING
splitBarrierEnd.AccessBefore = D3D12_BARRIER_ACCESS_UNORDERED_ACCESS
splitBarrierEnd.AccessAfter = D3D12_BARRIER_ACCESS_DIRECT_QUEUE_SHADER_RESOURCE
splitBarrierEnd.AccessAfter = D3D12_BARRIER_ACCESS_SHADER_RESOURCE
splitBarrierEnd.LayoutBefore = D3D12_BARRIER_LAYOUT_UNORDERED_ACCESS
splitBarrierEnd.LayoutAfter = D3D12_BARRIER_LAYOUT_DIRECT_QUEUE_SHADER_RESOURCE
```
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