[D3D12] Fixes/cleanup for render targets and barriers
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@@ -103,11 +103,11 @@ void D3D12CommandProcessor::RestoreEdramSnapshot(const void* snapshot) {
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render_target_cache_->RestoreEdramSnapshot(snapshot);
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}
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void D3D12CommandProcessor::PushTransitionBarrier(
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bool D3D12CommandProcessor::PushTransitionBarrier(
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ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,
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D3D12_RESOURCE_STATES new_state, UINT subresource) {
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if (old_state == new_state) {
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return;
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return false;
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}
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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@@ -117,6 +117,7 @@ void D3D12CommandProcessor::PushTransitionBarrier(
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barrier.Transition.StateBefore = old_state;
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barrier.Transition.StateAfter = new_state;
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barriers_.push_back(barrier);
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return true;
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}
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void D3D12CommandProcessor::PushAliasingBarrier(ID3D12Resource* old_resource,
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