From 2b1d5cbd90a55a9b8d3fd5ea855f2a0e8712d77d Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Wed, 23 Oct 2019 21:05:17 -0700 Subject: D3D12 backend: optimized CommitRootViews method to process dynamic and non-dynamic buffers separately --- Graphics/GraphicsEngine/interface/DeviceContext.h | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'Graphics/GraphicsEngine') diff --git a/Graphics/GraphicsEngine/interface/DeviceContext.h b/Graphics/GraphicsEngine/interface/DeviceContext.h index 35fec25a..646a9952 100644 --- a/Graphics/GraphicsEngine/interface/DeviceContext.h +++ b/Graphics/GraphicsEngine/interface/DeviceContext.h @@ -614,6 +614,10 @@ public: /// IDeviceContext::TransitionResourceStates(). /// Refer to http://diligentgraphics.com/2018/12/09/resource-state-management/ for detailed explanation /// of resource state management in Diligent Engine. + /// + /// If an application calls any method that changes the state of any resource after it has been committed, the + /// application is responsible for transitioning the resource back to correct state using one of the available methods + /// before issuing the next draw or dispatch command. virtual void CommitShaderResources(IShaderResourceBinding* pShaderResourceBinding, RESOURCE_STATE_TRANSITION_MODE StateTransitionMode) = 0; /// Sets the stencil reference value. -- cgit v1.2.3