D3D12: use one barrier to transit states for all subresources

If a texture's old states of all subresources are the same, and its
new states are the same too, then we can use one barrier to transit
states for all subresources. We don't need to use one barrier per
each subresource.

This change can reduce barriers we dispatched, in order to improve
performance for particular situations.

Bug: dawn:441

Change-Id: I9fe9dabda725e05d4ce5a8e69ee7b40e6724a22a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23145
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Yunchao He
2020-06-15 18:32:02 +00:00
committed by Commit Bot service account
parent 1c2a039e04
commit e5be22e949
5 changed files with 80 additions and 26 deletions

View File

@@ -175,6 +175,6 @@ group("dawn_fuzzers") {
]
if (is_win) {
deps += [":dawn_wire_server_and_d3d12_backend_fuzzer"]
deps += [ ":dawn_wire_server_and_d3d12_backend_fuzzer" ]
}
}