Resolve texture states in queue order across DLSS command lists
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@@ -67,7 +67,7 @@ inline void transition(ID3D12GraphicsCommandList* list, ID3D12Resource* resource
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}
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struct ResourceAccess {
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D3D12_RESOURCE_STATES legacy = D3D12_RESOURCE_STATE_COMMON;
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bool enhanced = false, pending_split = false;
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bool enhanced = false, pending_split = false, inherited = false;
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D3D12_BARRIER_LAYOUT layout = D3D12_BARRIER_LAYOUT_COMMON;
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D3D12_BARRIER_ACCESS access = D3D12_BARRIER_ACCESS_COMMON;
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D3D12_BARRIER_SYNC sync = D3D12_BARRIER_SYNC_ALL;
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