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ResourceLayoutMap::iterator currentLayout = resourcesLayout.find( mTarget );
if (currentLayout != resourcesLayout.end())
**EDIT**
Apologise I have not got up to speed with the UAV branch changes yet
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ResourceLayoutMap::iterator currentLayout = resourcesLayout.find( mTarget );
if (currentLayout != resourcesLayout.end())
I can't take a look now, but that is likely the case. They should always exists, their initial state is often "Undefined".al2950 wrote:Or is there a bigger issue here where the resourcesLayout maps are not being generated properly?
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resourcesLayout[mRenderWindow.target] = ResourceLayout::RenderTarget;
CompositorNode::fillResourcesLayout( resourcesLayout, mGlobalTextures,
ResourceLayout::Undefined );
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fillResourcesLayout( resourcesLayout, mLocalTextures, ResourceLayout::Undefined );
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//Check <anything> -> RT
ResourceLayoutMap::iterator currentLayout = resourcesLayout.find( mTarget );
if( (currentLayout->second != ResourceLayout::RenderTarget && explicitApi) ||
currentLayout->second == ResourceLayout::Uav )
{
addResourceTransition( currentLayout,
ResourceLayout::RenderTarget,
ReadBarrier::RenderTarget );
}
Yes that is a correct assumptiondark_sylinc wrote:I take the code that is causing this issue is very similar to the old cubemapping sample from the 2.0 samples?
Ok, and thanks for the additional info.dark_sylinc wrote: I need to debug it since these barriers need to be thought carefully.
).
I wonder how many times you will say that before you go, sod it, ill just re-write it!dark_sylinc wrote:Sidenote: Current texture design is getting increasingly annoying.