Remove redundant InitResourceBarrier helper function from main.cpp
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@@ -90,13 +90,6 @@ XCEngine::RHI::D3D12ShaderResourceView gTextureSRV; // texture SRV
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XCEngine::RHI::D3D12Fence gFence;
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UINT64 gFenceValue = 0;
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//=================================================================================
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// 工具函数前向声明
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//=================================================================================
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D3D12_RESOURCE_BARRIER InitResourceBarrier(
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ID3D12Resource* inResource, D3D12_RESOURCE_STATES inPrevState,
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D3D12_RESOURCE_STATES inNextState);
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//=================================================================================
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// 工具函数
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//=================================================================================
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@@ -223,24 +216,6 @@ public:
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}
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};
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//=================================================================================
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// ResourceBarrier 工具函数
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// 用于资源状态转换 (例如: PRESENT → RENDER_TARGET)
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//=================================================================================
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D3D12_RESOURCE_BARRIER InitResourceBarrier(
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ID3D12Resource* inResource, D3D12_RESOURCE_STATES inPrevState,
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D3D12_RESOURCE_STATES inNextState) {
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D3D12_RESOURCE_BARRIER d3d12ResourceBarrier;
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memset(&d3d12ResourceBarrier, 0, sizeof(d3d12ResourceBarrier));
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d3d12ResourceBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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d3d12ResourceBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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d3d12ResourceBarrier.Transition.pResource = inResource;
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d3d12ResourceBarrier.Transition.StateBefore = inPrevState;
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d3d12ResourceBarrier.Transition.StateAfter = inNextState;
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d3d12ResourceBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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return d3d12ResourceBarrier;
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}
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//=================================================================================
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// 根签名初始化 (RootSignature)
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// 定义GPU资源绑定规则: CBV(常量缓冲) / SRV(着色器资源) / DescriptorTable
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