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@@ -1292,7 +1293,7 @@ Some Access types require matching Sync. For the following access bits, at leas
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## Fence Barriers
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## Fence Barriers (Preview)
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Fence barriers allow app developers to perform GPU command execution timeline synchronization between command queues or with the CPU. This improves both GPU/CPU and GPU/GPU concurrency, and gives developers an alternative to split barriers.
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Consecutive layout transitioning `WaitBarrier` operations with no intervening `SignalBarrier` on a given texture subresource in a single `ExecuteCommandLists` scope is invalid. Such a scenario would imply concurrent write operations to the same subresource, which is not supported.
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### Enabling and using Fence Barriers preview
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The Fence Barriers preview requires developer mode. Additionally, developers must use `D3D12EnableExperimentalFeatures` to enable fence barriers preview APIs:
Executes the provided barriers, signalling a fence after all barrier transactions have fully completed. Any subsequent dependent operations must be preceded by a `WaitBarrier` with matching fence/value pairs.
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If a wait barrier on a texture subresource corresponds to a preceding signal barrier, the `LayoutBefore` on the wait barrier must match the `LayoutAfter` from the signal barrier or be set to `D3D12_BARRIER_LAYOUT_UNDEFINED`, which avoids a layout transition. This effectively matches split barrier behavior where a barrier transaction is started by the split-begin barrier, and completed by the split-end barrier.
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