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Right now we encode copy commands as soon as they are called and render/compute pass commands on pass.end(). We should move the encoding to CommandEncoder.finish() so that we have more information available to generate better barriers and (on d3d12) to manage descriptor heaps.
Right now we encode copy commands as soon as they are called and render/compute pass commands on
pass.end(). We should move the encoding toCommandEncoder.finish()so that we have more information available to generate better barriers and (on d3d12) to manage descriptor heaps.Related:
CommandEncoder::finish#7391