https://www.elevenforum.com/t/microsoft-announcing-shader-model-6-10-preview-and-agilitysdk-720-preview.46440/
Introducing MiniDXNN: a new MLP library built for #DirectX12 HLSL, enabling neural rendering without compute API interop:
🧠 Optimized MLP inference kernels.
⚡ Acceleration via cooperative vector APIs.
🎮 Sample apps & full source code.
Get started ⬇️

MiniDXNN is a native HLSL and DirectX 12 library for lightning-fast MLP inference leveraging AMD Radeon™ RX 9000 series matrix cores via cooperative vector APIs, delivering optimized kernels, samples, full source and docs to remove compute interop friction.
Introducing AMD Smoldr, our open-source CLI to run #DirectX12 HLSL from simple text scripts.
🛠️ Compile shaders, create resources & pipelines
⚙️ Dispatch compute & ray tracing
🐞 Prototype/debug without C++
Faster iteration for DX12 devs 👇
OK .. let's attempt this question here #DX12 #Directx12 I need to delete a texture .. I SUPPOSE before to start messing up with SRVs and such I need a Barrier but 'from where to where' ? I SUPPOSE something like :
auto barrier = CD3DX12_RESOURCE_BARRIER::Transition(
textures_texture[index].Get(),
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_COMMON);
OR maybe should be into :
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE
🤔 ?!