Almost all samples are using GENERIC_READ when transitioning to texture read state. It is better and more correct to use PIXEL_SHADER_READ for reading from the pixel shader and NON_PIXEL_SHADER_READ for all other shader stages.
Also, since this is a D3D12 book, I was expecting Chapter 18's cube map sample to use the new VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation feature instead of rendering to each slice individually.
Almost all samples are using GENERIC_READ when transitioning to texture read state. It is better and more correct to use PIXEL_SHADER_READ for reading from the pixel shader and NON_PIXEL_SHADER_READ for all other shader stages.
Also, since this is a D3D12 book, I was expecting Chapter 18's cube map sample to use the new VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation feature instead of rendering to each slice individually.