D3D12 created initial states don't need to be copied

* This would require proper barriers and special handling for e.g. readback
  resources, and the only time we create initial states is when the resource was
  created mid-frame (since all pre-frame resources are dirty, so would have
  initial states prepared). That means it's zero initialised, so our zero-
  initialised created state is fine.
This commit is contained in:
baldurk
2020-04-03 15:19:16 +01:00
parent 2bb278b9fd
commit 21f869192c
@@ -830,12 +830,6 @@ void D3D12ResourceManager::Create_InitialState(ResourceId id, ID3D12DeviceChild
}
else
{
ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());
copy->SetName(L"Create_InitialState blank");
list->CopyResource(Unwrap(copy), Unwrap(res));
D3D12InitialContents initContents(D3D12InitialContents::ForceCopy, type);
initContents.resourceType = Resource_Resource;
initContents.resource = copy;