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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.
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@@ -830,12 +830,6 @@ void D3D12ResourceManager::Create_InitialState(ResourceId id, ID3D12DeviceChild
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}
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else
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{
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ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());
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copy->SetName(L"Create_InitialState blank");
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list->CopyResource(Unwrap(copy), Unwrap(res));
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D3D12InitialContents initContents(D3D12InitialContents::ForceCopy, type);
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initContents.resourceType = Resource_Resource;
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initContents.resource = copy;
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