diff --git a/drivers/d3d12/rendering_device_driver_d3d12.cpp b/drivers/d3d12/rendering_device_driver_d3d12.cpp index ca2b392e66a5..a6bce1d79a5a 100644 --- a/drivers/d3d12/rendering_device_driver_d3d12.cpp +++ b/drivers/d3d12/rendering_device_driver_d3d12.cpp @@ -872,6 +872,7 @@ RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitFiel D3D12MA::ALLOCATION_DESC allocation_desc = {}; allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT; + D3D12_RESOURCE_STATES initial_state = D3D12_RESOURCE_STATE_COMMON; switch (p_allocation_type) { case MEMORY_ALLOCATION_TYPE_CPU: { bool is_src = p_usage.has_flag(BUFFER_USAGE_TRANSFER_FROM_BIT); @@ -879,10 +880,12 @@ RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitFiel if (is_src && !is_dst) { // Looks like a staging buffer: CPU maps, writes sequentially, then GPU copies to VRAM. allocation_desc.HeapType = D3D12_HEAP_TYPE_UPLOAD; + initial_state = D3D12_RESOURCE_STATE_GENERIC_READ; } if (is_dst && !is_src) { // Looks like a readback buffer: GPU copies from VRAM, then CPU maps and reads. allocation_desc.HeapType = D3D12_HEAP_TYPE_READBACK; + initial_state = D3D12_RESOURCE_STATE_COPY_DEST; } } break; case MEMORY_ALLOCATION_TYPE_GPU: { @@ -911,7 +914,7 @@ RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitFiel res = allocator->CreateResource( &allocation_desc, reinterpret_cast(&resource_desc), - D3D12_RESOURCE_STATE_COMMON, + initial_state, nullptr, allocation.GetAddressOf(), IID_PPV_ARGS(buffer.GetAddressOf())); @@ -925,7 +928,7 @@ RDD::BufferID RenderingDeviceDriverD3D12::buffer_create(uint64_t p_size, BitFiel buf_info->resource = buffer.Get(); buf_info->owner_info.resource = buffer; buf_info->owner_info.allocation = allocation; - buf_info->owner_info.states.subresource_states.push_back(D3D12_RESOURCE_STATE_COMMON); + buf_info->owner_info.states.subresource_states.push_back(initial_state); buf_info->states_ptr = &buf_info->owner_info.states; buf_info->size = p_size; buf_info->flags.usable_as_uav = (resource_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);