D3D12: Use the right state for resources in certain heap types

This commit is contained in:
Pedro J. Estébanez 2024-06-28 18:49:36 +02:00
parent 4ab8fb8093
commit 207f523441
1 changed files with 5 additions and 2 deletions

View File

@ -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<const D3D12_RESOURCE_DESC *>(&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);