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D3D12Device: Fix incorrect state when texture uploaded 2x w/o use
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@ -178,7 +178,14 @@ std::unique_ptr<GPUTexture> D3D12Device::CreateTexture(u32 width, u32 height, u3
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if (data)
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{
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tex->Update(0, 0, width, height, data, data_stride);
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tex->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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if (type == GPUTexture::Type::Texture)
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{
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// resource barrier must be in the same command buffer as the upload
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tex->TransitionSubresourceToState(GetInitCommandList(), 0u, 0u, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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tex->m_resource_state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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}
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}
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return tex;
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