On Mon, 23 Aug 2021 at 17:23, Conor McCarthy cmccarthy@codeweavers.com wrote:
- for (i = 0; i < ARRAY_SIZE(constant_buffers); ++i)
- {
uint32_t cb_data = 63 - i;
constant_buffers[i] = create_default_buffer(device, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(constant_buffers[i], 0, sizeof(cb_data), &cb_data, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, constant_buffers[i],
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
Actually, should that be "D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER"?