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fix resource state bugs #24

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10 changes: 5 additions & 5 deletions Chapter 13 The Compute Shader/VecAdd/VecAddCSApp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -253,8 +253,8 @@ void VecAddCSApp::Draw(const GameTimer& gt)
mCommandList->RSSetScissorRects(1, &mScissorRect);

// Indicate a state transition on the resource usage.
// mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
// D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));

// Clear the back buffer and depth buffer.
mCommandList->ClearRenderTargetView(CurrentBackBufferView(), (float*)&mMainPassCB.FogColor, 0, nullptr);
Expand All @@ -266,8 +266,8 @@ void VecAddCSApp::Draw(const GameTimer& gt)


// Indicate a state transition on the resource usage.
mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));

// Done recording commands.
ThrowIfFailed(mCommandList->Close());
Expand Down Expand Up @@ -354,7 +354,7 @@ void VecAddCSApp::DoComputeWork()

// Schedule to copy the data to the default buffer to the readback buffer.
mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mOutputBuffer.Get(),
D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_SOURCE));
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
Comment on lines 356 to +357
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mOutputBuffer is in D3D12_RESOURCE_STATE_UNORDERED_ACCESS after the creation


mCommandList->CopyResource(mReadBackBuffer.Get(), mOutputBuffer.Get());

Expand Down