mirror of https://github.com/PCSX2/pcsx2.git
GS/DX12: Use correct state for texture staging buffers
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52a3777aae
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@ -498,7 +498,7 @@ void Context::ExecuteCommandList(bool wait_for_completion)
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}
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// Update fence when GPU has completed.
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hr = m_command_queue->Signal(m_fence.get(), m_current_fence_value);
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hr = m_command_queue->Signal(m_fence.get(), res.ready_fence_value);
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pxAssertRel(SUCCEEDED(hr), "Signal fence");
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MoveToNextCommandList();
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@ -555,9 +555,9 @@ void Context::DestroyPendingResources(CommandListResources& cmdlist)
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for (const auto& it : cmdlist.pending_resources)
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{
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it.second->Release();
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if (it.first)
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it.first->Release();
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it.second->Release();
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}
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cmdlist.pending_resources.clear();
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}
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@ -128,7 +128,7 @@ ID3D12Resource* GSTexture12::AllocateUploadStagingBuffer(const void* data, u32 p
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const D3D12_RESOURCE_DESC resource_desc = {
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D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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D3D12_RESOURCE_FLAG_NONE};
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HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_COPY_SOURCE,
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HRESULT hr = g_d3d12_context->GetAllocator()->CreateResource(&allocation_desc, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr, allocation.put(), IID_PPV_ARGS(resource.put()));
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if (FAILED(hr))
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{
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