message: D3D12 backend: fixed issue with the barriers when old and new states are the same (which may happen if present is called when no other commands were issued)
diff: @@ -203,6 +203,10 @@ void CommandContext::TransitionResource(const StateTransitionDesc& Barrier)
  BarrierDesc.Transition.StateBefore = ResourceStateFlagsToD3D12ResourceStates(OldState);
  BarrierDesc.Transition.StateAfter = ResourceStateFlagsToD3D12ResourceStates(NewState);
  + // Note that RESOURCE_STATE_UNDEFINED != RESOURCE_STATE_PRESENT, but
  + // D3D12_RESOURCE_STATE_COMMON == D3D12_RESOURCE_STATE_PRESENT
  + if (BarrierDesc.Transition.StateBefore != BarrierDesc.Transition.StateAfter)
  + {
  if (pTextureD3D12Impl)
  {
  const auto& TexDesc = pTextureD3D12Impl->GetDesc();
  @@ -234,7 +238,11 @@ void CommandContext::TransitionResource(const StateTransitionDesc& Barrier)
  }
  }
  else
  + {
  + VERIFY_EXPR(pBufferD3D12Impl);
  m_PendingResourceBarriers.emplace_back(BarrierDesc);
  + }
  + }
  if (pTextureD3D12Impl)
  {
  