SDL: Don't use a cast, instead use the correct D3D12 resource state

From 62aa5cc961c5a923cc0282bf708a25e8aded5033 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Mon, 21 Sep 2026 07:21:06 -0700
Subject: [PATCH] Don't use a cast, instead use the correct D3D12 resource
 state

---
 src/gpu/d3d12/SDL_gpu_d3d12.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c
index 8a62873af06e3..8ff0359191177 100644
--- a/src/gpu/d3d12/SDL_gpu_d3d12.c
+++ b/src/gpu/d3d12/SDL_gpu_d3d12.c
@@ -1979,7 +1979,7 @@ static void D3D12_INTERNAL_TextureTransitionToDefaultUsage(
 static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultBufferResourceState(
     D3D12Buffer *buffer)
 {
-    D3D12_RESOURCE_STATES states = (D3D12_RESOURCE_STATES)0;
+    D3D12_RESOURCE_STATES states = D3D12_RESOURCE_STATE_COMMON;
 
     if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_VERTEX) {
         states |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;