void Execute(FRHICommandListBase& CmdList)
	{
		FD3D12DynamicRHI::GetD3DRHI()->UpdateBuffer(Destination->GetResource(), Destination->GetOffset(), Source->GetResource(), Source->GetOffset(), NumBytes);
	}
void* FD3D12DynamicRHI::LockBuffer(FRHICommandListImmediate* RHICmdList, BufferType* Buffer, uint32 Offset, uint32 Size, EResourceLockMode LockMode)
{
	FD3D12LockedData LockedData;

	// Determine whether the buffer is dynamic or not.
	const bool bIsDynamic = (Buffer->GetUsage() & BUF_AnyDynamic) ? true : false;

	void* Data = nullptr;

	if (bIsDynamic)
	{
		check(LockMode == RLM_WriteOnly);

		TRefCountPtr<FD3D12ResourceLocation> newLocation = new FD3D12ResourceLocation(GetRHIDevice());

		// Allocate a new resource
		Data = GetRHIDevice()->GetDefaultUploadHeapAllocator().AllocUploadResource(Buffer->ResourceLocation->GetEffectiveBufferSize(), Buffer->BufferAlignment, newLocation);

		// If on the RenderThread, queue up a command on the RHIThread to rename this buffer at the correct time
		if (ShouldDeferBufferLockOperation(RHICmdList))
		{
			new (RHICmdList->AllocCommand<FRHICommandRenameUploadBuffer<BufferType>>()) FRHICommandRenameUploadBuffer<BufferType>(Buffer, newLocation);
		}
		else
		{
			Buffer->Rename(newLocation);
		}
	}
	else
	{
		FD3D12Resource* pResource = Buffer->ResourceLocation->GetResource();

		// Locking for read must occur immediately so we can't queue up the operations later.
		if (LockMode == RLM_ReadOnly)
		{
			// If the static buffer is being locked for reading, create a staging buffer.
			TRefCountPtr<FD3D12Resource> StagingBuffer;
			VERIFYD3D11RESULT(GetRHIDevice()->GetResourceHelper().CreateBuffer(D3D12_HEAP_TYPE_READBACK, Offset + Size, StagingBuffer.GetInitReference()));
			LockedData.StagingResource = StagingBuffer;

			// Copy the contents of the buffer to the staging buffer.
			{
				const auto& pfnCopyContents = [&]()
				{
					FD3D12CommandContext& DefaultContext = GetRHIDevice()->GetDefaultCommandContext();

					FD3D12CommandListHandle& hCommandList = DefaultContext.CommandListHandle;
					FScopeResourceBarrier ScopeResourceBarrierSource(hCommandList, pResource, pResource->GetDefaultResourceState(), D3D12_RESOURCE_STATE_COPY_SOURCE, 0);
					// Don't need to transition upload heaps

					DefaultContext.numCopies++;
					hCommandList->CopyBufferRegion(
						StagingBuffer->GetResource(),
						0,
						pResource->GetResource(),
						Offset, Size);

					DefaultContext.FlushCommands(true);
				};

				if (ShouldDeferBufferLockOperation(RHICmdList))
				{
					// Sync when in the render thread implementation
					check(IsInRHIThread() == false);

					RHICmdList->ImmediateFlush(EImmediateFlushType::FlushRHIThread);
					pfnCopyContents();
				}
				else
				{
					check(IsInRHIThread());
					pfnCopyContents();
				}
			}

			// Map the staging buffer's memory for reading.
			VERIFYD3D11RESULT(StagingBuffer->GetResource()->Map(0, nullptr, &Data));
		}
		else
		{
			// If the static buffer is being locked for writing, allocate memory for the contents to be written to.
			TRefCountPtr<FD3D12ResourceLocation> UploadBufferLocation = new FD3D12ResourceLocation(GetRHIDevice());
			Data = GetRHIDevice()->GetDefaultFastAllocator().Allocate(Offset + Size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT, UploadBufferLocation);

			// Keep track of the underlying resource for the upload heap so it can be referenced during Unmap.
			LockedData.UploadHeapLocation = UploadBufferLocation;
		}
	}

	check(Data);
	// Add the lock to the lock map.
	LockedData.SetData(Data);
	LockedData.Pitch = Offset + Size;

	// Add the lock to the lock map.
	FD3D12LockedKey LockedKey(Buffer);
	AddToOutstandingLocks(LockedKey, LockedData);

	// Return the offset pointer
	return (void*)((uint8*)LockedData.GetData() + Offset);
}