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Use the correct state for creating whole memory buffers on D3D12
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@@ -183,9 +183,8 @@ WrappedID3D12Heap::WrappedID3D12Heap(ID3D12Heap *real, WrappedID3D12Device *devi
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else if(desc.Properties.Type == D3D12_HEAP_TYPE_READBACK)
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state = D3D12_RESOURCE_STATE_COPY_DEST;
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HRESULT hr =
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device->GetReal()->CreatePlacedResource(real, 0, &resDesc, D3D12_RESOURCE_STATE_COMMON, NULL,
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__uuidof(ID3D12Resource), (void **)&m_WholeMem);
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HRESULT hr = device->GetReal()->CreatePlacedResource(
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real, 0, &resDesc, state, NULL, __uuidof(ID3D12Resource), (void **)&m_WholeMem);
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RDCASSERT(SUCCEEDED(hr));
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}
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