From 2018b5d790213ba2199e2d84d39a4a5c006814eb Mon Sep 17 00:00:00 2001 From: baldurk Date: Tue, 30 Sep 2025 11:25:43 +0100 Subject: [PATCH] Use the correct state for creating whole memory buffers on D3D12 --- renderdoc/driver/d3d12/d3d12_resources.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/renderdoc/driver/d3d12/d3d12_resources.cpp b/renderdoc/driver/d3d12/d3d12_resources.cpp index a1494d2ca..af07c1eb1 100644 --- a/renderdoc/driver/d3d12/d3d12_resources.cpp +++ b/renderdoc/driver/d3d12/d3d12_resources.cpp @@ -183,9 +183,8 @@ WrappedID3D12Heap::WrappedID3D12Heap(ID3D12Heap *real, WrappedID3D12Device *devi else if(desc.Properties.Type == D3D12_HEAP_TYPE_READBACK) state = D3D12_RESOURCE_STATE_COPY_DEST; - HRESULT hr = - device->GetReal()->CreatePlacedResource(real, 0, &resDesc, D3D12_RESOURCE_STATE_COMMON, NULL, - __uuidof(ID3D12Resource), (void **)&m_WholeMem); + HRESULT hr = device->GetReal()->CreatePlacedResource( + real, 0, &resDesc, state, NULL, __uuidof(ID3D12Resource), (void **)&m_WholeMem); RDCASSERT(SUCCEEDED(hr)); }