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Prevent misidentification of sampler heap in ray patching. Closes #3821
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@@ -804,7 +804,7 @@ void D3D12RTManager::Verify(PatchedRayDispatch &r)
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(WrappedID3D12DescriptorHeap *)m_wrappedDevice->GetResourceManager()
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->GetResAs<ID3D12DescriptorHeap>(heapId);
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if(heap->GetDescriptors()->GetType() == D3D12DescriptorType::Sampler)
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if(heap->GetDesc().Type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER)
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sampHeap = heap;
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else
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resHeap = heap;
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@@ -1690,7 +1690,7 @@ PatchedRayDispatch D3D12RTManager::PatchRayDispatch(ID3D12GraphicsCommandList4 *
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(WrappedID3D12DescriptorHeap *)m_wrappedDevice->GetResourceManager()
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->GetResAs<ID3D12DescriptorHeap>(heapId);
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if(heap->GetDescriptors()->GetType() == D3D12DescriptorType::Sampler)
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if(heap->GetDesc().Type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER)
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{
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cbufferData.wrapped_sampHeapBase = heap->GetOriginalGPUBase();
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cbufferData.unwrapped_sampHeapBase = heap->GetGPU(0).ptr;
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@@ -1959,7 +1959,7 @@ PatchedRayDispatch D3D12RTManager::PatchIndirectRayDispatch(
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(WrappedID3D12DescriptorHeap *)m_wrappedDevice->GetResourceManager()
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->GetResAs<ID3D12DescriptorHeap>(heapId);
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if(heap->GetDescriptors()->GetType() == D3D12DescriptorType::Sampler)
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if(heap->GetDesc().Type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER)
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{
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cbufferData.wrapped_sampHeapBase = heap->GetOriginalGPUBase();
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cbufferData.unwrapped_sampHeapBase = heap->GetGPU(0).ptr;
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