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Don't fetch GPU descriptor address for non-shader-visible heaps
* Silences a D3D12 debug warning
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@@ -355,7 +355,8 @@ WrappedID3D12DescriptorHeap::WrappedID3D12DescriptorHeap(ID3D12DescriptorHeap *r
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: WrappedDeviceChild12(real, device)
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{
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realCPUBase = real->GetCPUDescriptorHandleForHeapStart();
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realGPUBase = real->GetGPUDescriptorHandleForHeapStart();
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if(desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)
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realGPUBase = real->GetGPUDescriptorHandleForHeapStart();
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increment = device->GetUnwrappedDescriptorIncrement(desc.Type);
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numDescriptors = UnpatchedNumDescriptors;
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