Use non-shader visible descriptor for temp descriptors

* Although not documented or mentioned in the debug layers, when getting a temp
  descriptor for a UAV clear, it must be from a non-shader visible heap.
This commit is contained in:
baldurk
2018-07-17 13:21:54 +01:00
parent d77fac4c6a
commit 8d520cd1fb
+1 -1
View File
@@ -479,7 +479,7 @@ D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetTempDescriptor(const D3D12Desc
else if(desc.GetType() == D3D12DescriptorType::UAV)
{
// need a non-shader visible heap for this one
ret = GetCPUHandle(TMP_UAV);
ret = GetUAVClearHandle(TMP_UAV);
ID3D12Resource *counterRes =
m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(desc.GetCounterResourceId());