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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.
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@@ -479,7 +479,7 @@ D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetTempDescriptor(const D3D12Desc
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else if(desc.GetType() == D3D12DescriptorType::UAV)
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{
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// need a non-shader visible heap for this one
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ret = GetCPUHandle(TMP_UAV);
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ret = GetUAVClearHandle(TMP_UAV);
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ID3D12Resource *counterRes =
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m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(desc.GetCounterResourceId());
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