From 8d520cd1fb81c5eb08e1f4c2576da78a8452eb3f Mon Sep 17 00:00:00 2001 From: baldurk Date: Tue, 17 Jul 2018 13:21:54 +0100 Subject: [PATCH] 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. --- renderdoc/driver/d3d12/d3d12_debug.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/renderdoc/driver/d3d12/d3d12_debug.cpp b/renderdoc/driver/d3d12/d3d12_debug.cpp index 32fd13e0a..b52a681d0 100644 --- a/renderdoc/driver/d3d12/d3d12_debug.cpp +++ b/renderdoc/driver/d3d12/d3d12_debug.cpp @@ -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(desc.GetCounterResourceId());