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Refuse to read contents of AS buffers on D3D12
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@@ -2154,6 +2154,10 @@ void D3D12DebugManager::GetBufferData(ID3D12Resource *buffer, uint64_t offset, u
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ret.resize((size_t)length);
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WrappedID3D12Resource *wrapped = (WrappedID3D12Resource *)buffer;
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if(wrapped->IsAccelerationStructureResource())
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return;
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// directly CPU mappable (and possibly invalid to transition and copy from), so just memcpy
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if(heapProps.Type == D3D12_HEAP_TYPE_UPLOAD || heapProps.Type == D3D12_HEAP_TYPE_READBACK)
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{
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