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Use correct type of heap for cached ASs
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@@ -1982,7 +1982,7 @@ void D3D12ResourceManager::Apply_InitialState(ID3D12DeviceChild *live, D3D12Init
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// if we haven't cached it, build and cache the AS then copy into place
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else if(data.cachedBuiltAS == NULL)
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{
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m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::DefaultHeapWithUav,
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m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::AccStructDefaultHeap,
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D3D12GpuBufferHeapMemoryFlag::Default,
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prebuild.ResultDataMaxSizeInBytes, 256, &data.cachedBuiltAS);
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