Use correct type of heap for cached ASs

This commit is contained in:
baldurk
2024-10-08 11:57:59 +01:00
parent 987d08c301
commit a59e0ffb21
+1 -1
View File
@@ -1982,7 +1982,7 @@ void D3D12ResourceManager::Apply_InitialState(ID3D12DeviceChild *live, D3D12Init
// if we haven't cached it, build and cache the AS then copy into place
else if(data.cachedBuiltAS == NULL)
{
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::DefaultHeapWithUav,
m_GPUBufferAllocator.Alloc(D3D12GpuBufferHeapType::AccStructDefaultHeap,
D3D12GpuBufferHeapMemoryFlag::Default,
prebuild.ResultDataMaxSizeInBytes, 256, &data.cachedBuiltAS);