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Fix initial state creation for CPU upload heaps on D3D12
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@@ -1749,7 +1749,7 @@ void D3D12ResourceManager::Create_InitialState(ResourceId id, ID3D12DeviceChild
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// if destination is on the upload heap, it's impossible to copy via the device,
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// so we have to CPU copy. To save time and make a more optimal copy, we just keep the data
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// CPU-side
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D3D12InitialContents initContents(D3D12InitialContents::Copy, Resource_Resource);
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D3D12InitialContents initContents(D3D12InitialContents::Copy, type);
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uint64_t size = RDCMAX(resDesc.Width, 64ULL);
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initContents.srcData = AllocAlignedBuffer(size);
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memset(initContents.srcData, 0, (size_t)size);
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