Fix validation error on Windows for textures but optimize buffers instead
This commit is contained in:
@@ -137,7 +137,7 @@ bool GPUBufferDX12::OnInit()
|
||||
// Create resource
|
||||
ID3D12Resource* resource;
|
||||
#if PLATFORM_WINDOWS
|
||||
D3D12_HEAP_FLAGS heapFlags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
|
||||
D3D12_HEAP_FLAGS heapFlags = EnumHasAnyFlags(_desc.Flags, GPUBufferFlags::VertexBuffer | GPUBufferFlags::IndexBuffer) || _desc.InitData ? D3D12_HEAP_FLAG_CREATE_NOT_ZEROED : D3D12_HEAP_FLAG_NONE;
|
||||
#else
|
||||
D3D12_HEAP_FLAGS heapFlags = D3D12_HEAP_FLAG_NONE;
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user