28 D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC* resourceDesc,
30 const D3D12_CLEAR_VALUE* clearValue) {
31 D3D12MA::ALLOCATION_DESC allocationDesc = {};
32 allocationDesc.HeapType = heapType;
38 D3D12MA::Allocation* d3d12maAllocation;
39 HRESULT hr = fAllocator->CreateResource(&allocationDesc, resourceDesc,
40 initialResourceState, clearValue,
41 &d3d12maAllocation, IID_PPV_ARGS(&resource));
46 allocation->
reset(
new Alloc(d3d12maAllocation));
52 const D3D12_RESOURCE_DESC* resourceDesc, D3D12_RESOURCE_STATES initialResourceState,
53 const D3D12_CLEAR_VALUE* clearValue) {
56 HRESULT hr = fAllocator->CreateAliasingResource(alloc->fAllocation, localOffset, resourceDesc,
57 initialResourceState, clearValue,
58 IID_PPV_ARGS(&resource));