message: Use non-shader visible descriptor for temp descriptors
  * Although not documented or mentioned in the debug layers, when getting a temp
  descriptor for a UAV clear, it must be from a non-shader visible heap.
diff: @@ -479,7 +479,7 @@ D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetTempDescriptor(const D3D12Desc
  else if(desc.GetType() == D3D12DescriptorType::UAV)
  {
  // need a non-shader visible heap for this one
  - ret = GetCPUHandle(TMP_UAV);
  + ret = GetUAVClearHandle(TMP_UAV);
  ID3D12Resource *counterRes =
  m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(desc.GetCounterResourceId());
  