Hi, Il 07/06/22 23:29, Zebediah Figura ha scritto:
+ resource->resource = create_default_texture(device, params->width, params->height, + params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); + resource_data.pData = params->data; + resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size; + upload_texture_data(resource->resource, &resource_data, 1, test_context->queue, test_context->list); + reset_command_list(test_context->list, test_context->allocator); + transition_resource_state(test_context->list, resource->resource, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + // fixme zf: un-magic this + ID3D12Device_CreateUnorderedAccessView(device, resource->resource, + NULL, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + 32)); + break;
Is that intended, or should this have been un-magiced before submission? It feels magic indeed (though so far much of D3D12 and Vulkan feels somewhat magic to me)! Same thing for the Vulkan runner. Giovanni.