Giovanni Mascellani (@giomasce) commented about tests/shader_runner_d3d12.c:
+ runner->r.uniform_count, runner->r.uniforms, 0); + for (i = 0; i < runner->r.resource_count; ++i) + { + struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); + + switch (resource->r.type) + { + case RESOURCE_TYPE_TEXTURE: + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index, + get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); + break; + + case RESOURCE_TYPE_UAV: + // fixme zf: un-magic + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index, + get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + 32)); Your magic is indeed powerful, but please use `MAX_RESOURCES`.
-- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/30#note_10937