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.