Zebediah Figura (@zfigura) commented about tests/shader_runner_d3d12.c:
NULL, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); break;
case RESOURCE_TYPE_BUFFER_UAV:
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 };
if (!runner->heap)
runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
resource->resource = create_default_buffer(device, params->width * params->height * 4 * sizeof(float),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
upload_texture_data(resource->resource, resource_data,
params->level_count, test_context->queue, test_context->list);
And upload_buffer_data() here. I'm mildly surprised this passes validation.