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`.