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Tweak D3D12_Resource_Mapping_Zoo sig_resourceAccess UAV entries
Use UAV handles (20, 21) for the UAVs instead of SRV handles (56, 57)
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@@ -256,8 +256,10 @@ float4 main(float4 pos : SV_Position) : SV_Target0
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.InitialState(D3D12_RESOURCE_STATE_COPY_DEST)
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.UAV();
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MakeSRV(res1).CreateGPU(56);
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ID3D12ResourcePtr res2 =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
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ID3D12ResourcePtr res2 = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2)
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.Mips(1)
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.InitialState(D3D12_RESOURCE_STATE_COPY_DEST)
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.UAV();
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D3D12ViewCreator srvRes2 = MakeSRV(res2);
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srvRes2.CreateGPU(57);
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ID3D12ResourcePtr res3 =
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@@ -265,6 +267,7 @@ float4 main(float4 pos : SV_Position) : SV_Target0
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D3D12ViewCreator srvRes3 = MakeSRV(res3);
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srvRes3.CreateGPU(58);
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MakeUAV(res1).CreateGPU(20);
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MakeUAV(res2).CreateGPU(21);
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// Create a few unused SRVs so that a bindless descriptor table has a lot of things to report
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srvRes2.CreateGPU(500);
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@@ -327,8 +330,8 @@ float4 main(float4 pos : SV_Position) : SV_Target0
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 2, 57),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, UINT_MAX, 30),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 56),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 1, 57),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 20),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 1, 21),
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 1),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 8, 0),
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