Tweak D3D12_Resource_Mapping_Zoo sig_resourceAccess UAV entries

Use UAV handles (20, 21) for the UAVs instead of SRV handles (56, 57)
This commit is contained in:
Jake Turner
2025-05-08 10:31:28 +01:00
parent a55884043a
commit d48f217119
@@ -256,8 +256,10 @@ float4 main(float4 pos : SV_Position) : SV_Target0
.InitialState(D3D12_RESOURCE_STATE_COPY_DEST)
.UAV();
MakeSRV(res1).CreateGPU(56);
ID3D12ResourcePtr res2 =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
ID3D12ResourcePtr res2 = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2)
.Mips(1)
.InitialState(D3D12_RESOURCE_STATE_COPY_DEST)
.UAV();
D3D12ViewCreator srvRes2 = MakeSRV(res2);
srvRes2.CreateGPU(57);
ID3D12ResourcePtr res3 =
@@ -265,6 +267,7 @@ float4 main(float4 pos : SV_Position) : SV_Target0
D3D12ViewCreator srvRes3 = MakeSRV(res3);
srvRes3.CreateGPU(58);
MakeUAV(res1).CreateGPU(20);
MakeUAV(res2).CreateGPU(21);
// Create a few unused SRVs so that a bindless descriptor table has a lot of things to report
srvRes2.CreateGPU(500);
@@ -327,8 +330,8 @@ float4 main(float4 pos : SV_Position) : SV_Target0
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 2, 57),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, UINT_MAX, 30),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 56),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 1, 57),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 20),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 1, 21),
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 1),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 8, 0),