diff --git a/util/test/demos/d3d12/d3d12_resource_mapping_zoo.cpp b/util/test/demos/d3d12/d3d12_resource_mapping_zoo.cpp index 953566939..d042fbdd7 100644 --- a/util/test/demos/d3d12/d3d12_resource_mapping_zoo.cpp +++ b/util/test/demos/d3d12/d3d12_resource_mapping_zoo.cpp @@ -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),