shader: separate indirect buffer candidates from tracked root limits

Co-authored-by: fxpw <fxpw@outlook.com>
This commit is contained in:
nmzik
2026-10-14 21:19:38 +02:00
parent 1039c54f5d
commit 8b81f665a2
8 changed files with 137 additions and 13 deletions
+2 -2
View File
@@ -7162,7 +7162,7 @@ void TestResourceLimitIsTransactional() {
Fixture accepted;
MemoryInfo accepted_memory;
accepted_memory.kind = ResourceKind::Buffer;
for (uint32_t index = 0; index < ShaderInfo::MaxBuffers; index++) {
for (uint32_t index = 0; index < ShaderInfo::MaxBufferRoots; index++) {
const auto handle = accepted.Buffer(
{Value(index), Value(index + 1u), Value(index + 2u), Value(index + 3u)},
index * 4u);
@@ -7184,7 +7184,7 @@ void TestResourceLimitIsTransactional() {
Fixture fixture;
MemoryInfo memory;
memory.kind = ResourceKind::Buffer;
for (uint32_t index = 0; index <= ShaderInfo::MaxBuffers; index++) {
for (uint32_t index = 0; index <= ShaderInfo::MaxBufferRoots; index++) {
const auto handle = fixture.Buffer(
{Value(index), Value(index + 1u), Value(index + 2u), Value(index + 3u)},
index * 4u);