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shader: separate indirect buffer candidates from tracked root limits
Co-authored-by: fxpw <fxpw@outlook.com>
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@@ -7162,7 +7162,7 @@ void TestResourceLimitIsTransactional() {
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Fixture accepted;
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MemoryInfo accepted_memory;
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accepted_memory.kind = ResourceKind::Buffer;
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for (uint32_t index = 0; index < ShaderInfo::MaxBuffers; index++) {
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for (uint32_t index = 0; index < ShaderInfo::MaxBufferRoots; index++) {
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const auto handle = accepted.Buffer(
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{Value(index), Value(index + 1u), Value(index + 2u), Value(index + 3u)},
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index * 4u);
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@@ -7184,7 +7184,7 @@ void TestResourceLimitIsTransactional() {
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Fixture fixture;
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MemoryInfo memory;
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memory.kind = ResourceKind::Buffer;
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for (uint32_t index = 0; index <= ShaderInfo::MaxBuffers; index++) {
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for (uint32_t index = 0; index <= ShaderInfo::MaxBufferRoots; index++) {
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const auto handle = fixture.Buffer(
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{Value(index), Value(index + 1u), Value(index + 2u), Value(index + 3u)},
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index * 4u);
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