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tests: Use D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER for constant buffers in test_unbounded_resource_arrays().
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -34940,7 +34940,7 @@ static void test_unbounded_resource_arrays(void)
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upload_buffer_data(constant_buffers[i], 0, sizeof(cb_data), &cb_data, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, constant_buffers[i],
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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cbv_desc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(constant_buffers[i]);
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cbv_desc.SizeInBytes = align(sizeof(cb_data), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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