Hello!
I am wondering if there is a way to find out how many resources you could bind to the command list directly without putting them in a descriptor table.
Specifically, I am referring to these guys:
- SetGraphicsRoot32BitConstant
- SetGraphicsRoot32BitConstants
- SetGraphicsRootConstantBufferView
- SetGraphicsRootShaderResourceView
- SetGraphicsRootUnorderedAccessView
I remember from early presentations on D3D12 that the count of allowed resources is hardware dependent and quite small. But I would like to learn some more concrete figures.