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Limit on number of resources you could bind directly without descriptor table

Started by December 22, 2017 08:12 PM
2 comments, last by _void_ 7 years, 1 month ago

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.

https://msdn.microsoft.com/en-us/library/windows/desktop/dn899209(v=vs.85).aspx

edit - IIRC you can't put a texture SRV in the root.

-potential energy is easily made kinetic-

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@InfinisearchThanks! Exactly what I am after!

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