Hi once again
I have an understanding that I get 10 CB register slots in my shader functions which are listed in HLSL as b0 to b10. Following this kind of rule, I’ve deduced that I can only bind upto 10 CBs max per shader stage. So if I had a descriptor table pointing to 20 contiguous CBVs, is there a way to get to the remaining half since I’m only able to bind 10 at a time?
I’ve also seen that the Root parameter structure exposes register space (when filling out range structure for descriptors). I suspect this could have me access more CBs than the 10 that are bound to registers which I normally see in HLSL.
Is my current understanding correct or theree’s actually more to this.
Thanks ?