JJJohan / DX12Engine

Direct3D Rendering Engine
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Dynamic Root Signature Handling (No Fixed Heap Sizes) #26

Open JJJohan opened 8 years ago

JJJohan commented 8 years ago

Consider the following root signature layout:

CBVs

  1. World Matrix - Per Draw Call
  2. Camera CB - Per Frame
  3. Extra slot - Per Material batch

SRVs

  1. 64 Textures - dynamic indexing preferred, less draw calls (vs tier 1-2 register overhead)

RTVs

  1. Screen output

UAVs None

Samplers

  1. Static sampler