Resource binding can be a area of very verbose. Can the following resource binding features be supported:
PushConstants for Vulkan or RootConstants for D3D12 directly written into ray tracing shader binding table, maybe IBindingSet need to specify the constant buffer to create shader table entry.
Volatile SRV[Versioned RootShaderResourceView] is just a resource type of StructuredBuffer<> compared to ConstantBuffer<> in HLSL, which can be bound to root shader resource view.
for BindingSetItem of type "ConstantBuffer", buffer range can not be specified and not work properly, this may be a bug instead of a feature.
Resource binding can be a area of very verbose. Can the following resource binding features be supported: