vkDescriptorPool
can be mapped to an indirect argument buffer of Metal. However, D3D12 model is much different:
ID3D12DescriptorHeap
can only store CBV/SRV/UAV, or samplers, or RTV, or DSV. Mixing is not allowed.ID3D12CommandList
) at any given time.Current approach:
This works, but it's an unfortunate derail from Vulkan API. It would be great to not expose heaps directly and map from Vulkan.
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