Ok I'm probably just really dumb but in dx12 how do you set up a root signature to send multiple SRV's (textures) to the shader? It *seems* like making a range with 2 descriptors, it only lets you set 2 consecutive handles, instead of 2 different ones?
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The root signatures are way too small to contain lots of SRVs (they need to fit in a double-digit number of bytes). You reference a descriptor table and put the SRVs there.
Having SRVs in the root parameters is the exception, not the rule. Generally, with D3D12, you should be moving away from setting a bunch of texture, constant buffer etc. pointers for every batch.
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If you're representing a static material, you want to set up all these descriptors ahead of time, for all the batches you mean to draw every frame, contiguously and in linear order, in a descriptor table (or three).
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