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walbourn avatar walbourn commented on June 3, 2024

Heap "slots" are an important resource in a given heap, so it's important to reuse them as much as possible.

The DescriptorHeap class was designed for a 'static assignment' model where you knew all the slots you'd need up-front. The DescriptorPile class was added to provide a set of 'static assignment' slots and then you can allocate more 'dynamic' slots at runtime up to the provided maximum.

As such, you should really have a system on-top of that you use to manage texture lifetime and reuse those slots. You'd only go back to DescriptorPile when you needed more of them.

from directxtk12.

trojanfoe avatar trojanfoe commented on June 3, 2024

That's cool thanks, I have a simple allocator I can use in place of the DescriptorPile class. Thanks for the clarification.

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walbourn avatar walbourn commented on June 3, 2024

The motivation for DescriptorPile was supporting Model where you don't know the number of SRV slots you need until runtime.

For 'streaming' scenarios where assets come and go, you should do something fancier yourself. You can of course you DescriptorPile in your implementation if you want :)

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