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Bindless Texture Array Update Pattern #213

Answered by TheMostDiligent
RobertMtx asked this question in Q&A
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If I have 20+ pipeline states, and they all share the same texture array bindings, then I need to iterate all of my pipeline states and update all of these bindings each time a new object is added or removed from the scene that uses different textures - is that right?

You likely need to use a pipeline resource signature that defines a resource layout that can be shared between multiple pipelines. This way all your 20 PSOs will be able to use the same SRB and you will only need to update one SRB. Take a look at Tutorial 22.

Anyway, if I have a lot of textures in my array, and I add, say, 8 more, what would be the best way to update these in the array?

Just update the entries that have …

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