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https://github.com/microsoft/DirectX-Graphics-Samples/blob/51d0c1c5e225186a279bcdf15b7dbf68745301db/Samples/Desktop/D3D12ExecuteIndirect/src/D3D12ExecuteIndirect.h#L106C8-L106C60 "// Each triangle gets its own constant buffer per frame."
DirectX-Graphics-Samples/Samples/Desktop/D3D12ExecuteIndirect/src/D3D12ExecuteIndirect.cpp
Line 415 in 51d0c1c
for (UINT frame = 0; frame < FrameCount; frame++) { srvDesc.Buffer.FirstElement = frame * TriangleCount; m_device->CreateShaderResourceView(m_constantBuffer.Get(), &srvDesc, cbvSrvHandle); cbvSrvHandle.Offset(CbvSrvUavDescriptorCountPerFrame, m_cbvSrvUavDescriptorSize); }
Actually, it is a single m_constantBuffer, all triangles per frame get 1 SRV.
Thanks.
The text was updated successfully, but these errors were encountered:
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https://github.com/microsoft/DirectX-Graphics-Samples/blob/51d0c1c5e225186a279bcdf15b7dbf68745301db/Samples/Desktop/D3D12ExecuteIndirect/src/D3D12ExecuteIndirect.h#L106C8-L106C60
"// Each triangle gets its own constant buffer per frame."
DirectX-Graphics-Samples/Samples/Desktop/D3D12ExecuteIndirect/src/D3D12ExecuteIndirect.cpp
Line 415 in 51d0c1c
Actually, it is a single m_constantBuffer, all triangles per frame get 1 SRV.
Thanks.
The text was updated successfully, but these errors were encountered: