Thanks for the answer, actually I used the way of static buffer as a pool :
D3D11_BUFFER_DESC LightIndicesBufferDesc =
{
4 * 1024 * 1024 * sizeof( UInt32 ),
D3D11_USAGE_DYNAMIC,
D3D11_BIND_SHADER_RESOURCE,
D3D11_CPU_ACCESS_WRITE,
D3D11_RESOURCE_MISC_BUFFER_STRUCTURED,
sizeof( UInt32 )
};
Actually I have the clustered forward shading working on D3D11, I have some issue that need to work (some ceil/floor missed I guess).
I only compute the bounding sphere, on the paper of Emil, he does a special code for the point light using planes.
I don't have really understand well the plane-intersection code so I stay with bounding sphere only who is not so bad.
My implementation is CPU based, that works nicely but the perf go fast down around 100 lights with the sponza mesh.
The problem with the compute shader is to sync data to have the good offset + indices working.