A couple quick questions.
- ID3D12GraphicsCommandList::SetDesciptorHeaps, the documentation specifically states that you cannot call this on a Bundle, and yet the Hello World SDK sample does this exact thing (as do several other samples I've found around the internet). The debug layer doesn't appear to issue a warning like the documentation says it should. Is the documentation correct or out of date?
- Am I correct that the method above is the link between your heap-based content and the pipeline? From what I gather, you define the structure of your content via the root parameters, but actual binding happens with SetDescriptorHeaps. Now, the method takes an array of heap pointers; am I correct in assuming that the order of those heaps in the list much match up somehow with the root signature? If that's true, then how does that work with descriptor tables, since the root signature can be a two-level hierarchy of tables. It seems hard to manage, unless I'm missing something.
Thanks!